From 7d79f542f3c3a8d0ef57f3e875d78165c759fa09 Mon Sep 17 00:00:00 2001 From: TheGiddyLimit Date: Fri, 22 Nov 2024 20:19:23 +0000 Subject: [PATCH 01/40] fix: typos --- collection/MCDM Productions; Where Evil Lives.json | 2 +- creature/MCDM Productions; Flee, Mortals!.json | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/collection/MCDM Productions; Where Evil Lives.json b/collection/MCDM Productions; Where Evil Lives.json index dd9f058ec..6ca02df39 100644 --- a/collection/MCDM Productions; Where Evil Lives.json +++ b/collection/MCDM Productions; Where Evil Lives.json @@ -1102,7 +1102,7 @@ "name": "Mentor", "page": 10, "entries": [ - "Every retainer has a player character {@b mentor}. A retainer's mentor gives them orders, and the mentor's player also controls the retainer. A retainer acts on the same initiattive count as their mentor in combat, acting immediately before or after the mentor (player's choice). As a mentor gains experience and levels up, so does their retainer (see {@book \"Statistics\"|WhereEvilLives|1|Statistics|1} below)." + "Every retainer has a player character {@b mentor}. A retainer's mentor gives them orders, and the mentor's player also controls the retainer. A retainer acts on the same initiative count as their mentor in combat, acting immediately before or after the mentor (player's choice). As a mentor gains experience and levels up, so does their retainer (see {@book \"Statistics\"|WhereEvilLives|1|Statistics|1} below)." ] }, { diff --git a/creature/MCDM Productions; Flee, Mortals!.json b/creature/MCDM Productions; Flee, Mortals!.json index 49e3c7298..b1d444097 100644 --- a/creature/MCDM Productions; Flee, Mortals!.json +++ b/creature/MCDM Productions; Flee, Mortals!.json @@ -1097,7 +1097,7 @@ "name": "Mentor", "page": 9, "entries": [ - "Every retainer has a player character {@b mentor}. A retainer's mentor gives them orders, and the mentor's player also controls the retainer. A retainer acts on the same initiattive count as their mentor in combat, acting immediately before or after the mentor (player's choice). As a mentor gains experience and levels up, so does their retainer (see \"Statistics\" below)." + "Every retainer has a player character {@b mentor}. A retainer's mentor gives them orders, and the mentor's player also controls the retainer. A retainer acts on the same initiative count as their mentor in combat, acting immediately before or after the mentor (player's choice). As a mentor gains experience and levels up, so does their retainer (see \"Statistics\" below)." ] }, { From 6ff715a894fe1a44709575ce2d2ae41384624acf Mon Sep 17 00:00:00 2001 From: CrazierIvan <121170679+CrazierIvan@users.noreply.github.com> Date: Mon, 25 Nov 2024 01:37:03 +0300 Subject: [PATCH 02/40] Updates Laserllama (#2290) --- class/LaserLlama; Alternate Blood Hunter.json | 2 +- class/LaserLlama; Alternate Warlock.json | 436 ++++++++++-------- class/LaserLlama; Magus Class.json | 34 +- 3 files changed, 268 insertions(+), 204 deletions(-) diff --git a/class/LaserLlama; Alternate Blood Hunter.json b/class/LaserLlama; Alternate Blood Hunter.json index 5bebb1145..792eb3bdb 100644 --- a/class/LaserLlama; Alternate Blood Hunter.json +++ b/class/LaserLlama; Alternate Blood Hunter.json @@ -12,7 +12,7 @@ "Crazy Ivan#3242", "hakr14" ], - "version": "2.1.0", + "version": "2.1.1", "color": "940101", "url": "https://www.gmbinder.com/share/-NLlETPNSzqxgQ92pnd-" } diff --git a/class/LaserLlama; Alternate Warlock.json b/class/LaserLlama; Alternate Warlock.json index 3a124441d..dec5b1c90 100644 --- a/class/LaserLlama; Alternate Warlock.json +++ b/class/LaserLlama; Alternate Warlock.json @@ -12,7 +12,7 @@ "Dazzle#9021" ], "color": "4B0082", - "version": "2.1.0", + "version": "3.0.0", "url": "https://www.gmbinder.com/share/-NRARRHW6KjsBfrQIzTs", "targetSchema": "1.10.9" } @@ -504,7 +504,12 @@ "Spiritual Sundering|llspell", "Synaptic Static|XGE", "Teleportation Circle", - "Wall of Light|XGE" + "Wall of Light|XGE", + "Jump (Alternate)|llspell", + "tempestuous blade|llspell", + "mystic spear|llspell", + "spectral passage|llspell", + "accursed touch|llspell" ], "optionalfeatureProgression": [ { @@ -549,14 +554,22 @@ "classSource": "LLWrc", "level": 1, "entries": [ - "You have unearthed fragments of dark, forgotten, and arcane power known as {@filter Eldritch Invocations|optionalfeatures|feature type=LL:EInv}, which you have bound to Trinkets so that you may draw on this power. A Trinket is a tiny object reminiscent of the Invocation bound within. If one of your Trinkets is lost or destroyed, it reforms on your person at the end of your next short or long rest.", - "At 1st level, you have two such Trinkets, and bound within each is one Eldritch Invocation of your choice from the list at the end of this class. When you reach certain Warlock levels you learn additional Invocations, as shown in the Invocations Known column of the Warlock table above. If an Invocation has prerequisites, like a certain Warlock level, you can learn it at the same time that you meet any prerequisites it has.", - "When you gain a Warlock level, you can replace an Eldritch Invocation you know with another Invocation of your choice.", + "You have bound fragments of occult power known as Eldritch Invocations to Trinkets, tiny objects reminiscent of the power bound within them. If a Trinket is lost or destroyed, it reforms on your person at the end of your next short or long rest.", + "Your Trinkets and Eldritch Invocations use the rules below:", { "type": "entries", - "name": "Spellcasting Ability", + "name": "Invocations Known", + "entries": [ + "At 1st level, you have two Trinkets, and bound within each is one Eldritch Invocation of your choice from the list at the end of this class. At certain levels, you gain additional Invocations, as shown in the Invocations Known column of the Warlock table above. If the Invocation has prerequisites, you can learn it at the same time that you meet all of its prerequisites.", + "When you gain a Warlock level, you can replace an Eldritch Invocation you know with another Invocation of your choice." + ] + }, + { + "type": "entries", + "name": "Eldritch Spellcasting", "entries": [ - "As you draw your magic from forbidden knowledge and lore, you use your Intelligence as the spellcasting ability for any of your Eldritch Invocation features or spells you learn through them. You use Intelligence when an Invocation or spell refers to your spellcasting ability, when setting the saving throw DC for a spell or ability, and when making a spell attack roll.", + "Through occult scholarship, dark bargains, or an unnatural intuition, Warlocks access power through Pacts with eldritch sources. Choose Intelligence, Wisdom, or Charisma to be the spellcasting ability for your Invocation features and spells.", + "You use this Pact Ability whenever one of your Invocations or spells refers to your spellcasting ability, whenever you set a saving throw DC, or when you make a spell attack roll.", { "type": "abilityDc", "name": "Spell", @@ -584,7 +597,7 @@ "classSource": "LLWrc", "level": 1, "entries": [ - "You can unleash the power of your Eldritch Invocations as beams of arcane energy. While holding a Trinket containing an Invocation, you can use your action to make a ranged spell attack against a target you can see within 120 feet. On hit, it takes force damage equal to 1d8 + your Intelligence modifier." + "You can unleash the power of your Eldritch Invocations as beams of arcane energy. While holding a Trinket containing an Invocation, you can use your action to make a ranged spell attack against a target you can see within 120 feet. On hit, it takes force damage equal to 1d8 + your Pact modifier." ] }, { @@ -600,7 +613,7 @@ "Your Otherworldly Patron grants you features at 2nd level, and again when you reach 6th, 10th, and 14th level.", { "type": "entries", - "name": "Spellcasting Ability", + "name": "Patron Magic", "entries": [ "Each Otherworldly Patron has a list of Patron Spells that you learn at the Warlock levels noted in your Otherworldly Patron description. These spells count as Warlock spells for you, but they do not count against your total number of Spells Known.", "This magic also changes the effects of your Eldritch Blast." @@ -634,7 +647,7 @@ }, { "type": "entries", - "name": "Spells Known of 1st Level and Higher", + "name": "Spells Slots", "entries": [ "The Warlock table shows how many spell slots you have to cast your Warlock spells of 1st through 5th-level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast a Warlock spell of 1st-level or higher, you must spend a spell slot. You regain all of your expended spell slots when you finish a short or long rest.", "For example, if you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell." @@ -890,9 +903,10 @@ "shortName": "Ancient Wyrm", "subclassFeatures": [ "Ancient Wyrm|Alternate Warlock|LLWrc|Ancient Wyrm|LLWrc|2", - "Elemental Potency|Alternate Warlock|LLWrc|Ancient Wyrm|LLWrc|6", + "Draconic Blast|Alternate Warlock|LLWrc|Ancient Wyrm|LLWrc|6", "Regal Presence|Alternate Warlock|LLWrc|Ancient Wyrm|LLWrc|10", - "Draconic Wings|Alternate Warlock|LLWrc|Ancient Wyrm|LLWrc|14" + "Dragon Wings|Alternate Warlock|LLWrc|Ancient Wyrm|LLWrc|14", + "Ancient Blast|Alternate Warlock|LLWrc|Ancient Wyrm|LLWrc|14" ], "subclassSpells": [ "Command", @@ -1055,7 +1069,7 @@ ], "subclassSpells": [ "Create or Destroy Water", - "Thunderwave", + "Torrent|llspell", "Gust of Wind", "Shatter", "Tidal Wave", @@ -1070,7 +1084,7 @@ "known": { "2": [ "Create or Destroy Water", - "Thunderwave" + "Torrent|llspell" ], "3": [ "Gust of Wind", @@ -1108,7 +1122,7 @@ "subclassSpells": [ "Hex", "Inflict Wounds", - "Silence", + "Blur", "Shadow Blade|XGE", "Fear", "Haste", @@ -1125,7 +1139,7 @@ "Inflict Wounds" ], "3": [ - "Silence", + "Blur", "Shadow Blade|XGE" ], "5": [ @@ -1225,22 +1239,22 @@ "Unending Life|Alternate Warlock|LLWrc|Undying|LLWrc|14" ], "subclassSpells": [ - "False Life", + "Cause Fear|XGE", "Ray of Sickness", "Blindness/Deafness", "Ray of Enfeeblement", "Phantom Steed", - "Vampiric Touch", + "Fear", "Blight", "Death Ward", "Contagion", - "Insect Plague" + "Antilife Shell" ], "additionalSpells": [ { "known": { "2": [ - "False Life", + "Cause Fear|XGE", "Ray of Sickness" ], "3": [ @@ -1249,7 +1263,7 @@ ], "5": [ "Phantom Steed", - "Vampiric Touch" + "Fear" ], "7": [ "Blight", @@ -1257,7 +1271,7 @@ ], "9": [ "Contagion", - "Insect Plague" + "Antilife Shell" ] } } @@ -1298,8 +1312,8 @@ "level": 2, "entries": [ "{@i 2nd-level Archfey feature}", - "Your Patron infuses your magic with the mind-bending power of the Feywild. You can choose for your Eldritch Blast to deal psychic damage equal to 1d10 + your Intelligence modifier.", - "You also learn the following Patron Spells at the Warlock levels below. When you gain a Warlock level you can replace one of your Patron Spells with an enchantment or an illusion spell of the same level from the Bard or Druid spell list.", + "Your Patron infuses your magic with the mind-bending power of the Feywild. You can choose for your Eldritch Blast to deal psychic damage equal to 1d10 + your Pact modifier.", + "You also learn certain spells at the Warlock levels below. They are Warlock spells for you, but they don't count against your number of Spells Known, and they cannot be replaced:", { "type": "table", "caption": "Archfey Spells", @@ -1365,7 +1379,7 @@ "header": 2, "entries": [ "{@i 6th-level Archfey feature}", - "Your magic clouds the judgment of your foes. Whenever you deal psychic damage to a creature with Eldritch Blast it has disadvantage on the first attack roll it makes before the start of your next turn. This feature has no effect on creatures that are immune to the charmed condition." + "Your magic clouds the minds of your foes. When you deal psychic damage to a creature with Eldritch Blast, it has disadvantage on the first attack roll it makes before the start of your next turn. Any creature immune to the charmed condition is also immune to this effect." ] }, { @@ -1398,8 +1412,7 @@ "header": 2, "entries": [ "{@i 10th-level Archfey feature}", - "The Fey power that infuses your magic grants you an affinity for enchantments. You are immune to the charmed condition.", - "Moreover, whenever a creature attempts to charm you, you can use your reaction to turn the charm back on it, forcing it to make a Wisdom saving throw against your Spell save DC. On a failure, it is charmed by you as if by Fey Presence. If the creature is immune to the charmed condition, it instead takes psychic damage equal to your Warlock level on a failed save." + "You are immune to the charmed condition, and if a creature attempts to charm you, you can use your reaction to force it to make a Wisdom saving throw against your Spell save DC. On a failed save, it suffers the effect of Fey Presence. If it is immune to the charmed condition, it instead takes psychic damage equal to your Warlock level on a failed save." ] }, { @@ -1415,9 +1428,8 @@ "header": 2, "entries": [ "{@i 14th-level Archfey feature}", - "The sickly sweet magic of your fey Patron overwhelms even the most stalwart minds. Your Warlock spells and features that impose the charmed condition ignore immunity to the charmed condition, but those creatures still have advantage on their saving throws to resist being charmed.", - "In addition, when a creature fails its saving throw against your Fey Presence feature, you can choose to plunge its mind into an illusory realm of unfettered emotions. However, you must now concentrate on this effect as if you were concentrating on a spell.", - "For the next 10 minutes, the creature can see and hear only itself, you, and the illusory reality. The creature can repeat its Wisdom saving throw whenever it takes damage, ending this effect on a success. If a creature succeeds on this saving throw it is immune to this effect for 24 hours." + "Your fey magic overwhelms even the strongest minds. Your Warlock spells and features ignore immunity to the charmed condition. However, these creatures have advantage on their saving throws to resist being charmed by you.", + "Also, whenever a creature fails its saving throw against Fey Presence, you can plunge it into an illusory realm of emotion, but this enhanced effect requires your concentration. For the duration, the target can see and hear only itself, you, and this illusory reality of your creation. Each time it takes damage, it can repeat its Wisdom saving throw, ending this effect on a success. Once a creature succeeds on this saving throw it is immune to this effect for 24 hours." ] }, { @@ -1453,8 +1465,8 @@ "level": 2, "entries": [ "{@i 2nd-level Ancient Wyrm feature}", - "Your magic has been infused with draconic power. You can choose for your Eldritch Blast to deal Draconic Spark damage equal to 1d10 + your Intelligence modifier.", - "You also learn the following Patron Spells at the Warlock levels listed below. When you gain a Warlock level you can replace one Patron Spell with an enchantment or evocation spell of the same level from the Sorcerer or Warlock spell list.", + "Your magic has been infused with draconic power. You can choose for your Eldritch Blast to deal Draconic Spark damage equal to 1d10 + your Pact modifier.", + "You also learn certain spells at the Warlock levels below. They are Warlock spells for you, but they don't count against your number of Spells Known, and they cannot be replaced.", { "type": "table", "caption": "Ancient Wyrm Spells", @@ -1468,13 +1480,17 @@ ], "rows": [ [ - "3rd", + "2nd", "{@spell command}, {@spell burning hands}" ], [ - "5th", + "3rd", "{@spell scorching ray}, {@spell dragon's breath|XGE}" ], + [ + "5th", + "{@spell fear}, {@spell fireball}" + ], [ "7th", "{@spell dominate beast}, {@spell wall of fire}" @@ -1493,28 +1509,22 @@ "page": 6, "className": "Alternate Warlock", "classSource": "LLWrc", - "foundryImg": "icons/creatures/abilities/dragon-fire-breath-orange.webp", + "foundryImg": "icons/magic/symbols/elements-air-earth-fire-water.webp", "subclassShortName": "Ancient Wyrm", "subclassSource": "LLWrc", "level": 2, "entries": [ "{@i 2nd-level Ancient Wyrm feature}", - "Your Patron has infused you with a Draconic Spark, a fraction of its power. Ancient dragons can impart any element, but they usually bestow the element that matches their breath weapon. Choose acid, cold, fire, lightning, or poison as the damage type of your Draconic Spark. Once chosen it cannot be changed and grants you the benefits below:", - { - "type": "list", - "items": [ - "You gain resistance to that type of damage.", - "When you cast a Warlock spell or cantrip, you can choose for it to deal your Draconic Spark damage in place of its normal damage.", - "You learn to speak, read, and write, Draconic." - ] - } + "Your Patron has infused you with a gift, a portion of its raw elemental power in the form of a Draconic Spark. Elder dragons can impart any element, but they usually bestow the element that matches that of their breath weapon. Choose acid, cold, fire, lightning, or poison to be the type of your Draconic Spark. Once chosen, it cannot be changed.", + "You gain resistance to the damage type of your Draconic Spark, and whenever you cast a Warlock spell or Cantrip, you can change its damage type to that of your Draconic Spark.", + "Finally, your Draconic Spark imbues you with the ability to speak, read, and write Draconic, the language of your Patron." ] }, { - "name": "Elemental Potency", + "name": "Draconic Blast", "source": "LLWrc", "page": 7, - "foundryImg": "icons/magic/symbols/elements-air-earth-fire-water.webp", + "foundryImg": "icons/creatures/abilities/dragon-fire-breath-orange.webp", "className": "Alternate Warlock", "classSource": "LLWrc", "subclassShortName": "Ancient Wyrm", @@ -1523,7 +1533,8 @@ "header": 2, "entries": [ "{@i 6th-level Ancient Wyrm feature}", - "Your affinity with your Draconic Spark has grown. When you deal Draconic Spark damage with a Warlock spell or Eldritch Blast you can treat a roll of 1 or 2 on a damage die as a 3." + "Whenever you use Eldritch Blast, you can choose to exhale a blast of elemental energy from your mouth in a 15-foot cone in place of any number of Eldrtich Blast Beams. Creatures in that area must succeed on a Dexterity saving throw against your Spell save DC. On a failed save, they suffer the effects of one beam of Eldritch Blast, including damage. Damage dealt by this breath weapon is always Draconic Spark damage.", + "Also, whenever you deal your Draconic Spark damageAlso, whenever you deal your Draconic Spark damage type with a Warlock spell or with your Eldritch Blast you can treat a roll of 1 or 2 on any of the damage dice as a 3. type with a Warlock spell or with your Eldritch Blast you can treat a roll of 1 or 2 on any of the damage dice as a 3." ] }, { @@ -1540,11 +1551,11 @@ "entries": [ "{@i 10th-level Ancient Wyrm feature}", "You have developed willpower to rival your ancient Patron. You are immune to the charmed and frightened conditions.", - "You also add your Intelligence modifier (minimum of +1)" + "You also learn the Beguiling Influence Invocation. It does not count against your number of Invocations Known, and it cannot be replaced. If you already know this Invocation, you gain another Eldritch Invocation of your choice." ] }, { - "name": "Draconic Wings", + "name": "Dragon Wings", "source": "LLWrc", "page": 7, "foundryImg": "icons/creatures/abilities/wing-batlike-purple-blue.webp", @@ -1556,7 +1567,25 @@ "header": 2, "entries": [ "{@i 14th-level Ancient Wyrm feature}", - "As a bonus action on your turn, you can manifest (or retract) a pair of leathery Draconic Wings that sprout from your back. These wings grant you a flying speed of 60 feet and destroy any clothing or armor not designed to accommodate them." + "As a bonus action on your turn, you can manifest (or retract) a pair of leathery Draconic Wings, which sprout from your back. While these wings are manifested, you have a flying speed equal to your walking speed.", + "When you manifest these wings, they destroy any armor or clothing that isn't designed to accommodate your wings." + ] + }, + { + "name": "Ancient Blast", + "source": "LLWrc", + "page": 7, + "foundryImg": "icons/magic/fire/beam-jet-stream-yellow.webp", + "className": "Alternate Warlock", + "classSource": "LLWrc", + "subclassShortName": "Ancient Wyrm", + "subclassSource": "LLWrc", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Ancient Wyrm feature}", + "The full power of your Patron's Draconic Spark is realized. When you use Draconic Blast, you can choose for it to be a 25-foot cone or a 50-foot line.", + "Finally, whenever you use Draconic Blast, you can expend one of your Pact Magic spell slots to empower that blast. On a failed save, targets take additional Draconic Spark damage equal to 1d10 per level of your Pact Magic spell slot, and they take half as much damage on a successful saving throw." ] }, { @@ -1572,7 +1601,7 @@ "You have entered into a Pact with a powerful Fiend from the lower planes of existence. Whether you struck a bargain, you were coerced, or you tricked your Patron, you are now linked to a being of absolute evil. Only the most powerful Fiends can serve as Patrons; Archdevils, Demon Lords, and particularly powerful servants of extraplanar evil are the most common.", { "type": "refSubclassFeature", - "subclassFeature": "Dark Blessing|Alternate Warlock|LLWrc|Fiend|LLWrc|2" + "subclassFeature": "Dark Vitality|Alternate Warlock|LLWrc|Fiend|LLWrc|2" }, { "type": "refSubclassFeature", @@ -1592,8 +1621,8 @@ "level": 2, "entries": [ "{@i 2rd-level Fiend feature}", - "Your Patron infuses your magic with infernal flames. You can choose for Eldritch Blast to deal fire damage equal to 1d10 + your Intelligence modifier, ignoring resistance to fire damage.", - "You also learn the following Patron Spells at the Warlock levels listed below. When you gain a Warlock level you can replace one Patron Spell with an evocation or necromancy spell of that level from the Sorcerer or Warlock spell list.", + "Your Patron infuses your magic with infernal flames. You can choose for Eldritch Blast to deal fire damage equal to 1d10 + your Pact modifier, ignoring resistance to fire damage.", + "You also learn certain spells at the Warlock levels below. They are Warlock spells for you, but they don't count against your number of Spells Known, and they cannot be replaced:", { "type": "table", "caption": "Fiend Spells", @@ -1631,7 +1660,7 @@ ] }, { - "name": "Dark Blessing", + "name": "Dark Vitality", "source": "LLWrc", "page": 8, "foundryImg": "icons/creatures/unholy/demon-fire-horned-clawed.webp", @@ -1642,7 +1671,8 @@ "level": 2, "entries": [ "{@i 2nd-level Fiend feature}", - "You can draw vitality from death. Whenever you kill a hostile creature, you can choose to gain temporary hit points equal to your Warlock level + your Intelligence modifier." + "You can draw vitality from death. Whenever you kill a hostile creature, you can choose to gain temporary hit points equal to your Warlock level + your Pact modifier.", + "You can also use this feature as a reaction when a hostile creature within 10 feet of you is reduced to 0 hit points." ] }, { @@ -1743,8 +1773,8 @@ "level": 2, "entries": [ "{@i 2nd-level Great Old One feature}", - "Your Patron has tainted your magic with aberrant powers. Whenever you would fire a beam of Eldritch Blast, you can instead force a creature within range of your Eldritch Blast to make an Intelligence saving throw. On a failure, it takes psychic damage equal to 1d10 + your Intelligence modifier.", - "You also learn the following Patron Spells at the Warlock levels listed below. When you gain a Warlock level you can replace one Patron Spell with a divination or enchantment spell of the same level from the Bard or Wizard spell list.", + "Your Patron has tainted your magic with aberrant powers. Whenever you would fire a beam of Eldritch Blast, you can instead force a creature within range of your Eldritch Blast to make an Intelligence saving throw. On a failure, it takes psychic damage equal to 1d10 + your Pact modifier.", + "You also learn certain spells at the Warlock levels below. They are Warlock spells for you, but they don't count against your number of Spells Known, and they cannot be replaced:", { "type": "table", "caption": "Great Old One Spells", @@ -1810,7 +1840,7 @@ "header": 2, "entries": [ "{@i 6th-level Great Old One feature}", - "Your magic pierces the minds of your foes, sowing confusion and dulling their senses. Whenever you deal psychic damage to a creature with Eldritch Blast it can't take reactions until the beginning of your next turn." + "Once per turn when you deal psychic damage to a creature with Eldritch Blast, you scour the target's mind so it cannot take reactions until the beginning of your next turn." ] }, { @@ -1827,7 +1857,7 @@ "entries": [ "{@i 6th-level Great Old One feature}", "You can repel attacks with your mental abilities. Whenever a creature you can see targets you with an attack roll, you can use your reaction to impose disadvantage on its attack roll. If the triggering attack misses, you can target the attacker with one beam of your Eldritch Blast as part of the same reaction.", - "You can use this reaction a number of times equal to your Intelligence modifier (a minimum of once), and you regain all of your expended uses when you finish a long rest." + "You can use this reaction a number of times equal to your Pact modifier (a minimum of once), and you regain all of your expended uses when you finish a long rest." ] }, { @@ -1843,8 +1873,7 @@ "header": 2, "entries": [ "{@i 10th-level Great Old One feature}", - "You can use this reactiThe power of your incomprehensible Patron has warped your mind. Your thoughts cannot be read by telepathy or any other magical or psionic means unless you allow them to be read.on a number of times equal to your Intelligence modifier (a minimum of once), and you regain all of your expended uses when you finish a long rest.", - "Also, when you are forced to make a Wisdom saving throw you can choose to make an Intelligence saving throw instead." + "Your thoughts cannot be read by telepathy or any other magic or psionic means unless you allow them to. Also, whenever you succeed on an Intelligence or Wisdom saving throw, you can deal psychic damage equal to your Warlock level to the creature that forced you to make the saving throw." ] }, { @@ -1860,9 +1889,9 @@ "header": 2, "entries": [ "{@i 14th-level Great Old One feature}", - "The incomprehensible power that has taken root within your mind allows you to dominate the weak. As an action, you can touch an incapacitated humanoid and turn them into a Thrall.", - "This Thrall is charmed by you, and you can telepathically issue it commands so long as you are both on the same plane of existence. It obeys your commands to the best of its ability, but will not follow commands that cause it immediate harm.", - "The creature remains your Thrall until it dies, it is targeted by remove curse or another abjuration spell of similar power, or if you use this feature to create another Thrall." + "As an action, you can touch one incapacitated humanoid and flood them with the mind-shattering influence of your Patron, turning it into your Thrall.", + "This Thrall is charmed by you, and you can telepathically issue it commands so long as you are both on the same plane of existence. It obeys your commands to the best of its ability, but will not follow commands that would cause it immediate harm.", + "It remains your Thrall until it dies or it is released from this effect by a remove curse spell or another spell of similar power. You can only have one Thrall under your control, and creating a second Thrall releases any previous Thralls from the effects of your alien influence.." ] }, { @@ -1902,8 +1931,8 @@ "level": 2, "entries": [ "{@i 2nd-level Deep One feature}", - "Your Patron has infused your magic with the ancient power of the depths. You can choose for your Eldritch Blast to deal cold damage equal to 1d10 + your Intelligence modifier.", - "You also gain the following Patron Spells at the Warlock levels below. Whenever you gain a Warlock level you can replace a Patron Spell with an abjuration or transmutation spell of the same level from the Druid or Warlock spell list.", + "Your Patron has infused your magic with the ancient power of the depths. You can choose for your Eldritch Blast to deal cold damage equal to 1d10 + your Pact modifier.", + "You also learn certain spells at the Warlock levels below. They are Warlock spells for you, but they don't count against your number of Spells Known, and they cannot be replaced:", { "type": "table", "caption": "Deep One Spells", @@ -1918,7 +1947,7 @@ "rows": [ [ "2nd", - "{@spell create or destroy water}, {@spell thunderwave}" + "{@spell create or destroy water}, {@spell torrent|llspell}" ], [ "3rd", @@ -1952,10 +1981,35 @@ "level": 2, "entries": [ "{@i 2nd-level Deep One feature}", - "You can call forth one of the many tendrils of your Patron. As a bonus action, you can conjure a spectral Tentacle in an unoccupied space you can see within 30 feet.", - "As a bonus action, including the bonus action used to conjure it, you can move this Tentacle up to 30 feet and use it to make a melee spell attack against a creature within 10 feet. On hit, the creature takes 1d8 cold damage, and if it is Large or smaller, it is grappled by the Tentacle.", - "A grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your Spell save DC, escaping on a success.", - "This spectral Tentacle remains for up to 1 minute, but it disappears if you conure another spectral Tentacle. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once), and you regain all expended uses when you finish a long rest." + "You can call forth a tendril of your Patron. As a bonus action, you can conjure a spectral Tentacle in an unoccupied space you can see within 30 feet, which uses the rules below:", + { + "type": "entries", + "name": "Combat", + "entries": [ + "As a bonus action, including the bonus action you used to conjure it, you can move a Tentacle up to 30 feet and use it to make a melee spell attack against a target within 10 feet. On hit, it deals 1d8 cold damage, and if the target was Large or smaller, you can grapple it with the Tentacle." + ] + }, + { + "type": "entries", + "name": "Grappling", + "entries": [ + "A grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your Warlock Spell save DC, ending the grapple on a success. If you move the Tentacle while it has a target grappled, it can only be moved up to 15 feet (as its movement is halved)." + ] + }, + { + "type": "entries", + "name": "Duration", + "entries": [ + "This spectral Tentacle remains for 1 minute. It disappears early if you use a bonus action to dismiss it, or if you conjure another Tentacle." + ] + }, + { + "type": "entries", + "name": "Uses", + "entries": [ + "You can use this feature a number of times equal to your Pact modifier, and you regain all of your expended uses when you finish a long rest. If you have no uses left, you can expend a Pact Magic spell slot to conjure another Tentacle." + ] + } ] }, { @@ -1986,7 +2040,8 @@ "level": 6, "entries": [ "{@i 6th-level Deep One feature}", - "Your oceanic magic freezes your foes. Whenever you deal cold damage to a creature with Eldritch Blast, a Tentacle attack, or a Warlock spell of 1st-level or higher, its speed is reduced by 10 feet until the beginning of your next turn." + "Your oceanic magic freezes your foes down to their bones. Whenever you deal cold damage with Eldritch Blast, your Tentacles, or with a Warlock spell of 1st-level or higher, its speed is halved until the start of your next turn.", + "This effect does not stack with Lance of Lethargy." ] }, { @@ -2001,7 +2056,7 @@ "level": 6, "entries": [ "{@i 6th-level Deep One feature}", - "Your eldritch connection to the depths grants you mystical abilities. You gain resistance to cold damage, and while you are fully submerged in water any other creature that is fully submerged in water can understand your speech, and you can understand its speech as if you share a language." + "Your eldritch connection to the depths grants you mystical abilities. You gain resistance to cold damage, and while you are submerged in water any other creature that is also submerged in water can understand your speech, and you can understand its speech as if you both shared a language in common." ] }, { @@ -2017,14 +2072,14 @@ "header": 2, "entries": [ "{@i 10th-level Deep One feature}", - "You are able to conjure more of your Patron's presence from the depths of the oceans. When you cast {@spell eldritch tentacles|llspell}, your concentration cannot be broken unless you end it, or you become unconscious.", - "Also, any Tentacles you conjure with your Grasp of the Deep feature gain the following additional benefits:", + "You can summon more of your Oceanic Patron's presence. When you cast {@spell eldritch tentacles|llspell}, your concentration cannot be broken by taking damage.", + "Also, when you conjure a Tentacle with Grasp of the Deep, it is improved in the following ways:", { "type": "list", "items": [ - "They can grapple creatures that are Huge or smaller.", - "They deal an additional 1d8 cold damage on hit.", - "Any creature grappled by a Tentacle has disadvantage on saving throws to resist your Warlock spells." + "It can grapple targets that are Huge or smaller, and it can move up to 30 feet while grappling a target that is Medium or smaller.", + "It deals an additional 1d8 cold damage on hit.", + "Creatures grappled by the Tentacle have disadvantage on saving throws to resist Warlock spells cast by you." ] } ] @@ -2042,8 +2097,8 @@ "header": 2, "entries": [ "{@i 14th-level Deep One feature}", - "You can bring the full power of your Patron to the surface, if only for a brief moment. As an action, you can conjure five spectral Tentacles each in its own unoccupied space of your choice that you can see within 30 feet. These Tentacles use the same rules as described in Grasp of the Deep.", - "As an action, including the action you used to conjure the Tentacles, you can make one melee spell attack with each of these Tentacles against a creature within 10 feet. If a target would be grappled by more than one Tentacle it is restrained by the Tentacles. A restrained creature can escape from all Tentacles with one successful check.", + "You can bring the full power of your Patron to the surface, if only for a short time. As an action, you can use Grasp of the Deep to conjure up to five spectral Tentacles each in its own unoccupied space of your choice you can see within 30 feet.", + "As an action, including the action you used to conjure the Tentacles, you can make one spell attack with each Tentacle against a target within 10 feet of it. If a target is grappled by more than one Tentacle it is restrained. A restrained target can escape from all Tentacles with a single ability check.", "Once you use this feature you finish a long rest before you can use it again. When you have no uses left, you can expend one of your Pact Magic spell slots to use it again." ] }, @@ -2084,8 +2139,8 @@ "level": 2, "entries": [ "{@i 2nd-level Darklord feature}", - "Your Patron infuses your magic with the dark powers of the Shadowfell. You can choose for your Eldritch Blast to deal necrotic damage equal to 1d10 + your Intelligence modifier.", - "You also learn the following Patron Spells at the Warlock levels below. When you gain a Warlock level you can replace one of your Patron Spells with a necromancy or illusion spell of the same level from the Sorcerer or Warlock spell list.", + "Your Patron infuses your magic with the dark powers of the Shadowfell. You can choose for your Eldritch Blast to deal necrotic damage equal to 1d10 + your Pact modifier.", + "You also learn certain spells at the Warlock levels below. They are Warlock spells for you, but they don't count against your number of Spells Known, and they cannot be replaced:", { "type": "table", "caption": "Darklord Spells", @@ -2104,7 +2159,7 @@ ], [ "3rd", - "{@spell silence}, {@spell eldritch tentacles|llspell}" + "{@spell blur}, {@spell shadow blade|xge}" ], [ "5th", @@ -2149,16 +2204,16 @@ "subclassSource": "LLWrc", "level": 2, "entries": [ - "You can infuse your occult magic with the sinister powers of your Patron. You know the {@spell hex} spell, and you cannot replace it with another spell when you gain a Warlock level. You gain the following additional benefits against creatures you hex:", + "You sinister Patron empowers your magic. Whenever you cast the {@spell hex} spell it gains the following additional benefits:", { "type": "list", "items": [ - "When you cast {@spell hex}, your concentration cannot be broken unless you willingly end it, or you become unconscious.", - "Finally, once between each long rest, you can cast the hex spell at 1st-level without expending a Pact Magic spell slot." + "Your concentration cannot be broken by taking damage.", + "Your attack rolls against the target of your hex spell score a critical hit on a roll of 19 or 20 on the d20.", + "If the target of your hex is reduced to 0 hit points, you can instantly end your hex to gain temporary hit points equal to your Warlock level + your Pact modifier.", + "Once per long rest you can cast hex at the level of your Pact Magic spell slots without expending a spell slot." ] - }, - "When you cast hex on a creature, it does not require your concentration, but you can only have one creature under the effects at a time. Casting it again ends any previous effects.", - "Finally, once between each long rest, you can cast the hex spell at 1st-level without expending a Pact Magic spell slot." + } ] }, { @@ -2171,18 +2226,11 @@ "subclassShortName": "Darklord", "subclassSource": "LLWrc", "level": 6, + "header": 2, "entries": [ - "You can animate your own shadow to vex your foes. As an action, you can expend a Pact Magic spell slot to animate your own shadow. Your shadow comes to life and uses the Shadow stat block with the changes below:", - { - "type": "list", - "items": [ - "Its maximum hit points increase by your Warlock level.", - "It acts during your turn in combat, but it can only take the Dodge action unless you use a bonus action to command it to use an action from its stat block, or another action.", - "It uses your Warlock spell attack modifier for attack rolls.", - "It can appear as your normal shadow while in your space." - ] - }, - "Moreover, when your Living Shadow is within 30 feet, you can use your action to merge with it and gain temporary hit points equal to your Warlock level, destroying it. When your Shadow is destroyed, it returns to you as a normal shadow." + "As an action, you can expend a Pact Magic spell slot to bring your shadow to life with dark magic. It uses the Shadow stat block from the Monster Manual, but its maximum hit points increase by your Warlock level and it uses your Warlock spell attack modifier for its attack rolls.", + "In combat, it acts during your turn. The Shadow can move and use its reaction on its own, but it will only take the Dodge action unless you use your bonus action to order it to take an action in its stat block or another action.", + "Your Shadow remains animated for 1 minute. It returns to you as a normal shadow after this time, or sooner if it is slain or if you use a bonus action to end this effect." ] }, { @@ -2213,16 +2261,15 @@ "level": 14, "header": 2, "entries": [ - "You channel the dark power of your Pact to its full potential. You gain the following benefits against creatures you hex:", + "Your sinister Patron enhances the power of your signature curse. Your {@spell hex} spell improves in the following ways:", { "type": "list", "items": [ - "Whenever you take damage from it you can reduce the damage by your Intelligence modifier (minimum of 1).", - "Whenever it forces you to make a saving throw, you can add your Intelligence modifier to the result of your roll.", - "Your Shadow has advantage on attack rolls against it." + "The spell no longer requires your concentration, but you can only have one instance of hex active at one time.", + "Whenever time the target of your hex damages you, you reduce it by your Pact modifier (minimum of 1).", + "Your Shadow shares all the benefits from your hex spell." ] - }, - "Finally, {@spell hex} no longer requires your concentration, but you can only have one instance of the hex spell active at at time." + } ] }, { @@ -2258,8 +2305,8 @@ "level": 2, "entries": [ "{@i 2nd-level Exalted feature}", - "Your Patron has infused your magic with the celestial power of heaven. You can choose for Eldritch Blast to deal radiant damage equal to 1d10 + your Intelligence modifier.", - "You also learn the following Patron Spells at the Warlock levels below. When you gain a Warlock level you can replace one of your Patron Spells with one abjuration, divination, or evocation spell of the same level from the Cleric spell list.", + "Your Patron has infused your magic with the celestial power of heaven. You can choose for Eldritch Blast to deal radiant damage equal to 1d10 + your Pact modifier.", + "You also learn certain spells at the Warlock levels below. They are Warlock spells for you, but they don't count against your number of Spells Known, and they cannot be replaced:", { "type": "table", "caption": "Exalted Spells", @@ -2322,9 +2369,10 @@ "subclassShortName": "Exalted", "subclassSource": "LLWrc", "level": 6, + "header": 2, "entries": [ - "Your mastery over your Pact allows you to better channel its divine power. Once per turn when you use Eldritch Blast to deal radiant damage or restore hit points with Celestial Light, you can expend multiple uses of Celestial Light (up to your Intelligence modifier) to increase the radiant damage or the hit points you restore by 1d10 per use expended.", - "Finally, as a bonus action on your turn, you can expend a Pact Magic spell slot to regain a number of uses of Celestial Light equal to the level of your Pact Magic spell slots." + "Your increased devotion to your Pact allows you to draw upon greater amounts of holy power. You gain resistance to radiant damage, and when you use Celestial Light, you can expend multiple uses (up to your Pact modifier) at one time to restore 1d10 hit points to your target for each use expended.", + "In addition, you can expend one of your Pact Magic spell slots as a bonus action to regain expended uses of Celestial Light equal to the level of that Pact Magic spell slot." ] }, { @@ -2340,7 +2388,8 @@ "header": 2, "entries": [ "{@i 10th-level Exalted feature}", - "Your divine presence fortifies you and your allies. Each time you finish a short or long rest you gain temporary hit points equal to your Warlock level + your Intelligence modifier. You can also choose up to five creatures who completed the short or long rest with you to also gain temporary hit points equal to half your Warlock level + your Intelligence modifier." + "Your divine presence fortifies you and your allies. Each time you finish a short or long rest you gain temporary hit points equal to your Warlock level + your Pact modifier.", + "You can also choose up to five creatures who completed the short or long rest with you to gain temporary hit points equal to half your Warlock level + your Pact modifier." ] }, { @@ -2357,7 +2406,7 @@ "entries": [ "The heavenly power infused into your Pact allows you to resist death. When you make a death saving throw, you can choose to instantly return to life with half your maximum hit points, stand up, and unleash a burst of radiant light.", "When you do, creatures of your choice within 30 feet must make a Constitution saving throw against your Spell save DC. On a failed save, creatures take 8d6 radiant damage and are blinded until the end of your current turn. On a success, they take half as much radiant damage and are not blinded.", - "Once you use this feature to return to life you must finish a long rest before you can use it again." + "Once you use this feature to return to life you must finish a long rest before you can use it again. If you have no uses left, you can expend a Pact Magic spell slot to use it again." ] }, { @@ -2430,9 +2479,9 @@ "level": 2, "entries": [ "{@i 2nd-level Noble Genie feature}", - "Your Patron has infused your magic with its power. You can choose for your Eldritch Blast to deal damage of your Noble Genie's type equal to 1d10 + your Intelligence modifier.", - "You also learn the following Patron Spells at the Warlock levels below. All Warlocks learn the spells in the Genie Spells column, along with the spells of their Noble Genie's type.", - "When you gain a Warlock level you can replace one of the Genie Spells with either an illusion or transmutation spell of the same level from the Sorcerer or Warlock spell list.", + "Your Patron has infused your magic with its power. You can choose for your Eldritch Blast to deal damage of your Noble Genie's type equal to 1d10 + your Pact modifier.", + "You also learn certain spells at the Warlock levels below. They are Warlock spells for you, but they don't count against your number of Spells Known, and they cannot be replaced.", + "The first spell is shared by Warlocks of every Noble Genie. Genie Spells are determined by the type of Noble Genie you entered a Pact with, and are shown on the lower table:", { "type": "table", "caption": "Noble Genie Spells", @@ -2459,7 +2508,7 @@ "{@spell sanctuary}", "{@spell thunderwave}", "{@spell burning hands}", - "{@spell fog cloud}" + "{@spell torrent|llspell}" ], [ "3rd", @@ -2509,7 +2558,7 @@ "level": 2, "entries": [ "{@i 2nd-level Noble Genie feature}", - "Your Patron has given you a mystical Vessel as a sign of your Pact. This Vessel is a Tiny object that appears as a container of your choice. Your Vessel can be used as a Trinket for one of your Eldritch Invocations, and if it is lost, it reappears next to your person at the end of your next short or long rest.", + "Your Patron has given you a mystical Vessel as a sign of your Pact. This Vessel is a Tiny object that appears as a container of your choice. Your Vessel can be used as a Trinket for one of your Eldritch Invocations, and if it is lost, it reappears next to you at the end of your next short or long rest.", "Within this Vessel is an extradimensional space the size of a 20-foot cube. As an action, you can put a Medium or smaller object inside this space by holding it to your Vessel's opening.", "While you are holding your Vessel you can use an action to enter it. You can remain inside for a number of hours equal to half your Warlock level, but you can leave it early as an action, appearing in the unoccupied space closest to it." ] @@ -2543,8 +2592,8 @@ "header": 2, "entries": [ "{@i 10th-level Noble Genie feature}", - "When you enter your Vessel, you can bring up to five willing creatures you can see within 30 feet into the Vessel with you. Any creature within your Vessel gains the benefits of a short rest after only 10 minutes of resting, instead of 1 hour.", - "As an action, you can eject one or more creatures from the Vessel. Other creatures can only remain inside the Vessel for up to 1 hour, at which point they are instantly ejected." + "When you enter your Vessel, you can bring up to five willing creatures within 30 feet with you. They remain in the Vessel for 1 hour, but are expelled early if you leave the Vessel, or if you use your action to expel them from the Vessel.", + "Creatures within your Vessel gain the benefits of a short rest after 10 minutes of light activity, instead of 1 hour." ] }, { @@ -2560,8 +2609,8 @@ "header": 2, "entries": [ "{@i 14th-level Noble Genie feature}", - "You can draw out the full power of your Pact to alter reality in minor ways. As an action, you can use your Vessel to cast one spell of your choice of 6th-level or lower from any class's spell list. It must have a casting time of one action or bonus action, but the magic of your Vessel takes the place of any material component.", - "Once you do so, you cannot access the extradimensional space within your Vessel until the end of your next long rest, as its power has been spent. Once you use this feature you must finish three long rests before you can use it again." + "You can call on your Patron to alter reality. As an action, you can use your Vessel to cast a spell of your choice of 6th-level or lower from any spell list, so long as it has a casting time of one action or bonus action. You do not need to expend a spell slot, and your Vessel replaces all material components.", + "Once you use this feature you must finish three long rests before you can use it again." ] }, { @@ -2601,8 +2650,8 @@ "level": 2, "entries": [ "{@i 2nd-level Undying feature}", - "Your Patron infuses your magic with the unnatural power of undeath. Whenever you would fire a beam of Eldritch Blast, you can instead force a creature within that range to make a Charisma saving throw. On a failed save, the creature takes necrotic damage equal to 1d8 + your Intelligence modifier.", - "You also learn the following Patron Spells at the Warlock levels below. When you gain a Warlock level you can replace a Patron Spell with a necromancy or transmutation spell of the same level from the Sorcerer or Warlock spell list.", + "Your Patron infuses your magic with the unnatural power of undeath. Whenever you would fire a beam of Eldritch Blast, you can instead force a creature within that range to make a Charisma saving throw. On a failed save, the creature takes necrotic damage equal to 1d8 + your Pact modifier.", + "You also learn certain spells at the Warlock levels below. They are Warlock spells for you, but they don't count against your number of Spells Known, and they cannot be replaced:", { "type": "table", "caption": "Undying Spells", @@ -2617,7 +2666,7 @@ "rows": [ [ "2nd", - "{@spell false life}, {@spell ray of sickness}" + "{@spell cause fear|XGE}, {@spell ray of sickness}" ], [ "3th", @@ -2625,7 +2674,7 @@ ], [ "5th", - "{@spell phantom steed}, {@spell vampiric touch}" + "{@spell phantom steed}, {@spell fear}" ], [ "7th", @@ -2633,7 +2682,7 @@ ], [ "9th", - "{@spell contagion}, {@spell insect plague}" + "{@spell contagion}, {@spell antilife shell}" ] ] } @@ -2651,8 +2700,7 @@ "level": 2, "entries": [ "{@i 2nd-level Undying feature}", - "The magic infused in you by your Pact makes you appear to other undead as one of their own. Undead of a CR equal to your Warlock level or lower are not hostile toward you until you say or do something hostile to them, such as attacking them, forcing a saving throw, or threatening them.", - "For example, you could walk among a group of zombies and they would not attack you until you attacked them first.." + "The magic infused in you by your Pact makes you appear to other undead as one of their own. Undead of a CR equal to your Warlock level or lower are not hostile toward you until you say or do something hostile toward them." ] }, { @@ -2670,13 +2718,12 @@ { "type": "list", "items": [ - "When you transform you gain temporary hit points equal to your Warlock level + your Intelligence modifier.", - "Your physical appearance becomes terrifying to look upon.", + "When you transform you gain temporary hit points equal to your Warlock level + your Pact modifier (minimum of 1).", "You are immune to the frightened condition.", - "You are resistant to bludgeoning, piercing, and slashing damage from non-magical and non-silvered weapons." + "Once per turn when you hit a creature with an attack, you can force it to make a Wisdom saving throw against your Warlock Spell save DC. On a failed save, the creature is frightened of you until the start of your next turn." ] }, - "This transformation lasts for 1 minute, but it ends early if you use a bonus action to revert to your normal form. Once you transform in this way you must finish a short or long rest before you can transform again. When you have no uses left you can expend a Pact Magic spell slot to transform again." + "This transformation lasts for 1 minute, but you can end it early as a bonus action. Once you transform, you must finish a short or long rest before you can do so again. If you have no use left, you can expend a Pact Magic spell slot to transform." ] }, { @@ -2692,8 +2739,8 @@ "header": 2, "entries": [ "{@i 6th-level Undying feature}", - "The unnatural power you wield allows you to feed on the life of others. Once per turn when you deal necrotic damage with your Eldritch Blast to a creature that is not undead, you gain temporary hit points equal to half the damage dealt.", - "If you are in your Necrotic Husk form you can add these temporary hit points to any temporary hit points you have." + "Your Pact allows you to feed on the vitality of the living. Once per turn when you deal necrotic damage to a creature that is not construct or undead, you gain temporary hit points equal to half the necrotic damage dealt.", + "In Necrotic Husk form, you can add these to the temporary hit points from Necrotic Husk, but your temporary hit points cannot exceed your Warlock level + your Pact modifier." ] }, { @@ -2725,8 +2772,8 @@ "header": 2, "entries": [ "{@i 10th-level Undying feature}", - "Your mortal life has been fortified by unnatural magic. You are resistant to necrotic damage, and when you are in your Necrotic Husk form you are immune to necrotic damage.", - "In addition, whenever you have temporary hit points, you are resistant to bludgeoning, piercing, and slashing damage from non-magical and non-silvered weapons." + "Your mortal form has been fortified by the unnatural magic of your vile Patron. You gain resistance to necrotic damage.", + "In your Necrotic Husk form you are immune to necrotic damage, and resistant to bludgeoning, piercing, and slashing damage from non-magical and non-silvered attacks." ] }, { @@ -2742,8 +2789,8 @@ "header": 2, "entries": [ "{@i 14th-level Undying feature}", - "The power you wield makes you nearly impossible to kill. You can cast the death ward spell targeting only yourself, without expending a Pact Magic spell slot. Once you cast death ward in this way, you can't do so again until you finish a long rest.", - "Moreover, if you begin your turn with less than half of your hit points remaining, but at least 1 hit point, you regain hit points equal to your Intelligence modifier (minimum of 1)." + "If you are reduced to 0 hit points but not killed outright, you instead gain hit points equal to your level. Once you use this feature you must finish a long rest before you use it again.", + "Lastly, if you begin your turn with less than half of your total hit points, but at least 1 hit point, you regain hit points equal to your Pact modifier (minimum of 1 hit point)." ] } ], @@ -2757,7 +2804,7 @@ "LL:EInv" ], "entries": [ - "As an action, you can ward yourself (or dismiss) armor made from living shadows. So long as you are not wearing armor or a shield, these shadows grant you an Armor Class equal to 10 + your Intelligence modifier + your Dexterity modifier." + "As an action, you can ward yourself (or dismiss) armor made from living shadows. So long as you are not wearing armor or a shield, these shadows grant you an Armor Class equal to 13 + your Pact modifier." ] }, { @@ -2781,11 +2828,12 @@ "LL:EInv" ], "entries": [ - "You have become infused with an otherworldly charm and presence. Whenever you make a Charisma (Deception) or a Charisma (Persuasion) check you gain a bonus to your roll equal to your Intelligence modifier (minimum of +1)." + "You have become infused with an otherworldly charm and presence. You gain proficiency in two of the following skills: Deception, Insight, Intimidation, or Persuasion.", + "Whenever you make an ability check with the skills from this Invocation, you can add your Pact modifier to your roll in place of the normal ability score associated with the skill." ] }, { - "name": "Devil's Sight", + "name": "Infernal Sight", "source": "LLWrc", "page": 9, "foundryImg": "icons/creatures/eyes/lizard-single-slit-pink.webp", @@ -2855,7 +2903,7 @@ "LL:EInv" ], "entries": [ - "You bolster yourself with a necromantic facsimile of life. As a bonus action, you can grant yourself temporary hit points equal to your Intelligence modifier (minimum of 1)." + "You bolster yourself with a necromantic facsimile of life. As a bonus action, you can grant yourself temporary hit points equal to your Pact modifier (minimum of 1)." ] }, { @@ -2912,8 +2960,8 @@ } ], "entries": [ - "As a bonus action, you can surround yourself with a swarm of infernal flies, that extend out from you in a 5-foot radius. You must concentrate on this effect as if concentrating on a spell.", - "The flies grant you advantage on Charisma (Intimidation) checks, but disadvantage on all other Charisma checks. Also, creatures that start their turn within the swarm take necrotic damage equal to your Intelligence modifier (minimum of 0)." + "As a bonus action, you conjure (or dispel) a swarm of infernal flies that surround you in a 5-foot radius. Creatures of your choice that start their turn in this area take piercing damage equal to your Pact modifier (minimum of 0).", + "The flies grant you advantage on Charisma (Intimidation) checks, but disadvantage on all other Charisma checks." ] }, { @@ -2947,8 +2995,7 @@ } ], "entries": [ - "When you damage a Large or smaller creature with Eldritch Blast, you can pull it up to 10 feet toward you in a line.", - "This Invocation can pull Huge creatures at 11th level." + "When you hit a creature with Eldritch Blast you can pull it up to 10 feet toward you in a line. The total distance you move a creature in one turn is halved for each size it is above Large." ] }, { @@ -2965,8 +3012,7 @@ } ], "entries": [ - "When you damage a creature with Eldritch Blast you can reduce its speed by 10 feet until the start of your next turn.", - "Each creature can only suffer this effect once per turn." + "Whenever you damage a creature with Eldritch Blast you can halve its speed until the beginning of your next turn. You can only apply this effect to a creature once per turn." ] }, { @@ -2983,8 +3029,7 @@ } ], "entries": [ - "When you damage a Large or smaller creature with Eldritch Blast, you can push it up to 10 feet away from you in a line.", - "This Invocation can push Huge creatures at 11th level." + "When you hit a creature with Eldritch Blast you can push it up to 10 feet away from you in a line. The total distance you move a target in a turn is halved for each size above Large." ] }, { @@ -3001,7 +3046,7 @@ } ], "entries": [ - "As an action, you can force one creature you can see within 30 feet to make a Charisma saving throw. On a failed save, it must subtract 1d4 from any d20 roll it makes for 1 minute.", + "As an action, you can force one creature you can see within 30 feet to make a Charisma saving throw. On a failed save, it must subtract 1d4 from any d20 roll it makes for 1 minute. You must concentrate on this feature to maintain the curse.", "It can repeat its saving throw at the end of each of its turns, ending the effect on a success. Creatures that succeed on this saving throw are immune to this effect until the next dawn." ] }, @@ -3023,7 +3068,7 @@ ], "entries": [ "Your Eldritch Tome gains two new pages, each detailing one 1st-level ritual spell of your choice from any class spell list. These spells count as Warlock spells for you, but they don't count against your total number of Spells Known.", - "You can also mystically add additional ritual spells to your Eldritch Tome, so long as the ritual spell is equal to the level of your Pact Magic spell slots or lower. To do so, you perform a 1-hour ritual during which you burn one scroll detailing the ritual spell and 50 gp worth of incense per level of the spell. After which, a page detailing the spell appears in your Tome." + "You can add additional rituals to your Eldritch Tome, so long as the spell is equal to your Pact Magic spell slot level or lower. To do so, you perform a 1-hour ritual where you burn a scroll detailing the ritual spell, and 50 gold worth of material pleasing to your Patron per level of the spell. The ritual then appears in your Tome, and can only be cast as a ritual." ] }, { @@ -3081,7 +3126,7 @@ } ], "entries": [ - "When you damage a creature with Eldritch Blast you can use a bonus action to cause other targets of your choice within 5 feet of your target to take damage of the type of your Eldritch Blast equal to your Intelligence modifier (minimum of 1)." + "When you damage a creature with Eldritch Blast you can use a bonus action to cause other targets of your choice within 5 feet of your target to take damage of the type of your Eldritch Blast equal to your Pact modifier (minimum of 1)." ] }, { @@ -3119,8 +3164,7 @@ } ], "entries": [ - "When you take the Attack action and only make attacks with your Eldritch Blade, you can make two attacks instead of one.", - "Moreover, you can choose for the attacks with your Eldritch Blade to deal the same damage type as your Eldritch Blast." + "You can make two attacks with your Eldritch Blade, instead of one, whenever you take the Attack action. Moreover, if you use your action to cast a Warlock spell or use Eldritch Blast, you can make one Eldritch Blade attack as a bonus action." ] }, { @@ -3137,12 +3181,12 @@ } ], "entries": [ - "When you take damage, you can use your reaction to shield yourself in a crystal of ice which has a number of hit points equal to ten times your Warlock level, and takes as much of the triggering damage as possible. While the ice's hit points remain, you are incapacitated and restrained within it, and you are immune to all damage. As an action, you can cause the remaining ice to instantly melt, destroying it.", - "Once you use this Invocation you must complete a short or long rest before you can use it again. When you have no uses of this Invocation remaining, you can expend one of your Pact Magic spell slots to use this Invocation again." + "Whenever you take damage, you can use your reaction to instantaneously encase yourself in a crystal of ice. This ice has a number of hit points equal to ten times your Warlock level and an Armor Class of 10. The ice takes as much of the triggering damage as possible. You are incapacitated and restrained while the ice lasts, but you cannot be targeted and are immune to all damage. At the beginning of your turn, you can cause any remaining ice to melt, ending this effect.", + "You can use this Invocation once between each short or long rest at no cost. When you have no uses remaining, you can expend a Pact Magic spell slot to use it again." ] }, { - "name": "Vitality of the Ever-Living Ones", + "name": "Vitality of the Ageless", "source": "LLWrc", "page": 9, "foundryImg": "icons/skills/trades/textiles-stitching-leather-brown.webp", @@ -3158,7 +3202,7 @@ } ], "entries": [ - "Whenever you or your Eldritch Familiar regain hit points while you are within 30 feet of each other you can treat any dice rolled to determine the hit points you or your Familiar regain as their maximum value, in place of rolling." + "Whenever you or your Eldritch Familiar regain hit points while you are within 30 feet of each other you can treat any dice rolled to determine the hit points you or your Familiar regain as the maximum possible value, in place of rolling." ] }, { @@ -3197,7 +3241,7 @@ ] }, { - "name": "Eldritch Smite", + "name": "Enspelled Blade", "source": "LLWrc", "page": 9, "foundryImg": "icons/magic/light/explosion-impact-purple.webp", @@ -3213,8 +3257,7 @@ } ], "entries": [ - "Once per turn when you hit with an Eldritch Blade attack you deal bonus damage equal to one beam of your Eldritch Blast.", - "If your Eldritch Blast imposes extra effects, such as the reduced speed of lance of lethargy, it suffers those as well." + "You channel your eldritch magicks through your Pact Blade. Whenever you hit a creature with an Eldritch Blade attack, it applies all the additional effects of your Eldritch Blast from Invocations and your Patron, other than its damage, on hit." ] }, { @@ -3235,7 +3278,7 @@ ] }, { - "name": "Occult Servant", + "name": "Favored Servant", "source": "LLWrc", "page": 9, "foundryImg": "icons/commodities/treasure/token-runed-circles-purple.webp", @@ -3248,7 +3291,8 @@ } ], "entries": [ - "Your Patron has granted you a gift. You can cast one of your Patron Spells at a level equal to your Pact Magic spell slots without expending a spell slot. Once you do so, you must finish a long rest before you can cast it in that way again." + "Your Patron has granted you a great gift. Once between each long rest, can cast one of your Patron Spells at a level equal to your Pact Magic spell slots without expending a spell slot.", + "You can learn this Invocation multiple times, but it cannot be used to cast the same Patron Spell more than once." ] }, { @@ -3334,11 +3378,11 @@ ], "prerequisite": [ { - "level": 9 + "level": 7 } ], "entries": [ - "You learn the speak with dead spell, and you can cast the spell at will, without expending a Pact Magic spell slot." + "You learn the {@spell speak with dead} spell, and you can cast the spell at will, without expending a Pact Magic spell slot." ] }, { @@ -3484,8 +3528,8 @@ } ], "entries": [ - "The occult power of your Tome allows you to prepare spells and eldritch powers. During each long rest, you can perform an occult 1-hour ritual with your Tome to replace any number of your Warlock Spells Known with another Warlock spell of your choice of 1st-level or higher.", - "Moreover, as part of this ritual you can replace one Eldritch Invocation you know with another Eldritch Invocation of your choice. However, this new Eldritch Invocation must be of the same prerequisite level as the Eldritch Invocation it replaces." + "The occult power of your Tome allows you to prepare spells and eldritch powers. Over the course of 1 hour, which can be during a short or long rest, you perform an occult ritual with your Tome to replace any number of your Spells Known with another Warlock spell of your choice of 1st-level or higher.", + "Once between each long rest when you perform this ritual, you can forgo replacing your Spells Known to instead replace one Eldritch Invocation you know with another Invocation of your choice for which you meet the prerequisites." ] }, { @@ -3609,8 +3653,8 @@ } ], "entries": [ - "You can weave occult spells between your attacks. When you take the Attack action on your turn you can cast one Warlock spell of 1st-level or higher in place of one of your attacks.", - "If this spell forces a target to make a saving throw, it makes its saving throw with disadvantage if you hit that target with an Eldritch Blade attack as part of the same Attack action." + "Your Eldritch Blade has been empowered by ancient sinister magicks. Whenever you hit with an Eldritch Blade attack you deal a bonus 1d10 damage of the type as Eldritch Blast.", + "Also, after you hit a creature with an Eldritch Blade attack, it has disadvantage on the first saving throw that you force it to make before the end of your next turn." ] }, { @@ -3650,8 +3694,8 @@ } ], "entries": [ - "You can dominate other creatures with the eldritch chains of your Pact. You learn the hold monster spell, and you can cast it without expending a spell slot or the material components, so long as your target is a celestial, elemental, fey, or fiend.", - "You can target an individual creature with hold monster in this way once per long rest, after which, you must expend a Pact Magic spell slot to target it with hold monster again." + "You can dominate other creatures with the eldritch chains of your Pact. You learn the {@spell hold monster} spell. You can cast it without expending a spell slot or material components when you target an aberration, celestial, elemental, fey, or fiend.", + "Once a creature succeeds on its saving throw against this spell it is immune to the effects of hold monster until the next dawn, unless you expend a Pact Magic spell slot to cast it." ] }, { @@ -3734,8 +3778,9 @@ } ], "entries": [ - "Your Eldritch Blade has gained a level of sinister sentience. While you are holding your Eldritch Blade, you cannot have disadvantage on attack rolls, and whenever you are forced to make a Constitution saving throw to maintain concentration on a spell you add your Intelligence modifier to your roll.", - "Finally, once per turn when you make an attack roll with your Eldritch Blade you can choose to use your Warlock level in place of rolling the d20 for that attack." + "Your Eldritch Blade has gained a level of sinister sentience. While you are holding your Eldritch Blade, you cannot have disadvantage on attack rolls, and whenever you are forced to make a Constitution saving throw to maintain concentration on a spell you add your Pact modifier to your roll.", + "As an action, you unleash an explosion of power from your Eldritch Blade. Creatures of your choice within 30 feet must succeed on a Dexterity saving throw or take 10d6 damage of the same type as Eldritch Blast and falls prone. On a success, they take half damage and don't fall prone.", + "You can use this action once per long rest at no cost, but you can expend a Pact Magic spell slot to use it again." ] }, { @@ -3818,7 +3863,8 @@ } ], "entries": [ - "You can extend your will through the chains of your eldritch bond. You can cast the {@spell dominate monster} spell at 9th-level, once per long rest, without expending a spell slot. When you target a creature under the effects of your {@spell hold monster} spell with {@spell dominate monster}, it automatically fails its saving throw, but the effects of {@spell hold monster} are instantly dispelled." + "You can extend your will through the chains of your eldritch bond. One in between each long rest, you can cast {@spell dominate monster} without expending a spell slot.", + "If you target a creature that is under the effect of your hold monster spell with dominate monster, it auto- -matically fails its saving throw against your dominate monster spell, but the effects of your hold monster spell instantly end." ] }, { @@ -3835,9 +3881,9 @@ "type": "list", "items": [ "It can be used as a Trinket for one Eldritch Invocation.", - "You can use Intelligence modifier, in place of Strength or Dexterity, for attack and damage rolls with this weapon.", + "You can use Pact modifier, in place of Strength or Dexterity, for attack and damage rolls with this weapon.", "You are proficient with this weapon if you weren't already.", - "The weapon counts as magical for the sake of overcoming resistance and immunity to non-magical attacks." + "Attacks with this weapon deal the same type of damage as your Eldritch Blast, but do not apply its other effects." ] }, "The Eldritch Blade disappears if it is more than 5 feet from you for 1 minute, if you conjure another Eldritch Blade, if you dismiss your Eldritch Blade (no action required), or if you die.", @@ -3853,10 +3899,28 @@ "LL:PF" ], "entries": [ - "You focus your Patron's power to bind an Eldritch Familiar to your will. You learn {@spell find familiar} and can cast it as a ritual, but it doesn't count against your number of Spells Known.", - "When you cast {@spell find familiar}, you can choose to conjure an Eldritch Familiar from the options detailed at the end of this class, in addition to the normal forms a familiar can take.", - "Your Eldritch Familiar is bound to obey your orders to the best of its abilities. In combat, it shares your initiative and it acts on your turn. However, it will only take the Dodge action on its turn unless you use your bonus action to command it to take an action from its stat block or another combat action.", - "Finally, whenever you cast a Warlock spell or use Eldritch Blast, you can choose for the spell, or any number of beams, to originate from your Familiar if you are within 60 feet." + "You focus your Patron's power to bind an Eldritch Familiar. You learn {@spell find familiar} and can cast it as a ritual, but it does not count against your number of Spells Known. When you cast find familiar it gains the following special benefits:", + { + "type": "entries", + "name": "Eldritch Forms", + "entries": [ + "Your Familiar can also take the form of one of the Eldritch Familiars: {@creature Aberrant Familiar|LLWrc|Aberrant}, {@creature Draconic Familiar|LLWrc|Draconic}, {@creature Faerie Familiar|LLWrc|Faerie}, {@creature Fiendish Familiar|LLWrc|Fiendish}." + ] + }, + { + "type": "entries", + "name": "Combat", + "entries": [ + "The Familiar is bound to obey your orders to the best of its abilities. In combat, it shares your initiative and it acts on your turn. It can move and use its reaction on its own, however, it will only take the Dodge action on its turn unless you use your bonus action to command it to take an action from its stat block or another combat action." + ] + }, + { + "type": "entries", + "name": "Spellcasting", + "entries": [ + "Whenever you cast a spell or use Eldritch Blast, you can choose for the spell, or any number of beams, to originate from the Familiar if you are within 60 feet of it." + ] + } ] }, { @@ -3872,12 +3936,12 @@ { "type": "list", "items": [ - "The Tome becomes the Trinket for an Eldritch Invocation of your choice that has no prerequisites. This Invocation doesn't count against your number of Invocations Known, and it cannot be replaced when you gain a Warlock level.", + "Your total number of Invocations Known increases by 1. This bonus Invocation must be chosen from those without prerequisites, and your Tome serves as its Trinket. At the end of each long rest, you can replace this Invocation with another Invocation of your choice with no prerequisites.", "At the end of a long rest you can replace one Warlock spell you know with another Warlock spell of the same level.", "You can cast any Warlock spell contained within your Tome as a ritual if that Warlock spell has the ritual tag." ] }, - "You can cast any Warlock spell You can spend 1 hour, which can be during a short or long rest, to conjure an exact copy of your Tome, destroying any of the previous Tomes. If you die your Tome turns to ash.ontained within your Tome as a ritual if that Warlock spell has the ritual tag." + "You can spend 1 hour, which can be during a short or long rest, to conjure an exact copy of your Tome, destroying any previous Tomes. If you die your Tome turns to ash." ] } ], @@ -3948,9 +4012,9 @@ ], "action": [ { - "name": "Bite", + "name": "Aberrant Whispers", "entries": [ - "One creature the Familiar can see within 30 ft. must succeed on an Intelligence saving throw or take 1d4 psychic damage and subtract 1d4 from the first d20 roll it makes before the beginning of the Familiar's next turn." + "One creature the Familiar can see within 30 ft. must succeed on an Intelligence saving throw or take 1d4 +PB psychic damage and subtract 1d4 from the first d20 roll it makes before the start of the Familiar's next turn." ] } ] @@ -4176,7 +4240,7 @@ ] }, { - "name": "Devil's Sight", + "name": "Infernal Sight", "entries": [ "Magical darkness does not impede the Familiar's darkvision." ] diff --git a/class/LaserLlama; Magus Class.json b/class/LaserLlama; Magus Class.json index 532481a85..9de52e8aa 100644 --- a/class/LaserLlama; Magus Class.json +++ b/class/LaserLlama; Magus Class.json @@ -15,7 +15,7 @@ "ACOG_Muffin", "hakr14" ], - "version": "4.2.1", + "version": "4.2.2", "color": "025b79", "url": "https://www.gmbinder.com/share/-Mslo6ktmq1Yg5WTSjDQ" }, @@ -29,7 +29,7 @@ "convertedBy": [ "hakr14" ], - "version": "4.2.1", + "version": "4.2.2", "color": "025b79", "url": "https://www.gmbinder.com/share/-Nvnfwvps1zOqpIGK-5B" } @@ -895,7 +895,7 @@ "type": "entries", "name": "Cantrips", "entries": [ - "You do not deal the damage of the cantrip along with the damage of your weapon attack. Instead, your weapon attack deals the damage type dealt by the cantrip, and applies the cantrip's additional effects, other than damage, on hit." + "You do not deal the damage of the Cantrip along with the damage of your weapon. Instead, your weapon deals the damage type dealt by the Cantrip, and applies the Cantrip's additional effects, other than damage, on hit." ] }, { @@ -2213,7 +2213,7 @@ "subclassSource": "LLMC", "level": 3, "entries": [ - "When you gain a level in this class, you can replace one spell from this feature with an evocation spell of the same level of your choice from either the Magus or Sorcerer spell list.", + "You learn certain spells at the Magus levels noted in the table below. These spells do not count against your total number of Spells Known and cannot be switched upon gaining a level:", { "type": "table", "colLabels": [ @@ -2376,7 +2376,7 @@ "subclassSource": "LLMC", "level": 3, "entries": [ - "Whenever you gain a level in this class, you can replace one spell from this feature with an abjuration or transmutation spell of the same level from the Magus or Paladin spell list.", + "You learn certain spells at the Magus levels noted in the table below. These spells do not count against your total number of Spells Known and cannot be switched upon gaining a level:", { "type": "table", "colLabels": [ @@ -2524,12 +2524,12 @@ }, { "type": "refSubclassFeature", - "subclassFeature": "Draconic Spells|Magus|LLMC|Dragon Knight|LLMC|3" + "subclassFeature": "Dragon Knight Spells|Magus|LLMC|Dragon Knight|LLMC|3" } ] }, { - "name": "Draconic Spells", + "name": "Dragon Knight Spells", "source": "LLMC", "className": "Magus", "classSource": "LLMC", @@ -2538,7 +2538,7 @@ "subclassSource": "LLMC", "level": 3, "entries": [ - "When you gain a Magus level, you can replace one spell from this feature with an abjuration or evocation spell of the same level from the Magus or Sorcerer spell list.", + "You learn certain spells at the Magus levels in the table below. These spells do not count against your Spells Known and can't be switched upon gaining a level:", { "type": "table", "colLabels": [ @@ -2725,7 +2725,7 @@ "subclassSource": "LLMC:E", "level": 3, "entries": [ - "Whenever you gain a Magus level, you can replace one spell from this feature with a divination or an illusion spell of your choice of the same level from the Magus or Wizard spell list.", + "You learn certain spells at the Magus levels noted in the table below. These spells do not count against your total number of Spells Known and cannot be switched upon gaining a level:", { "type": "table", "colLabels": [ @@ -2893,7 +2893,7 @@ "subclassSource": "LLMC", "level": 3, "entries": [ - "Whenever you gain a level in this class, you can replace one spell from this feature with another enchantment or illusion spell of the same level from the Magus or Wizard spell list", + "You learn certain spells at the Magus levels noted in the table below. These spells do not count against your total number of Spells Known and cannot be switched upon gaining a level:", { "type": "table", "colLabels": [ @@ -3073,7 +3073,7 @@ "subclassSource": "LLMC", "level": 3, "entries": [ - "Whenever you gain a level in this class, you can replace one spell from this feature with an abjuration or divination spell of the same level from either the Cleric or Magus spell list.", + "You learn certain spells at the Magus levels noted in the table below. These spells do not count against your total number of Spells Known and cannot be switched upon gaining a level:", { "type": "table", "colLabels": [ @@ -3258,7 +3258,7 @@ "subclassSource": "LLMC:E", "level": 3, "entries": [ - "When you gain a level in this class, you can replace one spell from this feature with a conjuration or evocation spell of the same level from either the Paladin or the Ranger spell list.", + "You learn certain spells at the Magus levels noted in the table below. These spells do not count against your total number of Spells Known and cannot be switched upon gaining a level:", { "type": "table", "colLabels": [ @@ -3337,7 +3337,7 @@ "level": 7, "header": 2, "entries": [ - "You can strike with all of your levitating weapons at once. As an action, you can force a number of creatures within 20 feet equal to your number of levitating blades to make a Dexterity saving throw against your Spell save DC. Targets take {@damage 2d10} damage on a failure, and half that on a success. This damage matches the damage dealt by the levitating blade you used to force each creature to make this saving throw.", + "You can strike with all of your levitating weapons at once. As an action, you can force a number of creatures within 20 feet equal to your number of levitating blades to make a Dexterity saving throw against your Spell save DC. Targets take 2d10 damage on a failure, and half that on a success. This damage matches the damage dealt by the levitating blade you used to force each creature to make this saving throw.", "The damage dealt by this feature increases to {@damage 3d10} at 14th level and increases again to {@damage 4d10} when you reach 20th level." ], "foundrySystem": { @@ -3435,7 +3435,7 @@ "subclassSource": "LLMC:E", "level": 3, "entries": [ - "When you gain a level in this class, you can replace one spell from this feature with an abjuration or evocation spell of the same level from either the Magus or the Paladin spell list.", + "You learn certain spells at the Magus levels noted in the table below. These spells do not count against your total number of Spells Known and cannot be switched upon gaining a level:", { "type": "table", "colLabels": [ @@ -3626,7 +3626,7 @@ "subclassSource": "LLMC:E", "level": 3, "entries": [ - "Whenever you gain a level in this class, you can replace one spell from this feature with a necromancy or illusion spell of the same level from either the Magus or Warlock spell list.", + "You learn certain spells at the Magus levels noted in the table below. These spells do not count against your total number of Spells Known and cannot be switched upon gaining a level:", { "type": "table", "colLabels": [ @@ -4080,7 +4080,7 @@ "subclassSource": "LLMC:E", "level": 3, "entries": [ - "Whenever you gain a level in this class, you can replace one spell from this feature with a conjuration or an enchantment spell of the same level from the Magus or Wizard spell list.", + "You learn certain spells at the Magus levels noted in the table below. These spells do not count against your total number of Spells Known and cannot be switched upon gaining a level:", { "type": "table", "colLabels": [ @@ -4602,7 +4602,7 @@ { "type": "list", "items": [ - "When you make a Constitution saving throw to maintain {@status concentration} on a spell, you can use a reaction to add your Spellcasting modifier (minimum of +0) to your roll.", + "When you make a Constitution saving throw to maintain concentration on a spell, you can use a reaction to add your Spellcasting modifier (minimum of +0) to your roll.", "You can perform the somatic components of spells even when you have weapons or shields in one or both hands.", "When you make an opportunity attack, you can cast a spell instead. It must have a casting time of 1 action or 1 attack, and this spell can only target that creature.", "When you hit a creature with an opportunity attack, you can cast a spell with a casting time of On Hit." From c03bfaf1cd6e716b95a9ea33e7678cd637d3c142 Mon Sep 17 00:00:00 2001 From: "Lyra [he/him]" <52298102+revilowaldow@users.noreply.github.com> Date: Sun, 24 Nov 2024 22:40:47 +0000 Subject: [PATCH 03/40] Overhaul Ar5 (#2287) --- book/MCDM Productions; Arcadia Issue 5.json | 5973 ++++++++++++------- 1 file changed, 3683 insertions(+), 2290 deletions(-) diff --git a/book/MCDM Productions; Arcadia Issue 5.json b/book/MCDM Productions; Arcadia Issue 5.json index 04f5a586b..ff680ee59 100644 --- a/book/MCDM Productions; Arcadia Issue 5.json +++ b/book/MCDM Productions; Arcadia Issue 5.json @@ -6,978 +6,1365 @@ "abbreviation": "Ar5", "full": "Arcadia Issue 5", "authors": [ + "James Introcaso", "Leon Barillaro", "Carlos Cisco", "Sam Mannell" ], "convertedBy": [ - "Somebody" + "Somebody", + "Lyra [he/him]" ], "version": "1.0", - "url": "https://shop.mcdmproductions.com/collections/arcadia/products/arcadia-issue5" + "url": "https://shop.mcdmproductions.com/collections/arcadia/products/arcadia-complete-bundle-issues-1-30", + "color": "22503d" } ], - "includes": { - "spell": [ - "Ar3" + "dependencies": { + "monster": [ + "MM" ] }, + "edition": "classic", + "status": "ready", "dateAdded": 1626427893, "dateLastModified": 1729630006, - "_dateLastModifiedHash": "bfef9ed3fe", - "edition": "classic" + "_dateLastModifiedHash": "bfef9ed3fe" }, - "monster": [ + "subclass": [ { - "name": "Swarm of Cursed Ravens", + "name": "Avarice Domain", + "shortName": "Avarice", "source": "Ar5", - "page": 8, - "size": [ - "M" - ], - "type": { - "type": "beast", - "swarmSize": "T" - }, - "alignment": [ - "U" + "className": "Cleric", + "classSource": "PHB", + "page": 12, + "edition": "classic", + "additionalSpells": [ + { + "innate": { + "1": [ + "identify", + "shield of faith" + ], + "2": [ + "enhance ability", + "magic weapon" + ], + "3": [ + "haste", + "protection from energy" + ], + "4": [ + "freedom of movement", + "stoneskin" + ], + "5": [ + "dispel evil and good", + "greater restoration" + ] + } + } ], - "ac": [ - 12 + "subclassSpells": [ + "identify", + "shield of faith", + "enhance ability", + "magic weapon", + "haste", + "protection from energy", + "freedom of movement", + "stoneskin", + "dispel evil and good", + "greater restoration" ], - "hp": { - "average": 21, - "formula": "6d8 - 6" - }, - "speed": { - "walk": 10, - "fly": 50 - }, - "str": 6, - "dex": 14, - "con": 8, - "int": 3, - "wis": 12, - "cha": 6, - "skill": { - "perception": "+5" - }, - "passive": 15, - "resist": [ - "bludgeoning", - "piercing", - "slashing" + "subclassFeatures": [ + "Avarice Domain|Cleric|PHB|Avarice|Ar5|1", + "Channel Divinity: Object of Desire|Cleric|PHB|Avarice|Ar5|2", + "Divine Kleptocracy|Cleric|PHB|Avarice|Ar5|6", + "Potent Spellcasting|Cleric|PHB|Avarice|Ar5|8", + "Avatar of Excess|Cleric|PHB|Avarice|Ar5|17" ], - "conditionImmune": [ - "charmed", - "frightened", - "grappled", - "paralyzed", - "petrified", - "prone", - "restrained", - "stunned" + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Circle of the Gilded", + "shortName": "Gilded", + "source": "Ar5", + "className": "Druid", + "classSource": "PHB", + "page": 14, + "edition": "classic", + "subclassFeatures": [ + "Circle of the Gilded|Druid||Gilded|Ar5|2", + "Core Value|Druid||Gilded|Ar5|6", + "Pineal Precious|Druid||Gilded|Ar5|10", + "Prismatic Form|Druid||Gilded|Ar5|14" ], - "cr": "1/4", - "trait": [ + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Oath of Acquisitions", + "shortName": "Acquisitions", + "source": "Ar5", + "className": "Paladin", + "classSource": "PHB", + "page": 17, + "edition": "classic", + "additionalSpells": [ { - "name": "Additional Hit Points", - "entries": [ - "The swarm gains an additional 4 x Flock Bonus hit points. The Flock Bonus is the number of ravens in the flock divided by 10, rounded up." - ] + "innate": { + "1": [ + "charm person", + "disguise self" + ], + "2": [ + "attract metal|Ar3", + "suggestion" + ], + "3": [ + "hypnotic pattern", + "fear" + ], + "4": [ + "confusion", + "compulsion" + ], + "5": [ + "dominate person", + "geas" + ] + } }, { - "name": "Swarm", - "entries": [ - "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points." - ] + "innate": { + "1": [ + "charm person", + "disguise self" + ], + "2": [ + "zone of truth", + "suggestion" + ], + "3": [ + "hypnotic pattern", + "fear" + ], + "4": [ + "confusion", + "compulsion" + ], + "5": [ + "dominate person", + "geas" + ] + } } ], - "action": [ + "subclassSpells": [ + "charm person", + "disguise self", + "attract metal|Ar3", + "suggestion", + "hypnotic pattern", + "fear", + "dominate person", + "confusion", + "compulsion", + "geas", + "zone of truth" + ], + "subclassFeatures": [ + "Oath of Acquisitions|Paladin||Acquisitions|Ar5|3", + "Aura of Opportunity|Paladin||Acquisitions|Ar5|7", + "The Bigger the Smile, the Sharper the Sword|Paladin||Acquisitions|Ar5|15", + "Greed is Good|Paladin||Acquisitions|Ar5|20" + ], + "hasFluffImages": true + } + ], + "subclassFluff": [ + { + "name": "Avarice Domain", + "shortName": "Avarice", + "source": "Ar5", + "className": "Cleric", + "classSource": "PHB", + "entries": [ { - "name": "Beaks", + "type": "inset", + "name": "Editor Note: Avarice of Editions Past", + "page": 12, "entries": [ - "{@atk mw} {@hit 4} to hit, reach 5 ft., one target in the swarm's space. {@h}FB x {@damage 1d6} piercing damage, or half that if the swarm has half of its hit points or fewer." + { + "type": "quote", + "entries": [ + "While researching this article, the author found that the third edition of the game had official rules for an Avarice domain. While many expected evil deities had this domain in their portfolios, several good and neutral deities also had Avarice as one of their domains. In other words, greed can be good!" + ], + "by": "James" + } ] } ], - "damageTags": [ - "P" - ], - "miscTags": [ - "MW" + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00049.webp" + }, + "credit": "Nick De Spain", + "width": 1400, + "height": 1400 + } ] }, { - "name": "Garin Najis", - "isNamedCreature": true, + "name": "Circle of the Gilded", + "shortName": "Gilded", "source": "Ar5", - "page": 21, - "size": [ - "M" - ], - "type": { - "type": "humanoid", - "tags": [ - "human" - ] - }, - "alignment": [ - "N", - "E" - ], - "ac": [ + "className": "Druid", + "classSource": "PHB", + "entries": [ { - "ac": 17, - "from": [ - "{@item +1 breastplate}" + "type": "inset", + "name": "Finding, Embedding, and Replacing Gems", + "page": 16, + "entries": [ + "The Circle of the Gilded's rules about finding and embedding gems into your body are intentionally worded so that a druid with this subclass doesn't need to spend time finding and incorporating the gems they want to use into their body. The rules take pressure off the GM to provide specific gems so that a player can use their character's features. A druid also doesn't need to buy these gems. This is similar to the way a wizard adds two spells to their spellbook whenever they gain a level for free, or how a ranger meets an animal companion after entering a specific subclass. Those two spells cost no time or money, and the ranger pays nothing and spends no time on the initial recruitment of their beast friend. The same goes for the druid. You might decide your druid slowly incorporates their gems into their body overtime, performs a ritual while resting, or undergoes a surgical procedure. These gems might be family heirlooms you inherit, stones grown in a magic garden, or treasures you found during downtime between adventures. Work with your GM to determine the narrative. Similarly, swapping out one gem for another doesn't require the GM to reward the druid with the new stone they want to use." + ] + }, + { + "type": "inset", + "name": "Eye Gems", + "page": 16, + "entries": [ + "Most Circle of the Gilded druids incorporate their final gem as a \"third eye,\" but a more dedicated few will replace one of their existing eyes, an existing horn (for tieflings), or some other creative incorporation. Dragonborn may incorporate gems amidst their scales. However, gems must be fully incorporated\u2014 a unity between druid and gem." ] } ], - "hp": { - "average": 120, - "formula": "16d8 + 48" - }, - "speed": { - "walk": 30 - }, - "str": 9, - "dex": 14, - "con": 16, - "int": 11, - "wis": 20, - "cha": 14, - "save": { - "wis": "+8", - "cha": "+5" - }, - "skill": { - "history": "+3", - "intimidation": "+5", - "insight": "+8", - "religion": "+3" - }, - "passive": 15, - "languages": [ - "Celestial", - "Common", - "Dwarvish", - "Goblin" - ], - "cr": "7", - "spellcasting": [ + "images": [ { - "type": "spellcasting", - "name": "Spellcasting", - "headerEntries": [ - "Garin is a 13th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to hit with spell attacks). He has the following spells prepared:" - ], - "spells": { - "0": { - "spells": [ - "{@spell light}", - "{@spell sacred flame}", - "{@spell spare the dying}", - "{@spell thaumaturgy}" - ] - }, - "1": { - "slots": 4, - "spells": [ - "{@spell bane}", - "{@spell divine favor}", - "{@spell identify}*", - "{@spell shield of faith}*" - ] - }, - "2": { - "slots": 3, - "spells": [ - "{@spell enhance ability}*", - "{@spell magic weapon}*", - "{@spell spiritual weapon}" - ] - }, - "3": { - "slots": 3, - "spells": [ - "{@spell haste}*", - "{@spell protection from energy}*", - "{@spell spirit guardians}" - ] - }, - "4": { - "slots": 2, - "spells": [ - "{@spell freedom of movement}*", - "{@spell guardian of faith}", - "{@spell stoneskin}*" - ] - }, - "5": { - "slots": 2, - "spells": [ - "{@spell dispel evil and good}*", - "{@spell geas}", - "{@spell greater restoration}*" - ] - }, - "6": { - "slots": 1, - "spells": [ - "{@spell harm}" - ] - }, - "7": { - "slots": 1, - "spells": [ - "{@spell plane shift}" - ] - } + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00058.webp" }, - "footerEntries": [ - "*Prophet Motive spell" - ], - "ability": "wis" - } - ], - "trait": [ - { - "name": "Prophet Motive (5/Day)", - "entries": [ - "When Garin casts certain spells on another creature, he can replicate the effect on himself. If the spell ends, the effect ends on him as well." - ] + "credit": "Nick De Spain", + "width": 1400, + "height": 1400 } - ], - "action": [ + ] + }, + { + "name": "Oath of Acquisitions", + "shortName": "Acquisitions", + "source": "Ar5", + "className": "Paladin", + "classSource": "PHB", + "images": [ { - "name": "+1 Dagger", - "entries": [ - "{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage." - ] + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00070.webp" + }, + "credit": "Nick De Spain", + "width": 1203, + "height": 1203 } - ], - "reaction": [ + ] + } + ], + "subclassFeature": [ + { + "name": "Avarice Domain", + "source": "Ar5", + "page": 12, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Avarice", + "subclassSource": "Ar5", + "level": 1, + "entries": [ + "Coin Charlatans. Friars of Finance. Acolytes of Ambition. These pejoratives and others are flung at those clerics who discard religious platitudes and dogmatic structure for something more...distilled. Despite the slander and disdain, clerics of the Avarice Domain hold one truth above all else: the gods greedily withhold their power, only deeming those that would directly benefit them worthy of wielding it.", + "These clerics know they're worthy. Ambition leads to profit. Profit leads to power. They aren't evil misers, jealously guarding their jeweled temples\u2014they know how to use that power. Goodly clerics who walk this path often find themselves at the epicenter of wealth, altruistically guiding it to where it will do the most good for everyone\u2014including themselves. Avarice clerics are masters of battlefield control, bolstering the effectiveness of their collaborators.", { - "name": "Object of Desire (2/Day)", - "entries": [ - "When another creature within 30 feet of Garin targets him with an attack, he can hold up his holy symbol and manifest the object the attacker desires most. The attacker must make a {@dc 16} Wisdom saving throw.", - "On a failed save, the target is {@condition stunned} for 1 minute. A {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." - ] + "type": "refSubclassFeature", + "subclassFeature": "Avarice Domain Spells|Cleric|PHB|Avarice|Ar5|1|Ar5" }, { - "name": "Divine Kleptocracy (1/Day)", - "entries": [ - "When a creature Garin can see within 30 feet of him is targeted by a spell that requires concentration, Garin can duplicate the spell's effect on himself. If the spell ends for the other creature, the effect ends for him at the end of his next turn." - ] + "type": "refSubclassFeature", + "subclassFeature": "Prophet Motive|Cleric|PHB|Avarice|Ar5|1|Ar5" } - ], - "languageTags": [ - "C", - "CE", - "D", - "GO" - ], - "miscTags": [ - "MW", - "RW", - "THW", - "MLW" - ], - "conditionInflict": [ - "stunned" - ], - "conditionInflictSpell": [ - "charmed" - ], - "fluff": { - "entries": [ - "To say that Garin Najis was born with a silver spoon in his mouth would be an understatement\u2014start with platinum, and then change spoons for every bite. After a life of opulence, he should want for nothing, yet all he does is want. His path of avarice started early and only deepened.", - "Born to wealthy nobles who owned several emerald mines, there was never a moment in his upbringing where he felt lack or need. He bragged about how he walked around with uncut gems in his pockets in his days at the academy. When he came of age and his parents decided to teach him how to manage the mines, he was initially horrified. They exploited their miners for little pay and forced them to work in dangerous conditions under strict contracts that prevented departure.", - "Everything suddenly clicked into place for Garin. As it dawned on him that this exploitation was the reason for his wealth...he embraced it. But unlike his parents, whose zeal for hard capital was secular, Garin looked at his inheritance and saw it as his divine duty to Pta'u to expand, grow, and consume. He would never be satisfied. He convinced his workers that their labor in his service was a path to the divine. Their hard work, sweat, and tears would lead to countless rewards in the next life... and countless rewards in this life for Garin.", - "A prosperity preacher of the highest order, Garin keeps a close counsel of powerful, mercenary-minded adventurers and commands a loyal following of brainwashed cult-like laborers who literally die to hand him a freshly mined gem. Garin can be found most often managing his various enterprises, but as of late he has felt the itch of adventure and has taken to traveling in search of more resources (both material and humanoid) to exploit.", - "Garin never faces down an enemy without a well-prepared battlefield or plenty of minions. His primary strategy is to keep as much cannon fodder between him and his foes while simultaneously bolstering his legions and himself. He makes good use of his Prophet Motive feature to keep buffs on his allies and himself while using spells like {@spell guardian of faith} and {@spell spirit guardians} to control the battlefield to his liking. He is a coward at heart and will leave his minions to die if he sees the tides turning against him." - ] - }, - "damageTagsSpell": [ - "N", - "O", - "R", - "Y" - ], - "attachedItems": [ - "+1 dagger|dmg" - ], - "savingThrowForced": [ - "wisdom" - ], - "savingThrowForcedSpell": [ - "charisma", - "constitution", - "dexterity", - "wisdom" ] }, { - "name": "Acolyte of Ambition", + "name": "Avarice Domain Spells", "source": "Ar5", - "page": 19, - "size": [ - "M" - ], - "type": { - "type": "humanoid", - "tags": [ - "any race" - ] - }, - "alignment": [ - "A" - ], - "ac": [ - { - "ac": 15, - "from": [ - "Medium" - ] - } - ], - "hp": { - "special": "health levels equal to their level" - }, - "speed": { - "walk": { - "number": 30, - "condition": "(dependant on ancestry)" - } - }, - "str": 14, - "dex": 14, - "con": 14, - "int": 14, - "wis": 18, - "cha": 14, - "save": { - "str": "+3", - "dex": "+3", - "con": "+3", - "int": "+3", - "wis": "+6", - "cha": "+3" - }, - "skill": { - "insight": "+5", - "religion": "+2" - }, - "senses": [ - "appropriate to ancestry" - ], - "passive": 12, - "languages": [ - "appropriate to ancestry (usually Common)" - ], - "cr": "Unknown", - "trait": [ - { - "name": "Retainer", - "entries": [ - "This creature is a Retainer, as described in {@book Strongholds and Followers|SaF|8|Retainers}" - ] - } - ], - "action": [ - { - "name": "Signature Attack", - "entries": [ - "{@atk rw} {@hit 6} to hit, reach 60 ft., one target. {@h}7 ({@damage 1d10+2}) piercing damage." - ] - }, - { - "name": "3rd-Level (3/Day) Prophet Motive", - "entries": [ - "The acolyte casts shield of faith on another creature. The effect is replicated on the acolyte for the duration." - ] - }, - { - "name": "5th-Level (2/Day, Reaction) Stunning Acquisition", - "entries": [ - "When another creature targets the acolyte with an attack, the acolyte can cause the attacker to make a Wisdom saving throw. On a failed save, the target is stunned until the end of the acolyte's next turn." - ] - }, + "page": 13, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Avarice", + "subclassSource": "Ar5", + "level": 1, + "entries": [ { - "name": "7th-Level (1/Day) Rapid Synergy", - "entries": [ - "The acolyte casts haste on another creature. The effect is replicated on the acolyte for the duration." - ] + "type": "statblock", + "tag": "table", + "source": "Ar5", + "name": "Avarice Domain Spells", + "page": 13, + "style": "inset" } - ], - "miscTags": [ - "RW", - "RCH" ] }, { - "name": "Citrine Protector", + "name": "Prophet Motive", "source": "Ar5", - "page": 19, - "size": [ - "M" - ], - "type": { - "type": "humanoid", - "tags": [ - "any race" - ] + "page": 14, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Avarice", + "subclassSource": "Ar5", + "level": 1, + "entries": [ + "Divine assistance is most efficient when it synergizes between the Avarice cleric and whomever they deem worthy or capable enough allies. After choosing this domain at 1st level, when you cast a domain spell on an object or another creature, you can replicate the effect on yourself or an object you are touching without the need for additional components. If the spell requires {@status concentration} and your {@status concentration} ends, the spell ends on both you and the other creature, or both objects.", + "You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Channel Divinity: Object of Desire", + "source": "Ar5", + "page": 14, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Avarice", + "subclassSource": "Ar5", + "level": 2, + "header": 2, + "consumes": { + "name": "Channel Divinity" }, - "alignment": [ - "A" - ], - "ac": [ + "entries": [ + "Starting at 2nd level, you can distract those who wish to do you harm by tapping into their material desires. When you are attacked by another creature within 30 feet of you who can see you, you can use your Channel Divinity as a reaction to project an illusion of whatever the creature desires most from your {@item holy symbol|PHB}. The target must succeed on a Wisdom saving throw or become {@condition stunned} until the end of your next turn.", + "The player or GM can roll a {@dice d10} on the {@table Object of Desire|Ar5} table to determine what the creature most desires, or the GM is free to invent a craving. Savvy clerics take note of what illusion appears, wielding the knowledge of a creature's desires against it should they cross paths again.", { - "ac": 15, - "from": [ - "Medium" - ] + "type": "statblock", + "tag": "table", + "source": "Ar5", + "name": "Object of Desire", + "page": 14, + "style": "inset" } - ], - "hp": { - "special": "health levels equal to their level" - }, - "speed": { - "walk": { - "number": 30, - "condition": "(dependant on ancestry)" + ] + }, + { + "name": "Divine Kleptocracy", + "source": "Ar5", + "page": 14, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Avarice", + "subclassSource": "Ar5", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you can take spells affecting others and twist them for your own use. When a creature you can see within 30 feet of you is targeted by a spell not cast by you that requires {@status concentration}, you can use your reaction to duplicate the spell's effect on yourself. If the spell ends for the other creature, the effect ends for you at the end of your next turn.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Potent Spellcasting", + "source": "Ar5", + "page": 14, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Avarice", + "subclassSource": "Ar5", + "level": 8, + "header": 2, + "entries": [ + "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." + ] + }, + { + "name": "Avatar of Excess", + "source": "Ar5", + "page": 14, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Avarice", + "subclassSource": "Ar5", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, your ability to benefit yourself while empowering others becomes second nature. When you use Prophet Motive to replicate a spell's effect, you can choose to have that spell not require {@status concentration}.", + "Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Circle of the Gilded", + "source": "Ar5", + "page": 14, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Gilded", + "subclassSource": "Ar5", + "level": 2, + "entries": [ + "When legends tell of archdruids protecting the land, they speak of antlers, gnarled oak staffs, and swarms of birds. This is, of course, by design. Circle of the Gilded druids protect places much more valuable, fraught, dangerous... and best kept secret.", + "Filled with precious gems and ores, these sites would be strip-mined by covetous tyrants to fuel their generations- long war efforts. By inlaying the metals and gems into their very bodies, druids of the Circle of the Gilded tap into the ancient, primordial powers contained within these minerals to defend this lifeblood of the earth. Their zeal is often mistaken for greed, but the druids valiantly guard a resource often considered more valuable than humanoid life.", + { + "type": "refSubclassFeature", + "subclassFeature": "Elemental Extremis|Druid|PHB|Gilded|Ar5|2|Ar5" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Gilded Transference|Druid|PHB|Gilded|Ar5|2|Ar5" } + ] + }, + { + "name": "Elemental Extremis", + "source": "Ar5", + "page": 15, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Gilded", + "subclassSource": "Ar5", + "level": 2, + "consumes": { + "name": "Wild Shape" }, - "str": 14, - "dex": 14, - "con": 14, - "int": 14, - "wis": 18, - "cha": 14, - "save": { - "str": "+3", - "dex": "+3", - "con": "+3", - "int": "+6", - "wis": "+6", - "cha": "+3" - }, - "skill": { - "history": "+2", - "nature": "+2" - }, - "senses": [ - "appropriate to ancestry" - ], - "passive": 12, - "languages": [ - "appropriate to ancestry (usually Common)" - ], - "cr": "Unknown", - "trait": [ + "entries": [ + "At 2nd level, you've learned to incorporate gems into your arm or hand, allowing you to unlock elemental powers to enhance your attacks. When you hit a creature with a weapon attack, you can activate the gem, dealing an additional {@damage 1d6} damage of the type associated with the gem (see {@table Elemental Gem|Ar5} table below). You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.", + "In addition, you can expend a use of your {@classFeature Wild Shape|Druid|PHB|2|PHB} feature as a bonus action to charge this gem. For the next 10 minutes, your attacks deal an additional {@damage 2d6} damage of the gem's associated type.", + "The damage die dealt by these features increases when you reach certain levels in this class. The die becomes a {@damage d8} at 6th level, a {@damage d10} at 10th level, and a {@damage d12} at 14th level.", + "You can only benefit from one gem being incorporated in your arm or hand at a time. When you gain a druid level, you can change out the gem to a new gem; however, in the process, the old gem is lost.", { - "name": "Retainer", - "entries": [ - "This creature is a Retainer, as described in {@book Strongholds and Followers|SaF|8|Retainers}" - ] + "type": "statblock", + "tag": "table", + "source": "Ar5", + "name": "Elemental Gem", + "page": 16, + "style": "inset" } - ], - "action": [ + ] + }, + { + "name": "Gilded Transference", + "source": "Ar5", + "page": 16, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Gilded", + "subclassSource": "Ar5", + "level": 2, + "entries": [ + "Also at 2nd level, when you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can use your reaction to change the damage type to a damage type associated with one of your incorporated gems.", + "Starting at 6th level, you learn to control and elementally transmute spells cast on you. If a spell targeting you deals acid, cold, fire, lightning, poison, or thunder damage, you can use your reaction to change the damage type to a damage type associated with one of your incorporated gems.", + "You can use these reactions a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Core Value", + "source": "Ar5", + "page": 16, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Gilded", + "subclassSource": "Ar5", + "level": 6, + "header": 2, + "consumes": { + "name": "Wild Shape" + }, + "entries": [ + "At 6th level, you can take a gem and at least 50 gp worth of gold or platinum and incorporate it into your torso. While wearing light or no armor, you gain a +1 bonus to AC. In addition, you gain resistance to the damage type associated with the gem in your core (as shown on the {@table Elemental Gem|Ar5} table).", + "As a bonus action, you can expend a use of {@classFeature Wild Shape|Druid|PHB|2|PHB} to charge this gem for 10 minutes. While the gem is charged, a creature that hits you with a melee attack takes {@damage 1d8} damage of the type associated with the gem. The damage increases to {@damage 1d10} at 10th level, and {@damage 1d12} at 14th level.", + "You can only benefit from one gem being incorporated in your torso at a time. Whenever you gain a druid level, you can change out the gem to a new gem; however, in the process, the old gem is lost." + ] + }, + { + "name": "Pineal Precious", + "source": "Ar5", + "page": 16, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Gilded", + "subclassSource": "Ar5", + "level": 10, + "header": 2, + "entries": [ + "At 10th level, you have mastered the primal forces within gems\u2014you can incorporate one into your head. As an action, you can make a ranged spell attack against a creature within 120 feet of you that you can see. On a hit, the attack deals damage equal to {@damage 4d8} plus your Wisdom modifier, of the gem's associate type (as shown on the {@table Elemental Gem|Ar5} table). You can make this attack a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.", + "You can only benefit from one gem being incorporated in your head at a time. Whenever you gain a druid level, you can change out the gem to a new gem; however, in the process, the old gem is lost." + ] + }, + { + "name": "Prismatic Form", + "source": "Ar5", + "page": 17, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Gilded", + "subclassSource": "Ar5", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, your connection with the primordial elemental forces behind gems and precious metals is absolute. As an action, you can draw on this connection, activating all your gems' powers in tandem. For the next 10 minutes, you gain a +2 bonus to AC, immunity to the damage types of all your incorporated gems (as shown on the {@table Elemental Gem|Ar5} table), and you deal an additional {@damage 3d6} damage when you make a successful weapon attack. The additional damage's type is a damage type associated with one of your gems, chosen when you activate this feature. Once you use this feature, you can't use it again until you finish a long rest." + ] + }, + { + "name": "Channel Divinity", + "source": "Ar5", + "page": 17, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Acquisitions", + "subclassSource": "Ar5", + "level": 3, + "header": 1, + "entries": [ + "When you take this oath at 3rd level, you gain the following two Channel Divinity options.", { - "name": "Signature Attack", - "entries": [ - "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8+3}) bludgeoning damage." - ] + "type": "refSubclassFeature", + "subclassFeature": "Peace is Good Business|Paladin|PHB|Acquisitions|Ar5|3" }, { - "name": "3rd-Level (3/Day, Bonus Action) Citrine Strike", - "entries": [ - "The protector bathes their weapon in elemental energy. The next time they hit with their signature attack, they deal an additional {@damage 1d8} acid damage." - ] + "type": "refSubclassFeature", + "subclassFeature": "War is Good Business|Paladin|PHB|Acquisitions|Ar5|3" + } + ] + }, + { + "name": "Oath of Acquisitions", + "source": "Ar5", + "page": 17, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Acquisitions", + "subclassSource": "Ar5", + "level": 3, + "header": 1, + "entries": [ + "Most paladins are chiefly concerned with doing good. A rare few pursue darker paths. But those who take the Oath of Acquisitions don't fall into either camp. They have the power to help people...but why would they, if they aren't going to be adequately compensated? They're called heroes, demanded to throw themselves in harm's way, but when it comes time for hazard pay? They're told their service should be payment enough. But in a dragon- eat-dragon world, these heroes for hire need every tool at their disposal, be it sword or spell, to ensure that invoice gets paid on time.", + "These notorious charmers wield a strong portfolio of enchantment magic to move the needle on and off the battlefield. Be it a heated negotiation over the price of a potion or a pitched battle with a soon-to-be-overly-friendly giant, it's hard to deny these silver-tongued devils when they turn on the charm.", + "Perhaps you entered into an infernal contract forcing you to collect on debtors. Or that merchant you guarded a few years back made a lot of good points about knowing your worth. Maybe you just took the guidance from your god of traders a {@i little} too far. However you came to take this oath, you always aim to come out on top\u2014and woe to those who break a contract with you.", + { + "type": "refSubclassFeature", + "subclassFeature": "Tenets of Acquisitions|Paladin|PHB|Acquisitions|Ar5|3|Ar5" }, { - "name": "5th-Level (1/Day) Acid Rain", - "entries": [ - "The protector casts call lightning, dealing acid damage instead of lightning damage." - ] + "type": "refSubclassFeature", + "subclassFeature": "Oath Spells|Paladin|PHB|Acquisitions|Ar5|3|Ar5" }, { - "name": "7th-Level (3/Day, Bonus Action) Citrine Core", - "entries": [ - "The protector gains a +1 bonus to AC and resistance to acid damage for 1 minute. In addition, when this feature is active and a creature within 30 feet of the protector hits the protector with a weapon attack, the protector can use their reaction to deal {@damage 2d8} acid damage to the attacker." - ] + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Paladin|PHB|Acquisitions|Ar5|3|Ar5" } - ], - "miscTags": [ - "MW" ] }, { - "name": "Free Lancer", + "name": "Peace is Good Business", "source": "Ar5", - "page": 20, - "size": [ - "M" - ], - "type": { - "type": "humanoid", - "tags": [ - "any race" - ] + "page": 17, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Acquisitions", + "subclassSource": "Ar5", + "level": 3, + "header": 1, + "consumes": { + "name": "Channel Divinity" }, - "alignment": [ - "A" - ], - "ac": [ + "entries": [ + "You can use your Channel Divinity as a bonus action to gain the upper hand in negotiations. For the next 10 minutes, you have advantage on all Charisma checks made to negotiate business with other creatures." + ] + }, + { + "name": "Tenets of Acquisitions", + "source": "Ar5", + "page": 17, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Acquisitions", + "subclassSource": "Ar5", + "level": 3, + "header": 1, + "entries": [ + "Those who take the Oath of Acquisitions are fearsome negotiators, mercenary in attitude, and stand only for themselves... and those filling their coffers... and those overseeing their debts.", { - "ac": 17, - "from": [ - "Heavy" + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "The More Perilous the Path, the Greater the Payout", + "entries": [ + "Always go the extra mile\u2014so it's easier to squeeze a little extra out of your employer." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Circumstance Plus Instinct Equals Profit", + "entries": [ + "Those who can smell war on the wind are the first to profit from it. Watch the trends, read the bones, and make sure you're the first one with the solution to the problem." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "A Deal is a Deal is a Deal", + "entries": [ + "Your word is your bond. If you make a deal, you stick to the letter of it. However, if the other party didn't read the contract thoroughly, it's not really your problem." + ] + } ] } - ], - "hp": { - "special": "health levels equal to their level" + ] + }, + { + "name": "War is Good Business", + "source": "Ar5", + "page": 17, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Acquisitions", + "subclassSource": "Ar5", + "level": 3, + "header": 1, + "consumes": { + "name": "Channel Divinity" }, - "speed": { - "walk": { - "number": 30, - "condition": "(dependant on ancestry)" + "entries": [ + "When you cast an enchantment spell on a creature that requires a saving throw, you can use your Channel Divinity to make the target more susceptible to your magic by imposing disadvantage on its saving throw. Additionally, if the spell has a duration of 1 hour or less, its duration is doubled." + ] + }, + { + "name": "Oath Spells", + "source": "Ar5", + "page": 17, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Acquisitions", + "subclassSource": "Ar5", + "level": 3, + "header": 2, + "entries": [ + "You gain oath spells at the paladin levels listed in the Oath of Acquisitions Spells table.", + { + "type": "statblock", + "tag": "table", + "source": "Ar5", + "name": "Oath of Acquisitions Spells", + "page": 17, + "style": "inset" } - }, - "str": 18, - "dex": 14, - "con": 14, - "int": 14, - "wis": 14, - "cha": 18, - "save": { - "str": "+6", - "dex": "+3", - "con": "+3", - "int": "+3", - "wis": "+6", - "cha": "+6" - }, - "skill": { - "insight": "+2", - "religion": "+2" - }, - "senses": [ - "appropriate to ancestry" - ], - "passive": 12, - "languages": [ - "appropriate to ancestry (usually Common)" - ], - "cr": "Unknown", - "trait": [ + ] + }, + { + "name": "Aura of Opportunity", + "source": "Ar5", + "page": 17, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Acquisitions", + "subclassSource": "Ar5", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, you emanate an aura that commands attention while you're not {@condition incapacitated}. Creatures of your choice within 10 feet of you make attacks against creatures other than you with disadvantage.", + "When you reach 18th level in this class, the range of this aura increases to 30 feet." + ] + }, + { + "name": "The Bigger the Smile, the Sharper the Sword", + "source": "Ar5", + "page": 17, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Acquisitions", + "subclassSource": "Ar5", + "level": 15, + "header": 2, + "entries": [ + "Starting at 15th level, you can make new \"friends\" feel the sting of betrayal. Once per turn, when you hit a creature {@condition charmed} by you or an ally within 30 feet of you with an attack, the creature has vulnerability to that attack's damage.", + "You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Greed is Good", + "source": "Ar5", + "page": 17, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Acquisitions", + "subclassSource": "Ar5", + "level": 20, + "header": 2, + "entries": [ + "At 20th level, you can manifest as an avatar of opulence and excess. Your skin and clothing take on a gold or platinum sheen, and coins spill from you as you walk, disappearing after they hit the ground.", + "During the transformation, you gain the following features for 1 hour:", { - "name": "Retainer", - "entries": [ - "This creature is a Retainer, as described in {@book Strongholds and Followers|SaF|8|Retainers}" + "type": "list", + "items": [ + "You have advantage on all Charisma checks and saving throws.", + "Creatures that hit you with a weapon attack must succeed on a Wisdom saving throw against your spell save DC or become {@condition charmed} by you until the end of your next turn.", + "You can use {@subclassFeature the Bigger the Smile, the Sharper the Sword|Paladin|PHB|Acquisitions|Ar5|15|Ar5} feature any number of times on a turn without expending uses." ] - } - ], - "action": [ + }, + "Once you use this feature, you can't use it again until you finish a long rest." + ] + } + ], + "reward": [ + { + "name": "Curse of Cassandra", + "source": "Ar5", + "page": 4, + "type": "Curse", + "entries": [ + "An individual afflicted with the Curse of Cassandra receives a wonderful gift: the ability to see into the future. These prophetic visions typically warn of unfortunate events. The knowledge is invaluable. The catch? No one believes the cursed person's predictions. The burden of knowledge is often too great with no one to share it with, and the cursed one finds themself stranded and feckless against a maelstrom of misfortune.", { - "name": "Signature Attack", + "type": "entries", + "name": "Casting the Curse", + "page": 4, "entries": [ - "{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d12+3}) piercing damage." + "High-powered entities such as gods, demigods, celestials, and archfiends are capable of inflicting this curse, usually on a mortal who has defied or otherwise ignored them. Mortals who dabble too much in divination are another popular target. As their powers of prophecy grow, jealous entities see fit to curl the monkey's paw." ] }, { - "name": "3rd-Level (3/Day, Reaction) Smiling Blade", + "type": "entries", + "name": "Effects of the Curse", + "page": 4, "entries": [ - "When the lancer hits a creature with a melee weapon attack, the lancer can cause the target to make a Charisma saving throw. On a failed save, the creature is charmed by the lancer until the end of the lancer's next turn." + "At the end of the first long rest you take after you have been cursed, roll on the Prophecy Generation tables. The result is a warning of events to come. The roll uses this format:", + "{@code [Subject]} will {@code [Prediction]} in the next {@code [}{@dice 1d6}{@code ]} days.", + "Roll a {@dice d6} from the {@table Prophecy Generation|Ar5|Subject table}. This is the victim of your curse. The {@table Prophecy Generation|Ar5|Prediction table} ({@dice d100}) decides the misfortune that will befall them. The final {@dice d6} determines the window in which the curse manifests. For example, if your rolls are 2, 66, and 3, your curse would look like this: \"A party member will be {@condition poisoned} in the next 3 days.\"", + "Once you make your prophecy, you are cursed with the knowledge that it is doomed to come true unless you stop it. The GM places encounters in front of you that would make this poisoning scenario likely, and in this example, they have three in-game days to do it. For example, an NPC may invite you all to a grand feast where the food has been {@condition poisoned}.", + "Other characters in your party won't heed your words of prophecy. They may be so confident about how wrong you are that they walk head-first into danger, disregarding your warning and gleefully enjoying the fancy meal. The GM should award inspiration to fellow characters who actively ignore your predictions and run headlong into risk.", + "If the prophecy is realized, you receive a new prophecy at the end of your next long rest." ] }, { - "name": "5th-Level (2/Day) Sting of Betrayal", + "type": "statblock", + "tag": "table", + "source": "Ar5", + "name": "Prophecy Generation", + "page": 4, + "style": "inset" + }, + { + "type": "inset", + "name": "GM Tip: Playing Safely", + "page": 5, "entries": [ - "When the lancer deals damage to a creature currently charmed by them or an ally within 30 feet of the lancer, they deal an additional {@damage 2d8} psychic damage." + "If the stakes of the {@table Prophecy Generation|Ar5|Prediction table} are too high or too low for your game, change them. When playing with the Curse of Cassandra, players and GMs should set boundaries for what is and isn't acceptable to threaten with this curse during play." ] }, { - "name": "7th-Level (1/Day, Bonus Action) Aura of Opportunity", + "type": "entries", + "name": "Breaking the Curse", + "page": 5, "entries": [ - "When lancer activates this aura, it lasts for 1 minute. When an enemy within 10 feet of the lancer targets a creature that is not the lancer with an attack, the enemy makes the attack roll with disadvantage. In addition, when an enemy within 10 feet of the lancer hits the lancer with an attack, the lancer can use their reaction to force the creature to make a Charisma saving throw. On a failed save, the creature is charmed by the lancer until the end of the lancer's next turn." + "The curse breaks when you prevent something you have prophesied from happening within the given time frame. This proves extraordinarily difficult when {@i no one believes you}." ] } ], - "miscTags": [ - "MW", - "RCH" - ] - } - ], - "spell": [ + "hasFluff": true + }, { - "name": "Alabaster's Adaptation (World Below)", + "name": "Curse of the Betrayed", "source": "Ar5", - "page": 24, - "level": 6, - "school": "T", - "time": [ + "page": 2, + "type": "Curse", + "entries": [ + "The source of this curse is the powerful, festering ire born in the victim of an unexpected betrayal by a group they trusted. Under its poisonous sway, suspicion creeps into every crack and crevice of the group's relationship until they believe their only option is to destroy each other.", { - "number": 1, - "unit": "hour" + "type": "entries", + "name": "Casting the Curse", + "page": 2, + "entries": [ + "The curse is cast when your act of betrayal ends in death. Murders, framings, and even pranks gone wrong can cause the soul of the victim to bind with the strong feelings of resentment and suspicion, casting a shadow over you and everyone involved." + ] + }, + { + "type": "entries", + "name": "Effects of the Curse", + "page": 2, + "entries": [ + "You and those affected slowly begin to distrust each other, although the changes are so subtle at first that it's difficult to recognize. At the beginning of every long rest, you must succeed on a {@dc 11} Wisdom saving throw or gain one of the following flaws (chosen or rolled for by the GM) until the curse is broken:", + { + "type": "statblock", + "tag": "table", + "source": "Ar5", + "name": "Curse of the Betrayed Flaws", + "page": 3, + "style": "inset" + }, + "Failing the saving throw by 5 or more also instills you with the unshakeable sense that your companions are plotting to murder you {@i that very night}. Depending on the flaws you have accrued through this curse, the response to this dread could look different. You may respond by running, confronting your companions, or flat-out attacking them, but you must do something to prevent what you believe is inevitable and murderous betrayal.", + "A spell such as {@spell remove curse} or {@spell greater restoration} removes one flaw and any feelings of dread about your friends murdering you, but you can still gain new flaws and feelings of dread from the curse until it is broken." + ] + }, + { + "type": "entries", + "name": "Breaking the Curse", + "page": 3, + "entries": [ + "There are two ways to break the curse. The first is for everyone in the group to come clean, publicly, about what they have done and make amends with the injured party as best they can. The second is to be the last one standing as the curse takes its toll around you." + ] + }, + { + "type": "inset", + "name": "GM Tip: Playing the Curses", + "page": 4, + "entries": [ + "The dramatic irony of knowing something your character does not may feel awkward at first, but it can create memorable experiences at the table. Have an out-of-character discussion about how this difference in knowledge manifests in your game. A GM might award inspiration for a character's action that feels perfectly natural to a character, but is self-destructive to the players who have the full picture." + ] } ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "rare mushrooms and algae worth a total of 500 gp, which the spell consumes", - "cost": 50000, - "consume": true - } - }, - "duration": [ + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Curse of the Living Dead", + "source": "Ar5", + "page": 5, + "type": "Curse", + "entries": [ + "There is a town where the bodies are not buried\u2014they are destroyed, their bones sent floating down the river far away from home. No dead are allowed to remain, for when creatures die in this town, they rise as undead by midnight. There are no livestock or pets in town\u2014even wild animals are shooed away. Still, townspeople lock their doors on the off chance something escapes their watchful eye.", { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 - } - } - ], - "meta": { - "ritual": true - }, - "entries": [ - "You adapt the physiology of a willing creature you touch to the dangers of the World Below, altering the creature so they can traverse the plane more safely. The spell reprograms nerves, grows a lining of lead in the skull, changes body chemistry, and more. It can also create up to three cosmetic changes determined by the caster, such as pointed ears, plaid skin, or sharp teeth. For the duration, the creature gains the following benefits:", + "type": "entries", + "name": "Casting the Curse", + "page": 5, + "entries": [ + "The death of a powerful necromancer or undead creature, such as a {@creature lich}, creates a magical excess that seeps into the soil, creating a radius of magical effect large enough to cover a small town or village. The corpses of creatures that die in this area become {@creature zombie||zombies} on the next midnight, regardless of where the bodies end up." + ] + }, { - "type": "list", - "items": [ - "The creature gains {@sense darkvision} out to a range of 120 feet and {@sense tremorsense|MM} to a range of 60 feet.", - "The creature has advantage on Wisdom ({@skill Perception}) and Dexterity ({@skill Stealth}) checks.", - "The creature gains immunity to poison damage and the {@condition poisoned} condition, and resistance to psychic damage.", - "The creature gains a climbing speed equal to its walking speed and can move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free.", - "The creature can sweat acid. As an action, the creature can expend a Hit Die by rolling it, (and doesn't add its Constitution modifier). The creature takes acid damage equal to the result, and any other creatures or nonmagical objects touching it take twice that amount of acid damage. The acid evaporates after this damage is dealt. This acid instantly destroys any web it touch es, such as those created by the {@spell web} spell. In addition, the acid corrodes any nonmagical armor worn by the creature, which takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. However, the creature can produce this acid selectively on its body, i.e., only around its wrists and ankles. Another creature or object only takes acid damage if they are in contact with where the creature produces the acid." + "type": "entries", + "name": "Effects of the Curse", + "page": 5, + "entries": [ + "Zombies rise precisely at midnight, though other undead may rise from bodies that are partially, but not completely, destroyed. Charred bones rise as {@creature skeleton||skeletons}. Severed limbs reanimate and attempt to put themselves back together, creating more {@creature zombie||zombies} or, in the worst case, an unspeakable mess of spare limbs that uses the {@creature Undead Golem|Ar5|flesh golem stat block with the following changes}:", + { + "type": "list", + "items": [ + "The creature's type is undead.", + "The creature understands the languages its respective body parts knew in life but can't speak.", + { + "type": "entries", + "entries": [ + "The creature gains the following trait:", + { + "type": "entries", + "name": "Undead Fortitude", + "entries": [ + "If damage reduces the creature to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the creature drops to 1 hit point instead." + ] + } + ] + } + ] + }, + "The GM can adjust this curse to create any undead of any challenge rating to fit the needs of their campaign." + ] + }, + { + "type": "entries", + "name": "Zombie Animal Companions", + "page": 5, + "entries": [ + "The love of a pet is eternal. Nothing exemplifies this sentiment more than animal companions and other pets that die and return as zombies under the curse of the living dead. Many have observed that upon their return, these creatures remember and still adore their companions from life. A zombie pet may even continue to travel with its companion after becoming undead. A zombie pet uses its same stat block with the following changes:", + { + "type": "list", + "items": [ + "The creature's type is undead.", + "The creature understands the languages and commands it knew in life but can't speak.", + "The creature is immune to poison damage and can't be poisoned.", + "The creature's movement speed is reduced by 10 feet (to a minimum of 10 feet).", + "The creature takes a \u22122 penalty to its Dexterity, Intelligence, and Wisdom scores.", + "The creature gains a +2 bonus to its Constitution score, which also adjusts the creature's hit points accordingly.", + { + "type": "entries", + "entries": [ + "The creature gains the following trait:", + { + "type": "entries", + "name": "Undead Revival", + "entries": [ + "If the creature is reduced to 0 hit points and dies, it rises again at the next midnight. The creature reforms if it has been dismembered, so long as all of its body parts are within 5 feet of each other." + ] + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Breaking the Curse", + "page": 5, + "entries": [ + "Because the necromancy magic has seeped into the soil, it is the soil that must be cleansed. The curse can be broken by planting, growing, and harvesting root vegetable seeds that have been submerged in holy water or blessed by a cleric or paladin. If no undead have risen by the time the crops are harvested, the curse breaks. This process can be sped up through the use of spells such as {@spell druidcraft} or {@spell plant growth}. Throughout its growth, the root vegetables actively absorb the necrotic energy from the soil, and thus at their cultivation may contain traces of the {@creature lich} or other vile being that caused the corruption. It is strongly recommended you {@i do not eat these vegetables}, lest you become possessed by these forces yourself." ] } ], - "damageResist": [ - "psychic" - ], - "damageImmune": [ - "psychic" - ], - "damageVulnerable": [ - "psychic" - ], - "conditionInflict": [ - "poisoned" - ], - "miscTags": [ - "ADV", - "MAC" - ], - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - }, - "fluff": { - "entries": [ - "I have made numerous adaptation spells, each for a different locale, but this one is the newest and so\u2014I hope\u2014the most reliable! Heading to the World Below to find a purple worm nest or trade with deep gnomes? Be sure to prepare accordingly!" - ] - } + "hasFluff": true }, { - "name": "Alabaster's Adjacent Acquisition", + "name": "Curse of the Sordino", "source": "Ar5", - "page": 24, - "level": 1, - "school": "C", - "time": [ + "page": 6, + "type": "Curse", + "entries": [ + "This curse was popularized by the famous bard Gino Naomi, known as the King of Keys for his skill with the piano. During his early travels, Gino asked to play in his hometown tavern and was refused. In his rage, Gino pushed his harpsichord into the nearby lake and cursed the entire town to never hear music again. His anger bound the curse to his now-submerged harpsichord.", { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ + "type": "entries", + "name": "Casting the Curse", + "page": 6, + "entries": [ + "Anyone who uses an instrument as an {@item arcane focus|PHB} can cast this curse, so long as they have been shamed or scorned by another creature in the last 24 hours. They use their instrument focus as the source of the curse, playing one final song on it and imbuing it with malicious magical energy, which renders the instrument unplayable upon the final note. The caster must then find a new {@item arcane focus|PHB}. The curse's area of effect is large enough to encompass a small town or village that includes the creature or creatures that shamed the caster." + ] + }, { - "type": "instant" + "type": "entries", + "name": "Effects of the Curse", + "page": 6, + "entries": [ + "This is a curse that does not allow music to exist. When a creature attempts to play music while in an area afflicted with this curse, the sound that comes out is muffled, cacophonous noise. Any ability check, such as a Charisma ({@skill Performance}) check, made while attempting to play music automatically fails.", + "But not all music is performed. Laughter, voice inflection, the rhythmic repetition of words\u2014all of these things have a music to them that the curse transforms into hideous, horrendous noise. A town affected by this curse has learned to speak in a dull monotone, lest their meaning be drowned out by the curse's influence. Because one must spend time focusing on not triggering the curse, Charisma checks made to communicate verbally with others in this area are made with disadvantage." + ] + }, + { + "type": "entries", + "name": "Breaking the Curse", + "page": 6, + "entries": [ + "The curse lasts indefinitely or until someone destroys the focus. For this reason, most foci involved in this particular curse are well-hidden, well-guarded, or both." + ] } ], - "entries": [ - "One Tiny object within range teleports directly into your hand, even if that object is carried or worn by another creature. If you can't see the object, there is a 50% chance that you conjure a different object within range by mistake, chosen by the GM. The spell is not without a sense of irony.", - "If you attempt to conjure an object that is physically connected to another object\u2014such as a cog within a complex machine or the deadlock off a door\u2014there is only a 5% chance that the spell is able to break the object free of its surroundings and successfully conjure it." - ], - "classes": { - "fromClassList": [ - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - }, - "fluff": { - "entries": [ - "One of my first spells, and I believe still one of my best. Originally devised as a method to retrieve tea from my study without getting up, I've found that adjacent acquisition is more useful than it has any right to be. Things I have used this spell to retrieve include an enchanted tiara, a kobold egg, a half-digested book, and a stray fingerbone." - ] - } + "hasFluff": true, + "hasFluffImages": true }, { - "name": "Animate Echoes", + "name": "Curse of the Watchers", "source": "Ar5", - "page": 25, - "level": 3, - "school": "D", - "time": [ + "page": 7, + "type": "Curse", + "entries": [ + "If you see a rare and powerful magic item minding its own business in a dungeon, it's a good idea to leave it that way. Adventurers who disturb ancient artifacts risk incurring the ire of those who put them there. The Curse of the Watchers starts so subtly you'd barely notice it at first: a single raven perched in a surrounding tree, watching the one who possesses the stolen item. As time passes, more and more ravens arrive until they can no longer be ignored.", { - "number": 1, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "a pocket watch worth at least 100 gp, which the spell consumes", - "cost": 10000, - "consume": true - } - }, - "duration": [ + "type": "entries", + "name": "Casting the Curse", + "page": 7, + "entries": [ + "The soul of a dead individual magically charges an item that was important to them in life, imbuing it with the curse. The item is typically a magic item, such as a weapon or wand. A creature becomes cursed with this effect as soon as they pick up the cursed object, and a single bird begins following them." + ] + }, { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true + "type": "entries", + "name": "Effects of the Curse", + "page": 7, + "entries": [ + "Each time you {@action attack} with, {@action cast a spell} with, or {@action use an object||use the cursed item}, roll a {@dice d10} and add the resulting number of birds to the flock. If the result of the die is a 10, the flock also attacks. Use the {@creature swarm of cursed ravens|Ar5} stat block below, where the Flock Bonus (FB) is the number of ravens in your flock divided by 10, rounded up (e.g. 1 FB for 10 ravens, but 2 FB for 11 ravens). If you are still cursed after you have successfully fought off the flock, a new one begins to form upon your next use of the cursed item." + ] + }, + { + "type": "inset", + "name": "GM Tip: Building Suspense", + "page": 7, + "entries": [ + "This curse is all about presentation. Telling a player during a short rest, \"You notice a crow watching you\" might make them too suspicious too soon, especially if they've recently picked up a cursed item. Try incorporating the Watchers into your descriptions of scenes at first: a crow perching on a signpost at the fork in the road, or the branches of the forest teeming with black birds. As more and more birds arrive, it gets harder to ignore, and you can make a point to remark upon them." + ] + }, + { + "type": "statblock", + "tag": "creature", + "source": "Ar5", + "name": "Swarm of Cursed Ravens", + "page": 8, + "collapsed": true, + "style": "inset" + }, + { + "type": "entries", + "name": "Breaking the Curse", + "page": 8, + "entries": [ + "The easiest way to be rid of the curse is to get rid of the item in question. Passing it off to someone else passes on the curse, but returning it to its resting place suppresses the curse. However, once returned to its resting place, one can permanently rid the item of the curse with a simple ritual familiar to many scholars of necromancy:", + "Return to the final resting place of the cursed item's owner. Cast the {@spell speak with dead} spell on the owner's corpse and negotiate with it by making a {@dc 20} Charisma ({@skill Deception} or {@skill Persuasion}) check. (You cannot intimidate the dead.) Per the rules of {@spell speak with dead}, you may attempt this three times. On a success, the spirit agrees to pass on ownership of the item, and the curse is broken. On three consecutive failed saves, the vengeful spirit reanimates the body and attacks (use the {@creature ghoul} stat block, or {@creature mummy} or {@creature mummy lord} at higher levels). Defeating this spirit breaks the curse permanently." + ] } ], - "meta": { - "ritual": true - }, - "entries": [ - "You reach through time and reveal the echoes of the past, which appear as hazy figures flickering in a radius around you. These figures reflect the passage and actions of other creatures who have been in the area before you.", - "When you cast the spell, you choose how big the affected area is, up to a radius of 60 feet, and this area moves with you. While concentrating on the spell, you can view any events that occurred within the past 24 hours. You can fast-forward, freeze, reverse, or slow down the echoes as you please. Other creatures can see the echoes exactly as you can while this spell is active.", - "These echoes are blurry and indistinct\u2014they may indicate the general shape and size of different creatures, but do not reveal specific details, such as faces or clothes. Echoes are silent, incorporeal, and have no smell or taste." - ], - "classes": { - "fromClassList": [ - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - }, - "fluff": { - "entries": [ - "Time is a funny thing. Actions carried out in the mundane world have a tendency to echo in strange ways\u2014do something interesting enough and it stamps a sort of signature on reality. Traces of it remain. Indelible, but invisible.", - "Animate echoes can reveal these traces, allowing us to gaze directly upon an after-image of past events, as though they were still happening around us." - ] - } + "hasFluff": true, + "hasFluffImages": true }, { - "name": "Compelling Propulsion", + "name": "Slow Polymorph", "source": "Ar5", - "page": 25, - "level": 2, - "school": "T", - "time": [ - { - "number": 1, - "unit": "reaction", - "condition": "which you take when a creature enters a space within 5 feet of you" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 5 - } - }, - "components": { - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], + "page": 7, + "type": "Curse", "entries": [ - "When another creature enters a space with 5 feet of you, you can unleash a blast of arcane force. The triggering creature must make a Dexterity saving throw. On a failure, the target is pushed 20 feet away from you and falls {@condition prone}.", - "On a success, the creature is pushed half as far, and doesn't fall {@condition prone}. Fragile, nonmagical objects in the target's path\u2014such as a window or wooden chair\u2014are destroyed. If the target hits an object that is magical or not fragile\u2014such as an immovable rod or a stone wall\u2014the creature stops moving and takes {@damage 1d10} bludgeoning damage per 10 feet of movement left over, as the spell's magic repeatedly hammers the target against the object. If the creature hits another creature, both creatures take this damage and fall {@condition prone}." - ], - "entriesHigherLevel": [ + "The term \"Slow Polymorph\" was coined by the sorcerer who first suffered its effects. Magic taxonomists, however, argue the curse has very little in common with the {@spell polymorph||transmutation spell it was named for}. Slow Polymorph slowly transforms its victim into a terrifying bestial or fiendish monster over a period of time until they are completely unrecognizable.", { "type": "entries", - "name": "At Higher Levels", + "name": "Casting the Curse", + "page": 9, "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, the distance a creature is pushed increases by 10 feet for each slot level above 2nd." + "Slow Polymorph is the punishment of choice for powerful wizards or otherworldly beings who prefer an impending sense of dread over just turning somebody into a toad. It requires an hourglass and something from the target's body: a lock of hair, a scrap of fingernail, or another such component. The ritual takes only 1 minute, wherein the caster binds the curse to the hourglass and then turns it over to reset the sand. As the sands slowly trickle down to the bottom, the cursed individual transforms." ] - } - ], - "damageInflict": [ - "bludgeoning" - ], - "conditionInflict": [ - "prone" - ], - "savingThrow": [ - "dexterity" - ], - "miscTags": [ - "FMV" - ], - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "PHB" + }, + { + "type": "entries", + "name": "Effects of the Curse", + "page": 9, + "entries": [ + "When you complete a long or short rest while cursed, you must make a {@dc 12} Charisma saving throw. On a failed save, you take on a new feature from one of the features below. This decision can be up to the GM, you, or a discussion between both.", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Four-armed", + "style": "italic", + "entries": [ + "You sprout an extra set of arms, with which you can hold one item, such as an {@item arcane focus|PHB}, light weapon, or {@item shield|PHB}. You can use a bonus action on your turn to make a melee attack with that light weapon, regardless of what action you take on that turn. The cost of armor for your new body is doubled." + ] + }, + { + "type": "item", + "name": "Four-legged", + "style": "italic", + "entries": [ + "You sprout extra legs and become quadrupedal with a monster-shaped bottom and humanoid top. Your walking speed increases 10 feet, but the cost of clothing your new legs and feet is doubled." + ] + }, + { + "type": "item", + "name": "Glowing Eyes", + "style": "italic", + "entries": [ + "Your eyes take on a brilliant magical glow. You gain {@sense darkvision} out to a range of 60 feet, or double the range of your {@sense darkvision} if you already have it. Your magical glowing eyes emit dim light within 5 feet, cutting through even magical darkness." + ] + }, + { + "type": "item", + "name": "Horns", + "style": "italic", + "entries": [ + "You grow horns from your head, or your existing horns grow in size. When you move up to your speed on your turn, you can use your bonus action to make a melee attack with your horns. Strength is your ability for this unarmed strike, which deals {@damage 1d4} bludgeoning damage. Headgear made for humanoids no longer fits you, and you must spend an additional 20% on headgear for it to be tailored to your head." + ] + }, + { + "type": "item", + "name": "Sharp Claws", + "style": "italic", + "entries": [ + "With the addition of claws, your unarmed strike now deals {@damage 1d4} slashing damage. However, whenever you make a Dexterity ({@skill Sleight of Hand}) check, or make an ability check using tools, roll {@dice 1d4} and subtract the number rolled from the check." + ] + }, + { + "type": "item", + "name": "Acidic Sweat", + "style": "italic", + "entries": [ + "Your skin constantly oozes a mucus-y slime that lingers on surfaces you touch. The slime disintegrates organic material such as wood and plants if left in place for 1 hour, and deals {@damage 1d4} acid damage to creatures (except for you) who touch it. This includes creatures you hit with a melee weapon attack." + ] + }, + { + "type": "item", + "name": "Tough Skin", + "style": "italic", + "entries": [ + "Your skin turns to bark or tough scales, giving you a +2 bonus to AC. Unfortunately, this new skin is difficult to move around in. Your Dexterity score is reduced by 2 while you are cursed." + ] + }, + { + "type": "item", + "name": "Webbed Feet", + "style": "italic", + "entries": [ + "You gain a swimming speed equal to your walking speed. Footwear made for most humanoid feet no longer fits you, and you must spend an additional 20% on footwear for it to be tailored to your new feet." + ] + } + ] + }, + "Each time you gain a new feature, you must choose one you don't currently have. A single feature can be removed through the casting of the {@spell remove curse} spell or similar magic, but you are still susceptible to future features until the curse itself is removed.", + "The more monstrous traits you select, the more likely people are inclined to believe you are a monster and be immediately afraid of or hostile toward you. A character with four arms, four legs, and glowing red eyes, for example, may be attacked on sight when they enter a town or city. The more monstrous you are, the more estranged from society you become.", + "Additionally, the more monster-like you become, the more monsters you attract. Whenever you roll initiative, there is a chance a nearby monstrosity senses your presence and considers it a threat. If you are the first or last person in the initiative order, a monster appears and joins the fray with the intent to attack you. Use the following chart to determine which monster arrives:", + { + "type": "statblock", + "tag": "table", + "source": "Ar5", + "name": "Slow Polymorph Hostiles", + "page": 10, + "style": "inset" + } + ] + }, + { + "type": "inset", + "name": "Variant: Slow Burn", + "page": 9, + "entries": [ + "This variant is for a more drawn-out curse experience. The accursed still makes a saving throw on the completion of a rest, but they only take a feature from the main list of options if they fail the saving throw by 5 or more. A creature who fails the saving throw by 4 or fewer experiences an appearance change that is largely cosmetic. Examples of cosmetic traits include:", + { + "type": "list", + "items": [ + "Change in eye color", + "Forked tongue", + "Hair, feather, or scale growth", + "A new tail or a split existing tail", + "Slimy skin", + "Putrid smell", + "Hoarse or deeper voice", + "Sharpened teeth" + ] + } + ] + }, + { + "type": "entries", + "name": "Breaking the Curse", + "page": 10, + "entries": [ + "The being who cast the curse can also lift it, but they typically refuse to do so unless the cursed one has made amends. The curse is bound to the hourglass that was used to cast it. Breaking the hourglass lifts the curse and deals {@damage 6d10} necrotic damage to the cursed one. Typically, the hourglasses are hidden or guarded with great care." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + } + ], + "rewardFluff": [ + { + "name": "Curse of Cassandra", + "source": "Ar5", + "entries": [ + { + "type": "quote", + "entries": [ + "Why are you asking what's wrong with me? You wouldn't believe me if I told you." + ] + } + ] + }, + { + "name": "Curse of the Betrayed", + "source": "Ar5", + "entries": [ + { + "type": "quote", + "entries": [ + "Don't feel sorry for him; he'll be dead soon. Feel sorry for us, who have to carry that secret to the grave. We do this one thing, and we never speak of it again, you got that?" + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00013.webp" }, - { - "name": "Sorcerer", - "source": "PHB" + "credit": "Gustavo Rodrigues", + "width": 887, + "height": 1195 + } + ] + }, + { + "name": "Curse of the Living Dead", + "source": "Ar5", + "entries": [ + { + "type": "quote", + "entries": [ + "Locked doors? Check. Drawn curtains? Check. Barricade made of living room furniture? Check and check. We're ready for bed." + ] + } + ] + }, + { + "name": "Curse of the Sordino", + "source": "Ar5", + "entries": [ + { + "type": "quote", + "entries": [ + "If I can't play in this town, no one can!" + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00022.webp" }, - { - "name": "Warlock", - "source": "PHB" + "credit": "Gustavo Rodrigues", + "width": 957, + "height": 1237 + } + ] + }, + { + "name": "Curse of the Watchers", + "source": "Ar5", + "entries": [ + { + "type": "quote", + "entries": [ + "It started as one little bird. Now there's a flock of them. Draw the curtain! I know they're watching me... What are they waiting for?" + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00025.webp" }, - { - "name": "Wizard", - "source": "PHB" - } - ] - }, - "fluff": { - "entries": [ - "I think many wizards could stand to spend a little more time around people. That said, personal space is important, and the wizarding life certainly includes moments in which you'd rather have a little bit more of it.", - "This spell is a (relatively) safe way to ensure that others give you a wider berth than they were perhaps planning to. Once mastered, the effects can be quite spectacular." - ] - } + "credit": "Gustavo Rodrigues", + "width": 957, + "height": 1237 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00029.webp" + }, + "credit": "Gustavo Rodrigues", + "width": 551, + "height": 416 + } + ] }, { - "name": "Gaze of venom", + "name": "Slow Polymorph", "source": "Ar5", - "page": 26, + "entries": [ + { + "type": "quote", + "entries": [ + "Slime? That's new. Guess I can't go home anymore. I don't need mom seeing me like this." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00033.webp" + }, + "credit": "Gustavo Rodrigues", + "width": 887, + "height": 1146 + } + ] + } + ], + "spell": [ + { + "name": "Alabaster's Adaptation (World Below)", + "source": "Ar5", + "page": 24, "level": 6, - "school": "V", + "school": "T", "time": [ { "number": 1, - "unit": "action" + "unit": "hour" } ], "range": { "type": "point", "distance": { - "type": "self" + "type": "touch" } }, "components": { "v": true, - "s": true + "s": true, + "m": { + "text": "rare mushrooms and algae worth a total of 500 gp, which the spell consumes", + "cost": 50000, + "consume": true + } }, "duration": [ { "type": "timed", "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "hour", + "amount": 8 + } } ], + "meta": { + "ritual": true + }, "entries": [ - "For the duration, your eyes become pools of harsh yellow light. When a creature that can see your eyes starts its turn within 60 feet of you, you can force it to make a Constitution saving throw as long as you can see the creature and aren't incapcitated. On a failure, the target takes {@damage 4d8} poison damage and {@damage 4d8} psychic damage, and is {@condition poisoned} until the start of its next turn.", - "While {@condition poisoned} in this way, the creature is slowed and can't move more than 10 feet on a turn. A creature that isn't surprised can avert its gaze to avoid the saving throw at the start of its turn. If the creature does so, it can't see you until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at you in the meantime, you can force it to immediately make the save.", - "If you see your eyes in a reflective surface (such as a mirror, polished breastplate, or the surface of a lake) within 60 feet of you, you are affected by your own gaze and must succeed on the saving throw or suffer the effects of the spell." - ], - "damageInflict": [ - "poison", - "psychic" - ], - "conditionInflict": [ - "poisoned" - ], - "savingThrow": [ - "constitution" - ], - "miscTags": [ - "SGT" + "You adapt the physiology of a willing creature you touch to the dangers of the World Below, altering the creature so they can traverse the plane more safely. The spell reprograms nerves, grows a lining of lead in the skull, changes body chemistry, and more. It can also create up to three cosmetic changes determined by the caster, such as pointed ears, plaid skin, or sharp teeth. For the duration, the creature gains the following benefits:", + { + "type": "list", + "items": [ + "The creature gains {@sense darkvision} out to a range of 120 feet and {@sense tremorsense|MM} to a range of 60 feet.", + "The creature has advantage on Wisdom ({@skill Perception}) and Dexterity ({@skill Stealth}) checks.", + "The creature gains immunity to poison damage and the {@condition poisoned} condition, and resistance to psychic damage.", + "The creature gains a climbing speed equal to its walking speed and can move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free.", + "The creature can sweat acid. As an action, the creature can expend a Hit Die by rolling it, (and doesn't add its Constitution modifier). The creature takes acid damage equal to the result, and any other creatures or nonmagical objects touching it take twice that amount of acid damage. The acid evaporates after this damage is dealt. This acid instantly destroys any web it touches, such as those created by the {@spell web} spell. In addition, the acid corrodes any nonmagical armor worn by the creature, which takes a permanent and cumulative \u22121 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. However, the creature can produce this acid selectively on its body, i.e., only around its wrists and ankles. Another creature or object only takes acid damage if they are in contact with where the creature produces the acid." + ] + } ], "classes": { "fromClassList": [ - { - "name": "Bard", - "source": "PHB" - }, { "name": "Druid", "source": "PHB" }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, { "name": "Wizard", "source": "PHB" } ] }, - "fluff": { - "entries": [ - "I learned this one from an Ixian sorcerer. He didn't speak Common but got his point across just fine." - ] - } + "damageResist": [ + "psychic" + ], + "damageImmune": [ + "poison" + ], + "miscTags": [ + "ADV", + "MAC", + "OBJ" + ], + "hasFluff": true }, { - "name": "Realize image", + "name": "Alabaster's Adjacent Acquisition", "source": "Ar5", - "page": 26, - "level": 9, + "page": 24, + "level": 1, "school": "C", "time": [ { @@ -989,63 +1376,46 @@ "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 30 } }, "components": { "v": true, - "s": true, - "m": { - "text": "a diamond looking glass worth at least 750 gp, which is consumed by the spell", - "cost": 75000, - "consume": true - } + "s": true }, "duration": [ { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], "entries": [ - "One image you can see within range created by an illusion spell and that you know is illusory becomes real for the duration. The illusion must fit within 1 cubic mile of space. If the illusion spell that created the image ends before realize image does, the image persists for the duration of realize image.", - "Magical items made real by the spell don't have their magical properties, as the creation of magical items is a delicate (and often obscure) craft.", - "If the illusion is a creature, it uses the statistics of an appropriate creature created or chosen by the GM. Creatures created by realize image act surprised by their own existence, have no allegiances, and are controlled by the GM. Sentient creatures created by this spell have personalities and memories, but the GM decides what they are." - ], - "miscTags": [ - "SGT" + "One Tiny object within range teleports directly into your hand, even if that object is carried or worn by another creature. If you can't see the object, there is a {@chance 50|50% chance} that you conjure a different object within range by mistake, chosen by the GM. The spell is not without a sense of irony.", + "If you attempt to conjure an object that is physically connected to another object\u2014such as a cog within a complex machine or the deadlock off a door\u2014there is only a 5% chance that the spell is able to break the object free of its surroundings and successfully conjure it." ], "classes": { "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, { "name": "Wizard", "source": "PHB" } ] }, - "fluff": { - "entries": [ - "All magic is dangerous and should be treated as such, but some spells affect your life more than others if you let them.", - "This is one such spell.", - "I stumbled across it many years ago, etched into a shimmering pane of glass, locked deep in the catacombs beneath a castle that had been razed to the ground. I never did discover what had happened to the place, but I think I can make an educated guess in hindsight.", - "This spell makes illusions real. Not forever, mind you, but I can think of few things more dangerous than the imagination of an intrepid wizard imposing itself on reality, even if only temporarily." - ] - } + "hasFluff": true }, { - "name": "Scryspike", + "name": "Animate Echoes", "source": "Ar5", - "page": 27, + "page": 25, "level": 3, - "school": "A", + "school": "D", "time": [ { "number": 1, - "unit": "action" + "unit": "minute" } ], "range": { @@ -1054,6 +1424,68 @@ "type": "self" } }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a pocket watch worth at least 100 gp, which the spell consumes", + "cost": 10000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "meta": { + "ritual": true + }, + "entries": [ + "You reach through time and reveal the echoes of the past, which appear as hazy figures flickering in a radius around you. These figures reflect the passage and actions of other creatures who have been in the area before you. When you cast the spell, you choose how big the affected area is, up to a radius of 60 feet, and this area moves with you.", + "While {@status concentration||concentrating} on the spell, you can view any events that occurred within the past 24 hours. You can fast-forward, freeze, reverse, or slow down the echoes as you please. Other creatures can see the echoes exactly as you can while this spell is active.", + "These echoes are blurry and indistinct\u2014they may indicate the general shape and size of different creatures, but do not reveal specific details, such as faces or clothes.", + "Echoes are silent, incorporeal, and have no smell or taste." + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "hasFluff": true + }, + { + "name": "Compelling Propulsion", + "source": "Ar5", + "page": 25, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when a creature enters a space within 5 feet of you" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 5 + } + }, "components": { "s": true }, @@ -1063,27 +1495,24 @@ } ], "entries": [ - "You create a shimmering dagger of force in your hand, which possesses the ability to attack magical sensors, such as those created by the {@spell scrying} and {@spell clairvoyance} spells.", - "When you cast the spell, you make one melee or ranged spell attack with the dagger, after which the dagger disappears. On a hit, the target takes {@damage 5d10} psychic damage.", - "You can also make this attack against a magical sensor you can see within range, which has AC 10. On a hit, the sensor is destroyed and the spell creating it immediately ends. The creature that created the destroyed sensor automatically takes maximum damage from scryspike." + "When another creature enters a space with 5 feet of you, you can unleash a blast of arcane force. The triggering creature must make a Dexterity saving throw. On a failure, the target is pushed 20 feet away from you and falls {@condition prone}. On a success, the creature is pushed half as far, and doesn't fall {@condition prone}.", + "Fragile, nonmagical objects in the target's path\u2014such as a window or wooden chair\u2014are destroyed. If the target hits an object that is magical or not fragile\u2014such as an {@item immovable rod} or a stone wall\u2014the creature stops moving and takes {@damage 1d10} bludgeoning damage per 10 feet of movement left over, as the spell's magic repeatedly hammers the target against the object. If the creature hits another creature, both creatures take this damage and fall {@condition prone}." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@damage 1d10} for each slot level above 3rd." + "When you cast this spell using a spell slot of 3rd level or higher, the distance a creature is pushed increases by 10 feet for each slot level above 2nd." ] } ], - "damageInflict": [ - "psychic" - ], - "miscTags": [ - "SGT" - ], "classes": { "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, { "name": "Sorcerer", "source": "PHB" @@ -1098,28 +1527,27 @@ } ] }, - "fluff": { - "entries": [ - "There is nothing quite like the neckprickling sensation of a scrying sensor watching over you. While magic exists to detect scrying\u2014and even to prevent it in the first place\u2014the scryed-upon ultimately has few options. Detecting a scrying sensor has little value; you do not learn who is watching you or why, only that you are not alone.", - "Hence I found this spell of particular interest. While fairly vindictive, it provides a nimble mage with the option to strike down a scrying sensor if they can see it. Breaking the connection is extremely disorientating for your unwelcome observer, and makes for rather effective deterrence. Furthermore, even though this spell was first designed to sever magical connections, it severs a creature's synapses pretty well too, making it a dangerous ace to keep up your sleeve." - ], - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%205%20Images/001-0119.webp" - } - } - ] - } + "damageInflict": [ + "bludgeoning" + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "FMV", + "OBJ" + ], + "hasFluff": true }, { - "name": "Shadowslip", + "name": "Gaze of Venom", "source": "Ar5", - "page": 28, - "level": 2, - "school": "T", + "page": 26, + "level": 6, + "school": "V", "time": [ { "number": 1, @@ -1134,39 +1562,33 @@ }, "components": { "v": true, - "s": true, - "m": "any cloak or cape" + "s": true }, "duration": [ { "type": "timed", "duration": { "type": "minute", - "amount": 10 + "amount": 1 }, "concentration": true } ], "entries": [ - "You and your equipment vanish and melt into darkness, but your shadow remains on the ground with your consciousness in it. While shadowslipping, you gain a +10 bonus to Dexterity ({@skill Stealth}) checks, you have advantage on Dexterity saving throws, your AC becomes 20, you have 1 hit point, and you gain a climbing speed equal to your walking speed. You must be touching a surface at all times.", - "While shadowslipping, you can't speak aloud or manipulate objects, and any objects you were carrying or holding can't be dropped, used, or otherwise interacted with. You can't attack or cast spells. You can pass through small holes, narrow openings, and even mere cracks, and you treat liquids as if they were solid surfaces.", - "You can end the spell and revert to your normal form as an action, appearing where your shadow was. If there's not enough room for your normal form to appear, you take {@damage 1d10} force damage, and are shunted to the nearest available space.", - "If you drop to 0 hit points while shadowslipping you instantly revert back to your normal form, ignoring any excess damage, and appearing where your shadow was destroyed. If your shadow is destroyed while shadowslipping, you don't regain your shadow until the next dawn, and you have disadvantage on death saving throws until your shadow returns.", - "When you revert back to your normal form, you return to the number of hit points you had before you transformed." - ], - "damageInflict": [ - "force" - ], - "savingThrow": [ - "dexterity" - ], - "miscTags": [ - "ADV", - "HL", - "MAC" + "For the duration, your eyes become pools of harsh yellow light. When a creature that can see your eyes starts its turn within 60 feet of you, you can force it to make a Constitution saving throw as long as you can see the creature and aren't {@condition incapcitated}. On a failure, the target takes {@damage 4d8} poison damage and {@damage 4d8} psychic damage, and is {@condition poisoned} until the start of its next turn. While {@condition poisoned} in this way, the creature is slowed and can't move more than 10 feet on a turn.", + "A creature that isn't {@status surprised} can avert its gaze to avoid the saving throw at the start of its turn. If the creature does so, it can't see you until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at you in the meantime, you can force it to immediately make the save.", + "If you see your eyes in a reflective surface (such as a mirror, polished breastplate, or the surface of a lake) within 60 feet of you, you are affected by your own gaze and must succeed on the saving throw or suffer the effects of the spell." ], "classes": { "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, { "name": "Sorcerer", "source": "PHB" @@ -1181,74 +1603,119 @@ } ] }, - "fluff": { - "entries": [ - "A most useful spell for espionage, allowing the caster to become their own shadow and slide under doors or along walls. I prefer to turn into a fly myself, but not everyone has access to on-demand {@spell shapechange}. Perks of being an archmage." - ] - } + "damageInflict": [ + "poison", + "psychic" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SGT" + ], + "hasFluff": true }, { - "name": "Wielding", + "name": "Realize Image", "source": "Ar5", - "page": 29, - "level": 1, - "school": "T", + "page": 26, + "level": 9, + "school": "C", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { "type": "point", "distance": { "type": "feet", - "amount": 5 + "amount": 60 } }, "components": { "v": true, "s": true, - "m": "several small loops of brass wire, wound tightly around the fingers" + "m": { + "text": "a diamond looking glass worth at least 750 gp, which is consumed by the spell", + "cost": 75000, + "consume": true + } }, "duration": [ { "type": "timed", "duration": { - "type": "minute", - "amount": 10 + "type": "hour", + "amount": 1 }, "concentration": true } ], "entries": [ - "You point at a weapon sized for a Medium or smaller creature that you can see within 5 feet of you, and it springs into the air to float at your fingertips. If the weapon requires two hands to wield, you must have both hands free to cast this spell. While wielding a weapon in this way, you can use it as though you had proficiency with it, and you can use your spellcasting ability, instead of Strength or Dexterity, for the weapon's attack and damage rolls.", - "Only one weapon can be wielded by the spell at a time, and you need at least one free hand in order to maintain the spell, or two free hands for a two-handed weapon.", - "If you point at a weapon held by another creature when you cast this spell, that creature must make a Dexterity saving throw; a creature can choose to fail this saving throw if it wishes. On a success, the creature keeps its hold on the weapon and the spell ends.", - "If a creature wishes to grab a weapon from the spell's grasp, it must be within 5 feet of you and have a free hand. A creature can use its action to make a Strength ({@skill Athletics}) check opposed by an ability check using your spellcasting ability modifier and proficiency bonus. If the creature wins the contest, it snatches the weapon from your fingertips." + "One image you can see within range created by an illusion spell and that you know is illusory becomes real for the duration. The illusion must fit within 1 cubic mile of space. If the illusion spell that created the image ends before realize image does, the image persists for the duration of realize image.", + "Magical items made real by the spell don't have their magical properties, as the creation of magical items is a delicate (and often obscure) craft.", + "If the illusion is a creature, it uses the statistics of an appropriate creature created or chosen by the GM. Creatures created by realize image act {@status surprised} by their own existence, have no allegiances, and are controlled by the GM. Sentient creatures created by this spell have personalities and memories, but the GM decides what they are." + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "miscTags": [ + "SGT" + ], + "hasFluff": true + }, + { + "name": "Scryspike", + "source": "Ar5", + "page": 27, + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You create a shimmering dagger of force in your hand, which possesses the ability to attack magical sensors, such as those created by the {@spell scrying} and {@spell clairvoyance} spells.", + "When you cast the spell, you make one melee or ranged spell attack with the dagger, after which the dagger disappears. On a hit, the target takes {@damage 5d10} psychic damage.", + "You can also make this attack against a magical sensor you can see within range, which has AC 10. On a hit, the sensor is destroyed and the spell creating it immediately ends. The creature that created the destroyed sensor automatically takes maximum damage from scryspike." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 5th level or higher on a magic weapon that requires attunement, you are also considered attuned to the weapon and benefit from any features it has, so long as you have available attunement slots and meet all prerequisites for attunement. When the spell ends, your attunement to the weapon also ends, even if the item holds a curse that would normally prevent this.", - "Additionally, when you cast this spell using a spell slot of 5th level or higher, you can target weapons sized for Large creatures. When you cast this spell using a spell slot of 7th level or higher, you can target weapons sized for Huge creatures." + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 1d10} for each slot level above 3rd." ] } ], - "savingThrow": [ - "dexterity" - ], - "miscTags": [ - "SGT" - ], "classes": { "fromClassList": [ - { - "name": "Bard", - "source": "PHB" - }, { "name": "Sorcerer", "source": "PHB" @@ -1263,693 +1730,1436 @@ } ] }, - "fluff": { - "entries": [ - "I personally have no great love for swords, but in my career I've found it impossible to get away from them. Magical, mundane, lost, shattered, or sacred; they always seem to be in my way. Eventually\u2014wizard or not\u2014you need to pick one of the damn things up.", - "This spell provides an elegant workaround for the wielding of hand-held weapons, and can even emulate a reasonable level of skill with them. It also comes with a few nice loopholes for disarming enemies and managing cursed items." - ], - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%205%20Images/001-0128.webp" - } - } - ] - } - } - ], - "subclass": [ - { - "name": "Avarice Domain", - "shortName": "Avarice", - "source": "Ar5", - "subclassSpells": [ - "identify", - "shield of faith", - "enhance ability", - "magic weapon", - "haste", - "protection from energy", - "freedom of movement", - "stoneskin", - "dispel evil and good", - "greater restoration" + "damageInflict": [ + "psychic" ], - "subclassFeatures": [ - "Avarice Domain|Cleric||Avarice|Ar5|1", - "Domain Spells|Cleric||Avarice|Ar5|1", - "Prophet Motive|Cleric||Avarice|Ar5|1", - "Channel Divinity: Object of Desire|Cleric||Avarice|Ar5|2", - "Divine Kleptocracy|Cleric||Avarice|Ar5|6", - "Potent Spellcasting|Cleric||Avarice|Ar5|8", - "Avatar of Excess|Cleric||Avarice|Ar5|17" + "miscTags": [ + "SGT" ], - "additionalSpells": [ - { - "innate": { - "1": [ - "identify", - "shield of faith" - ], - "2": [ - "enhance ability", - "magic weapon" - ], - "3": [ - "haste", - "protection from energy" - ], - "4": [ - "freedom of movement", - "stoneskin" - ], - "5": [ - "dispel evil and good", - "greater restoration" - ] - } - } - ], - "className": "Cleric", - "classSource": "PHB" + "hasFluff": true, + "hasFluffImages": true }, { - "name": "Circle of the Gilded", - "shortName": "Gilded", + "name": "Shadowslip", "source": "Ar5", - "subclassFeatures": [ - "Circle of the Gilded|Druid||Gilded|Ar5|2", - "Elemental Extremis|Druid||Gilded|Ar5|2", - "Gilded Transference|Druid||Gilded|Ar5|2", - "Core Value|Druid||Gilded|Ar5|6", - "Pineal Precious|Druid||Gilded|Ar5|10", - "Prismatic Form|Druid||Gilded|Ar5|14" + "page": 28, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } ], - "className": "Druid", - "classSource": "PHB" + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "any cloak or cape" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You and your equipment vanish and melt into darkness, but your shadow remains on the ground with your consciousness in it. While shadowslipping, you gain a +10 bonus to Dexterity ({@skill Stealth}) checks, you have advantage on Dexterity saving throws, your AC becomes 20, you have 1 hit point, and you gain a climbing speed equal to your walking speed. You must be touching a surface at all times.", + "While shadowslipping, you can't speak aloud or manipulate objects, and any objects you were carrying or holding can't be dropped, used, or otherwise interacted with. You can't attack or cast spells. You can pass through small holes, narrow openings, and even mere cracks, and you treat liquids as if they were solid surfaces.", + "You can end the spell and revert to your normal form as an action, appearing where your shadow was. If there's not enough room for your normal form to appear, you take {@damage 1d10} force damage, and are shunted to the nearest available space.", + "If you drop to 0 hit points while shadowslipping you instantly revert back to your normal form, ignoring any excess damage, and appearing where your shadow was destroyed. If your shadow is destroyed while shadowslipping, you don't regain your shadow until the next dawn, and you have disadvantage on death saving throws until your shadow returns.", + "When you revert back to your normal form, you return to the number of hit points you had before you transformed." + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "damageInflict": [ + "force" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "ADV", + "HL", + "MAC" + ], + "hasFluff": true }, { - "name": "Oath of Acquisitions", - "shortName": "Acquisitions", + "name": "Wielding", "source": "Ar5", - "subclassFeatures": [ - "Oath of Acquisitions|Paladin||Acquisitions|Ar5|3", - "Oath Spells|Paladin||Acquisitions|Ar5|3", - "Channel Divinity|Paladin||Acquisitions|Ar5|3", - "Aura of Opportunity|Paladin||Acquisitions|Ar5|7", - "The Bigger the Smile, the Sharper the Sword|Paladin||Acquisitions|Ar5|15", - "Greed is Good|Paladin||Acquisitions|Ar5|20" + "page": 29, + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } ], - "subclassSpells": [ - "charm person", - "disguise self", - "attract metal|ar3", - "suggestion", - "hypnotic pattern", - "fear", - "dominate person", - "confusion", - "compulsion", - "geas" + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "components": { + "v": true, + "s": true, + "m": "several small loops of brass wire, wound tightly around the fingers" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } ], - "additionalSpells": [ + "entries": [ + "You point at a weapon sized for a Medium or smaller creature that you can see within 5 feet of you, and it springs into the air to float at your fingertips. If the weapon requires two hands to wield, you must have both hands free to cast this spell. While wielding a weapon in this way, you can use it as though you had proficiency with it, and you can use your spellcasting ability, instead of Strength or Dexterity, for the weapon's attack and damage rolls.", + "Only one weapon can be wielded by the spell at a time, and you need at least one free hand in order to maintain the spell, or two free hands for a two-handed weapon.", + "If you point at a weapon held by another creature when you cast this spell, that creature must make a Dexterity saving throw; a creature can choose to fail this saving throw if it wishes. On a success, the creature keeps its hold on the weapon and the spell ends.", + "If a creature wishes to grab a weapon from the spell's grasp, it must be within 5 feet of you and have a free hand. A creature can use its action to make a Strength ({@skill Athletics}) check opposed by an ability check using your spellcasting ability modifier and proficiency bonus. If the creature wins the contest, it snatches the weapon from your fingertips." + ], + "entriesHigherLevel": [ { - "innate": { - "1": [ - "charm person", - "disguise self" - ], - "2": [ - "enhance ability", - "magic weapon" - ], - "3": [ - "haste", - "protection from energy" - ], - "4": [ - "freedom of movement", - "stoneskin" - ], - "5": [ - "dispel evil and good", - "greater restoration" - ] - } + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher on a magic weapon that requires attunement, you are also considered attuned to the weapon and benefit from any features it has, so long as you have available attunement slots and meet all prerequisites for attunement. When the spell ends, your attunement to the weapon also ends, even if the item holds a curse that would normally prevent this.", + "Additionally, when you cast this spell using a spell slot of 5th level or higher, you can target weapons sized for Large creatures. When you cast this spell using a spell slot of 7th level or higher, you can target weapons sized for Huge creatures." + ] } ], - "className": "Paladin", - "classSource": "PHB" + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SGT" + ], + "hasFluff": true, + "hasFluffImages": true } ], - "subclassFeature": [ + "spellFluff": [ { - "name": "Avarice Domain", + "name": "Alabaster's Adaptation (World Below)", "source": "Ar5", - "page": 12, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Avarice", - "subclassSource": "Ar5", - "level": 1, "entries": [ - "Coin Charlatans. Friars of Finance. Acolytes of Ambition. These pejoratives and others are flung at those clerics who discard religious platitudes and dogmatic structure for something more...distilled. Despite the slander and disdain, clerics of the Avarice Domain hold one truth above all else: the gods greedily withhold their power, only deeming those that would directly benefit them worthy of wielding it.", - "These clerics know they're worthy. Ambition leads to profit. Profit leads to power. They aren't evil misers, jealously guarding their jeweled temples\u2014they know how to use that power. Goodly clerics who walk this path often find themselves at the epicenter of wealth, altruistically guiding it to where it will do the most good for everyone\u2014including themselves. Avarice clerics are masters of battlefield control, bolstering the effectiveness of their collaborators.", - { - "type": "inset", - "name": "Editor Note: Avarice of Editions Past", - "entries": [ - { - "type": "quote", - "entries": [ - "While researching this article, the author found that the third edition of the game had official rules for an Avarice domain. While many expected evil deities had this domain in their portfolios, several good and neutral deities also had Avarice as one of their domains. In other words, greed can be good!" - ], - "by": "James" - } - ] - }, - { - "type": "table", - "caption": "Avarice Deities", - "colLabels": [ - "Example Deity", - "Pantheon" - ], - "colStyles": [ - "col-6 text-center", - "col-6 text-center" - ], - "rows": [ - [ - "{@deity Pta'u||Ar5}", - "Forgotten Realms" - ] - ] - } + "I have made numerous adaptation spells, each for a different locale, but this one is the newest and so\u2014I hope\u2014the most reliable! Heading to the World Below to find a purple worm nest or trade with deep gnomes? Be sure to prepare accordingly!" ] }, { - "name": "Domain Spells", + "name": "Alabaster's Adjacent Acquisition", "source": "Ar5", - "page": 13, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Avarice", - "subclassSource": "Ar5", - "level": 1, - "header": 2, "entries": [ - "You gain domain spells at the cleric levels listed in the Avarice Domain Spells table. See the Divine Domain class feature for how domain spells work.", - { - "type": "table", - "caption": "Avarice Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9 text-left" - ], - "rows": [ - [ - "1st", - "{@spell identify}, {@spell shield of faith}" - ], - [ - "3rd", - "{@spell enhance ability}, {@spell magic weapon}" - ], - [ - "5th", - "{@spell haste}, {@spell protection from energy}" - ], - [ - "7th", - "{@spell freedom of movement}, {@spell stoneskin}" - ], - [ - "9th", - "{@spell dispel evil and good}, {@spell greater restoration}" - ] - ] + "One of my first spells, and I believe still one of my best. Originally devised as a method to retrieve tea from my study without getting up, I've found that adjacent acquisition is more useful than it has any right to be. Things I have used this spell to retrieve include an enchanted tiara, a kobold egg, a half-digested book, and a stray fingerbone.", + "{@note If you're using the {@subclass Avarice|Cleric|PHB|Ar5|Avarice Domain} or {@subclass Acquisitions|Paladin|PHB|Ar5|Oath of Acquisitions} from \"Goldmonger Subclasses\" in this issue, this spell makes a great addition to their spell lists as well.}" + ] + }, + { + "name": "Animate Echoes", + "source": "Ar5", + "entries": [ + "Time is a funny thing. Actions carried out in the mundane world have a tendency to echo in strange ways\u2014do something interesting enough and it stamps a sort of signature on reality. Traces of it remain. Indelible, but invisible.", + "{@spell Animate Echoes|Ar5} can reveal these traces, allowing us to gaze directly upon an after-image of past events, as though they were still happening around us." + ] + }, + { + "name": "Compelling Propulsion", + "source": "Ar5", + "entries": [ + "I think many wizards could stand to spend a little more time around people. That said, personal space is important, and the wizarding life certainly includes moments in which you'd rather have a little bit more of it.", + "This spell is a (relatively) safe way to ensure that others give you a wider berth than they were perhaps planning to. Once mastered, the effects can be quite spectacular." + ] + }, + { + "name": "Gaze of Venom", + "source": "Ar5", + "entries": [ + "I learned this one from an Ixian sorcerer. He didn't speak {@language Common} but got his point across just fine." + ] + }, + { + "name": "Realize Image", + "source": "Ar5", + "entries": [ + "All magic is dangerous and should be treated as such, but some spells affect your life more than others if you let them.", + "This is one such spell.", + "I stumbled across it many years ago, etched into a shimmering pane of glass, locked deep in the catacombs beneath a castle that had been razed to the ground. I never did discover what had happened to the place, but I think I can make an educated guess in hindsight.", + "This spell makes illusions real. Not forever, mind you, but I can think of few things more dangerous than the imagination of an intrepid wizard imposing itself on reality, even if only temporarily." + ] + }, + { + "name": "Scryspike", + "source": "Ar5", + "entries": [ + "There is nothing quite like the neckprickling sensation of a {@spell scrying} sensor watching over you. While magic exists to detect scrying\u2014and even to prevent it in the first place\u2014the scryed-upon ultimately has few options. Detecting a scrying sensor has little value; you do not learn who is watching you or why, only that you are not alone.", + "Hence I found this spell of particular interest. While fairly vindictive, it provides a nimble mage with the option to strike down a scrying sensor if they can see it. Breaking the connection is extremely disorientating for your unwelcome observer, and makes for rather effective deterrence. Furthermore, even though this spell was first designed to sever magical connections, it severs a creature's synapses pretty well too, making it a dangerous ace to keep up your sleeve." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00119.webp" + }, + "credit": "Grace Cheung", + "width": 884, + "height": 1200 } ] }, { - "name": "Prophet Motive", + "name": "Shadowslip", "source": "Ar5", - "page": 14, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Avarice", - "subclassSource": "Ar5", - "level": 1, - "header": 2, "entries": [ - "Divine assistance is most efficient when it synergizes between the Avarice cleric and whomever they deem worthy or capable enough allies. After choosing this domain at 1st level, when you cast a domain spell on an object or another creature, you can replicate the effect on yourself or an object you are touching without the need for additional components. If the spell requires concentration and your concentration ends, the spell ends on both you and the other creature, or both objects.", - "You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest." + "A most useful spell for espionage, allowing the caster to become their own shadow and slide under doors or along walls. I prefer to turn into a fly myself, but not everyone has access to on-demand {@spell shapechange}. Perks of being an archmage." ] }, { - "name": "Channel Divinity: Object of Desire", + "name": "Wielding", "source": "Ar5", - "page": 14, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Avarice", - "subclassSource": "Ar5", - "level": 2, - "header": 2, "entries": [ - "Starting at 2nd level, you can distract those who wish to do you harm by tapping into their material desires. When you are attacked by another creature within 30 feet of you who can see you, you can use your Channel Divinity as a reaction to project an illusion of whatever the creature desires most from your holy symbol. The target must succeed on a Wisdom saving throw or become stunned until the end of your next turn.", - "The player or GM can roll a {@dice d10} on the Object of Desire table to determine what the creature most desires, or the GM is free to invent a craving. Savvy clerics take note of what illusion appears, wielding the knowledge of a creature's desires against it should they cross paths again.", + "I personally have no great love for swords, but in my career I've found it impossible to get away from them. Magical, mundane, lost, shattered, or sacred; they always seem to be in my way. Eventually\u2014wizard or not\u2014you need to pick one of the damn things up.", + "This spell provides an elegant workaround for the wielding of hand-held weapons, and can even emulate a reasonable level of skill with them. It also comes with a few nice loopholes for disarming enemies and managing cursed items." + ], + "images": [ { - "type": "table", - "caption": "Object of Desire", - "colLabels": [ - "d10", - "Desire" - ], - "colStyles": [ - "col-2 text-center", - "col-10 text-center" - ], - "rows": [ - [ - "1", - "Their favorite childhood food or toy (Youth)" - ], - [ - "2", - "A beautiful lover (Lust or Love)" - ], - [ - "3", - "A legendary weapon (Power)" - ], - [ - "4", - "A colossal gemstone (Wealth)" - ], - [ - "5", - "Their lost child, sibling, or parent (Family)" - ], - [ - "6", - "The kingdom's crown (Status)" - ], - [ - "7", - "A specter of death (Death)" - ], - [ - "8", - "An ancient spellbook (Knowledge or Magic)" - ], - [ - "9", - "Someone who wronged them (Revenge)" - ], - [ - "10", - "An old friend (Companionship)" - ] + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00128.webp" + }, + "credit": "Linda Lithén", + "width": 1211, + "height": 573 + } + ] + } + ], + "deity": [ + { + "name": "Pta'u", + "source": "Ar5", + "page": 12, + "pantheon": "Unknown", + "alignment": [ + "N" + ], + "title": "God of Deals", + "domains": [ + "Avarice", + "Knowledge", + "Order", + "Peace", + "War" + ], + "symbol": "a simple copper coin, with a cut through the monarch'''s visage, which is then covered in jewels", + "entries": [ + "Pta'u exists at the heart of all deals, trades, and negotiations. They are an arbiter and overseer of the Material Continuum that exists across and flows between the planes like a great river, from have to want and back again. While most see the great wheel keeping the universe together, worshipers of Pta'u believe that the Material Continuum is the true binding agent that keeps the planes in alignment. Devout believers say the greatest reward in the next life comes from navigating this one with entrepreneurial acumen and grace. Thus, commerce drives them as the believers find gaps and needs to fill. People are happy to see worshippers of Pta'u show up with exactly what they need, but often wonder how their pockets got so light by the time these divine merchants have moved on.", + { + "type": "entries", + "name": "Depiction", + "page": 12, + "entries": [ + "Pta'u is often depicted as a hunched figure on a simple raft with an enormous pack strapped to their back. Jewels, coins, and finery spill from the near endless network of straps and pockets holding their bags together. Their traditional symbol is a simple copper coin, with a cut through the monarch's visage, which is then covered in jewels." + ] + }, + { + "type": "entries", + "name": "Holy Day", + "page": 12, + "entries": [ + "Black Moon Day is a day of mourning for worshippers of Pta'u. It commemorates a day when all deals and contracts across the planes inexplicably failed. These seemingly disconnected events led to wars, famines, plagues, and death. To prevent this calamity from ever befalling the Material Continuum again, all worshippers of Pta'u must successfully complete a deal on Black Moon Day, no matter how small." + ] + }, + { + "type": "list", + "name": "Commandments of Pta'u:", + "page": 12, + "items": [ + "Honor the contract. Complete the deal.", + "Navigate the flow of the Material Continuum. Seek out want and turn it to have\u2014then take it to the next want.", + "Comport yourself with entrepreneurial acumen and grace in all things." + ] + } + ] + } + ], + "monster": [ + { + "name": "Acolyte of Ambition", + "source": "Ar5", + "page": 19, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "any race" + ] + }, + "alignment": [ + "A" + ], + "ac": [ + { + "ac": 15, + "from": [ + "Medium" + ] + } + ], + "hp": { + "special": "health levels equal to their level" + }, + "speed": { + "walk": { + "number": 30, + "condition": "(dependant on ancestry)" + } + }, + "str": 14, + "dex": 14, + "con": 14, + "int": 14, + "wis": 18, + "cha": 14, + "save": { + "str": "+3", + "dex": "+3", + "con": "+3", + "int": "+3", + "wis": "+6", + "cha": "+3" + }, + "skill": { + "insight": "+5", + "religion": "+2" + }, + "senses": [ + "appropriate to ancestry" + ], + "passive": 12, + "languages": [ + "appropriate to ancestry (usually Common)" + ], + "cr": "Unknown", + "trait": [ + { + "name": "Retainer", + "entries": [ + "This creature is a Retainer, as described in {@book Strongholds and Followers|SaF|8|Retainers}" + ] + } + ], + "action": [ + { + "name": "Signature Attack", + "entries": [ + "{@atk rw} {@hit 6} to hit, reach 60 ft., one target. {@h}7 ({@damage 1d10+2}) piercing damage." + ] + }, + { + "name": "3rd-Level (3/Day) Prophet Motive", + "entries": [ + "The acolyte casts shield of faith on another creature. The effect is replicated on the acolyte for the duration." + ] + }, + { + "name": "5th-Level (2/Day, Reaction) Stunning Acquisition", + "entries": [ + "When another creature targets the acolyte with an attack, the acolyte can cause the attacker to make a Wisdom saving throw. On a failed save, the target is stunned until the end of the acolyte's next turn." + ] + }, + { + "name": "7th-Level (1/Day) Rapid Synergy", + "entries": [ + "The acolyte casts haste on another creature. The effect is replicated on the acolyte for the duration." + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/Acolyte of Ambition.webp" + }, + "miscTags": [ + "RCH", + "RW" + ], + "hasToken": true + }, + { + "name": "Citrine Protector", + "source": "Ar5", + "page": 19, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "any race" + ] + }, + "alignment": [ + "A" + ], + "ac": [ + { + "ac": 15, + "from": [ + "Medium" + ] + } + ], + "hp": { + "special": "health levels equal to their level" + }, + "speed": { + "walk": { + "number": 30, + "condition": "(dependant on ancestry)" + } + }, + "str": 14, + "dex": 14, + "con": 14, + "int": 14, + "wis": 18, + "cha": 14, + "save": { + "str": "+3", + "dex": "+3", + "con": "+3", + "int": "+6", + "wis": "+6", + "cha": "+3" + }, + "skill": { + "history": "+2", + "nature": "+2" + }, + "senses": [ + "appropriate to ancestry" + ], + "passive": 12, + "languages": [ + "appropriate to ancestry (usually Common)" + ], + "cr": "Unknown", + "trait": [ + { + "name": "Retainer", + "entries": [ + "This creature is a Retainer, as described in {@book Strongholds and Followers|SaF|8|Retainers}" + ] + } + ], + "action": [ + { + "name": "Signature Attack", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8+3}) bludgeoning damage." + ] + }, + { + "name": "3rd-Level (3/Day, Bonus Action) Citrine Strike", + "entries": [ + "The protector bathes their weapon in elemental energy. The next time they hit with their signature attack, they deal an additional {@damage 1d8} acid damage." + ] + }, + { + "name": "5th-Level (1/Day) Acid Rain", + "entries": [ + "The protector casts call lightning, dealing acid damage instead of lightning damage." + ] + }, + { + "name": "7th-Level (3/Day, Bonus Action) Citrine Core", + "entries": [ + "The protector gains a +1 bonus to AC and resistance to acid damage for 1 minute. In addition, when this feature is active and a creature within 30 feet of the protector hits the protector with a weapon attack, the protector can use their reaction to deal {@damage 2d8} acid damage to the attacker." + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/Citrine Protector.webp" + }, + "miscTags": [ + "MW" + ], + "hasToken": true, + "hasFluff": true + }, + { + "name": "Free Lancer", + "source": "Ar5", + "page": 20, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "any race" + ] + }, + "alignment": [ + "A" + ], + "ac": [ + { + "ac": 17, + "from": [ + "Heavy" + ] + } + ], + "hp": { + "special": "health levels equal to their level" + }, + "speed": { + "walk": { + "number": 30, + "condition": "(dependant on ancestry)" + } + }, + "str": 18, + "dex": 14, + "con": 14, + "int": 14, + "wis": 14, + "cha": 18, + "save": { + "str": "+6", + "dex": "+3", + "con": "+3", + "int": "+3", + "wis": "+6", + "cha": "+6" + }, + "skill": { + "insight": "+2", + "religion": "+2" + }, + "senses": [ + "appropriate to ancestry" + ], + "passive": 12, + "languages": [ + "appropriate to ancestry (usually Common)" + ], + "cr": "Unknown", + "trait": [ + { + "name": "Retainer", + "entries": [ + "This creature is a Retainer, as described in {@book Strongholds and Followers|SaF|8|Retainers}" + ] + } + ], + "action": [ + { + "name": "Signature Attack", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d12+3}) piercing damage." + ] + }, + { + "name": "3rd-Level (3/Day, Reaction) Smiling Blade", + "entries": [ + "When the lancer hits a creature with a melee weapon attack, the lancer can cause the target to make a Charisma saving throw. On a failed save, the creature is charmed by the lancer until the end of the lancer's next turn." + ] + }, + { + "name": "5th-Level (2/Day) Sting of Betrayal", + "entries": [ + "When the lancer deals damage to a creature currently charmed by them or an ally within 30 feet of the lancer, they deal an additional {@damage 2d8} psychic damage." + ] + }, + { + "name": "7th-Level (1/Day, Bonus Action) Aura of Opportunity", + "entries": [ + "When lancer activates this aura, it lasts for 1 minute. When an enemy within 10 feet of the lancer targets a creature that is not the lancer with an attack, the enemy makes the attack roll with disadvantage. In addition, when an enemy within 10 feet of the lancer hits the lancer with an attack, the lancer can use their reaction to force the creature to make a Charisma saving throw. On a failed save, the creature is charmed by the lancer until the end of the lancer's next turn." + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/Free Lancer.webp" + }, + "miscTags": [ + "MW", + "RCH" + ], + "hasToken": true + }, + { + "name": "Garin Najis", + "isNamedCreature": true, + "source": "Ar5", + "page": 21, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "human" + ] + }, + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "{@item +1 breastplate}" + ] + } + ], + "hp": { + "average": 120, + "formula": "16d8 + 48" + }, + "speed": { + "walk": 30 + }, + "str": 9, + "dex": 14, + "con": 16, + "int": 11, + "wis": 20, + "cha": 14, + "save": { + "wis": "+8", + "cha": "+5" + }, + "skill": { + "history": "+3", + "intimidation": "+5", + "insight": "+8", + "religion": "+3" + }, + "passive": 15, + "languages": [ + "Celestial", + "Common", + "Dwarvish", + "Goblin" + ], + "cr": "7", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "Garin is a 13th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to hit with spell attacks). He has the following spells prepared:" + ], + "spells": { + "0": { + "spells": [ + "{@spell light}", + "{@spell sacred flame}", + "{@spell spare the dying}", + "{@spell thaumaturgy}" + ] + }, + "1": { + "slots": 4, + "spells": [ + "{@spell bane}", + "{@spell divine favor}", + "{@spell identify}*", + "{@spell shield of faith}*" + ] + }, + "2": { + "slots": 3, + "spells": [ + "{@spell enhance ability}*", + "{@spell magic weapon}*", + "{@spell spiritual weapon}" + ] + }, + "3": { + "slots": 3, + "spells": [ + "{@spell haste}*", + "{@spell protection from energy}*", + "{@spell spirit guardians}" + ] + }, + "4": { + "slots": 2, + "spells": [ + "{@spell freedom of movement}*", + "{@spell guardian of faith}", + "{@spell stoneskin}*" + ] + }, + "5": { + "slots": 2, + "spells": [ + "{@spell dispel evil and good}*", + "{@spell geas}", + "{@spell greater restoration}*" + ] + }, + "6": { + "slots": 1, + "spells": [ + "{@spell harm}" + ] + }, + "7": { + "slots": 1, + "spells": [ + "{@spell plane shift}" + ] + } + }, + "footerEntries": [ + "*Prophet Motive spell" + ], + "ability": "wis" + } + ], + "trait": [ + { + "name": "Prophet Motive (5/Day)", + "entries": [ + "When Garin casts certain spells on another creature, he can replicate the effect on himself. If the spell ends, the effect ends on him as well." + ] + } + ], + "action": [ + { + "name": "+1 Dagger", + "entries": [ + "{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage." + ] + } + ], + "reaction": [ + { + "name": "Object of Desire (2/Day)", + "entries": [ + "When another creature within 30 feet of Garin targets him with an attack, he can hold up his {@item holy symbol|PHB} and manifest the object the attacker desires most. The attacker must make a {@dc 16} Wisdom saving throw. On a failed save, the target is {@condition stunned} for 1 minute. A {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Divine Kleptocracy (1/Day)", + "entries": [ + "When a creature Garin can see within 30 feet of him is targeted by a spell that requires {@status concentration}, Garin can duplicate the spell's effect on himself. If the spell ends for the other creature, the effect ends for him at the end of his next turn." + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/Garin Najis.webp" + }, + "attachedItems": [ + "+1 dagger|DMG", + "holy symbol|PHB" + ], + "languageTags": [ + "C", + "CE", + "D", + "GO" + ], + "damageTags": [ + "P" + ], + "damageTagsSpell": [ + "N", + "O", + "R", + "Y" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "conditionInflict": [ + "stunned" + ], + "conditionInflictSpell": [ + "charmed", + "incapacitated" + ], + "savingThrowForced": [ + "wisdom" + ], + "savingThrowForcedSpell": [ + "charisma", + "constitution", + "dexterity", + "wisdom" + ], + "hasToken": true, + "hasFluff": true + }, + { + "name": "Swarm of Cursed Ravens", + "source": "Ar5", + "page": 8, + "size": [ + "M" + ], + "type": { + "type": "beast", + "swarmSize": "T" + }, + "alignment": [ + "U" + ], + "ac": [ + 12 + ], + "hp": { + "average": 21, + "formula": "6d8 - 6" + }, + "speed": { + "walk": 10, + "fly": 50 + }, + "str": 6, + "dex": 14, + "con": 8, + "int": 3, + "wis": 12, + "cha": 6, + "skill": { + "perception": "+5" + }, + "passive": 15, + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "conditionImmune": [ + "charmed", + "frightened", + "grappled", + "paralyzed", + "petrified", + "prone", + "restrained", + "stunned" + ], + "cr": "1/4", + "trait": [ + { + "name": "Additional Hit Points", + "entries": [ + "The swarm gains an additional 4 × FB hit points. The Flock Bonus (FB) is the number of ravens in the flock divided by 10, rounded up." + ] + }, + { + "name": "Swarm", + "entries": [ + "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points." ] } - ] + ], + "action": [ + { + "name": "Beaks", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target in the swarm's space. {@h}FB x {@damage 1d6} piercing damage, or half that if the swarm has half of its hit points or fewer." + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/Swarm of Cursed Ravens.webp" + }, + "miscTags": [ + "MW" + ], + "hasToken": true, + "hasFluff": true, + "hasFluffImages": true }, { - "name": "Divine Kleptocracy", + "name": "Undead Golem", "source": "Ar5", - "page": 14, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Avarice", - "subclassSource": "Ar5", - "level": 6, - "header": 2, - "entries": [ - "Starting at 6th level, you can take spells affecting others and twist them for your own use. When a creature you can see within 30 feet of you is targeted by a spell not cast by you that requires concentration, you can use your reaction to duplicate the spell's effect on yourself. If the spell ends for the other creature, the effect ends for you at the end of your next turn.", - "Once you use this feature, you can't use it again until you finish a short or long rest." - ] - }, + "page": 5, + "_copy": { + "name": "Flesh Golem", + "source": "MM", + "_mod": { + "trait": { + "mode": "appendArr", + "items": { + "name": "Undead Fortitude", + "entries": [ + "If damage reduces the creature to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the creature drops to 1 hit point instead." + ] + } + }, + "traitTags": { + "mode": "appendIfNotExistsArr", + "items": [ + "Undead Fortitude" + ] + }, + "languageTags": { + "mode": "appendIfNotExistsArr", + "items": [ + "LF", + "CS" + ] + } + } + }, + "type": "undead", + "languages": [ + "understands the languages its respective body parts knew in life but can't speak" + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/Undead Golem.webp" + }, + "hasToken": true, + "hasFluff": true, + "hasFluffImages": true + } + ], + "monsterFluff": [ { - "name": "Potent Spellcasting", + "name": "Citrine Protector", "source": "Ar5", - "page": 14, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Avarice", - "subclassSource": "Ar5", - "level": 8, - "header": 2, "entries": [ - "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." + "This retainer could easily be modified to another element by using any of the corresponding gems in the {@table Elemental Gem|Ar5} table.", + { + "type": "statblock", + "tag": "table", + "source": "Ar5", + "name": "Elemental Gem", + "page": 16, + "style": "inset" + } ] }, { - "name": "Avatar of Excess", + "name": "Garin Najis", "source": "Ar5", - "page": 14, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Avarice", - "subclassSource": "Ar5", - "level": 17, - "header": 2, "entries": [ - "At 17th level, your ability to benefit yourself while empowering others becomes second nature. When you use Prophet Motive to replicate a spell's effect, you can choose to have that spell not require concentration.", - "Once you use this feature, you can't use it again until you finish a long rest." + "To say that Garin Najis was born with a silver spoon in his mouth would be an understatement\u2014start with platinum, and then change spoons for every bite. After a life of opulence, he should want for nothing, yet all he does is want. His path of avarice started early and only deepened.", + "Born to wealthy nobles who owned several emerald mines, there was never a moment in his upbringing where he felt lack or need. He bragged about how he walked around with uncut gems in his pockets in his days at the academy. When he came of age and his parents decided to teach him how to manage the mines, he was initially horrified. They exploited their miners for little pay and forced them to work in dangerous conditions under strict contracts that prevented departure. Everything suddenly clicked into place for Garin. As it dawned on him that this exploitation was the reason for his wealth...he embraced it.", + "But unlike his parents, whose zeal for hard capital was secular, Garin looked at his inheritance and saw it as his divine duty to {@deity Pta'u|Unknown|Ar5} to expand, grow, and consume. He would never be satisfied. He convinced his workers that their labor in his service was a path to the divine. Their hard work, sweat, and tears would lead to countless rewards in the next life... and countless rewards in this life for Garin.", + "A prosperity preacher of the highest order, Garin keeps a close counsel of powerful, mercenary-minded adventurers and commands a loyal following of brainwashed cult-like laborers who literally die to hand him a freshly mined gem. Garin can be found most often managing his various enterprises, but as of late he has felt the itch of adventure and has taken to traveling in search of more resources (both material and humanoid) to exploit.", + "Garin never faces down an enemy without a well-prepared battlefield or plenty of minions. His primary strategy is to keep as much cannon fodder between him and his foes while simultaneously bolstering his legions and himself. He makes good use of his Prophet Motive feature to keep buffs on his allies and himself while using spells like {@spell guardian of faith} and {@spell spirit guardians} to control the battlefield to his liking. He is a coward at heart and will leave his minions to die if he sees the tides turning against him." ] }, { - "name": "Circle of the Gilded", + "name": "Swarm of Cursed Ravens", "source": "Ar5", - "page": 14, - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Gilded", - "subclassSource": "Ar5", - "level": 2, - "header": 1, "entries": [ - "When legends tell of archdruids protecting the land, they speak of antlers, gnarled oak staffs, and swarms of birds. This is, of course, by design. Circle of the Gilded druids protect places much more valuable, fraught, dangerous... and best kept secret.", - "Filled with precious gems and ores, these sites would be strip-mined by covetous tyrants to fuel their generations-long war efforts. By inlaying the metals and gems into their very bodies, druids of the Circle of the Gilded tap into the ancient, primordial powers contained within these minerals to defend this lifeblood of the earth. Their zeal is often mistaken for greed, but the druids valiantly guard a resource often considered more valuable than humanoid life." + "Each time you {@action attack} with, {@action cast a spell} with, or {@action use an object||use the cursed item}, roll a {@dice d10} and add the resulting number of birds to the flock. If the result of the die is a 10, the flock also attacks. Use the swarm of cursed ravens stat block below, where the Flock Bonus (FB) is the number of ravens in your flock divided by 10, rounded up (e.g. 1 FB for 10 ravens, but 2 FB for 11 ravens). If you are still cursed after you have successfully fought off the flock, a new one begins to form upon your next use of the cursed item.", + { + "type": "inset", + "name": "GM Tip: Building Suspense", + "page": 7, + "entries": [ + "This curse is all about presentation. Telling a player during a short rest, \"You notice a crow watching you\" might make them too suspicious too soon, especially if they've recently picked up a cursed item. Try incorporating the Watchers into your descriptions of scenes at first: a crow perching on a signpost at the fork in the road, or the branches of the forest teeming with black birds. As more and more birds arrive, it gets harder to ignore, and you can make a point to remark upon them." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00029.webp" + }, + "credit": "Gustavo Rodrigues", + "width": 551, + "height": 416 + } ] }, { - "name": "Elemental Extremis", + "name": "Undead Golem", "source": "Ar5", - "page": 15, - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Gilded", - "subclassSource": "Ar5", - "level": 2, - "header": 2, "entries": [ - "At 2nd level, you've learned to incorporate gems into your arm or hand, allowing you to unlock elemental powers to enhance your attacks. When you hit a creature with a weapon attack, you can activate the gem, dealing an additional {@damage 1d6} damage of the type associated with the gem (see Elemental Gem table below). You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.", - "In addition, you can expend a use of your Wild Shape feature as a bonus action to charge this gem. For the next 10 minutes, your attacks deal an additional {@damage 2d6} damage of the gem's associated type.", - "The damage die dealt by these features increases when you reach certain levels in this class. The die becomes a {@damage d8} at 6th level, a {@damage d10} at 10th level, and a {@damage d12} at 14th level. You can only benefit from one gem being incorporated in your arm or hand at a time. When you gain a druid level, you can change out the gem to a new gem; however, in the process, the old gem is lost.", - { - "type": "table", - "caption": "Elemental Gem", - "colLabels": [ - "Gem", - "Damage Type" - ], - "colStyles": [ - "col-6 text-center", - "col-6 text-center" - ], - "rows": [ - [ - "Amber", - "Lightning" - ], - [ - "Citrine", - "Acid" - ], - [ - "Diamond", - "Thunder" - ], - [ - "Emerald", - "Poison" - ], - [ - "Ruby", - "Fire" - ], - [ - "Sapphire", - "Cold" - ] - ] - }, { - "type": "inset", - "name": "Finding, Embedding, and Replacing Gems", + "type": "entries", "entries": [ - "The Circle of the Gilded's rules about finding and embedding gems into your body are intentionally worded so that a druid with this subclass doesn't need to spend time finding and incorporating the gems they want to use into their body. The rules take pressure off the GM to provide specific gems so that a player can use their character's features. A druid also doesn't need to buy these gems. This is similar to the way a wizard adds two spells to their spellbook whenever they gain a level for free, or how a ranger meets an animal companion after entering a specific subclass. Those two spells cost no time or money, and the ranger pays nothing and spends no time on the initial recruitment of their beast friend. The same goes for the druid.", - "You might decide your druid slowly incorporates their gems into their body overtime, performs a ritual while resting, or undergoes a surgical procedure. These gems might be family heirlooms you inherit, stones grown in a magic garden, or treasures you found during downtime between adventures. Work with your GM to determine the narrative.", - "Similarly, swapping out one gem for another doesn't require the GM to reward the druid with the new stone they want to use." + "Zombies rise precisely at midnight, though other undead may rise from bodies that are partially, but not completely, destroyed. Charred bones rise as {@creature skeleton||skeletons}. Severed limbs reanimate and attempt to put themselves back together, creating more {@creature zombie||zombies} or, in the worst case, an unspeakable mess of spare limbs that uses the {@creature Undead Golem|Ar5|flesh golem stat block with the following changes}:", + { + "type": "list", + "items": [ + "The creature's type is undead.", + "The creature understands the languages its respective body parts knew in life but can't speak.", + { + "type": "entries", + "entries": [ + "The creature gains the following trait:", + { + "type": "entries", + "name": "Undead Fortitude", + "entries": [ + "If damage reduces the creature to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the creature drops to 1 hit point instead." + ] + } + ] + } + ] + }, + "The GM can adjust this curse to create any undead of any challenge rating to fit the needs of their campaign." ] } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/MM/Flesh Golem.webp" + }, + "width": 386, + "height": 1000 + } ] - }, + } + ], + "table": [ { - "name": "Gilded Transference", + "name": "Avarice Domain Spells", "source": "Ar5", - "page": 16, - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Gilded", - "subclassSource": "Ar5", - "level": 2, - "header": 2, - "entries": [ - "Also at 2nd level, when you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can use your reaction to change the damage type to a damage type associated with one of your incorporated gems.", - "Starting at 6th level, you learn to control and elementally transmute spells cast on you. If a spell targeting you deals acid, cold, fire, lightning, poison, or thunder damage, you can use your reaction to change the damage type to a damage type associated with one of your incorporated gems.", - "You can use these reactions a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest." + "page": 13, + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell identify}, {@spell shield of faith}" + ], + [ + "3rd", + "{@spell enhance ability}, {@spell magic weapon}" + ], + [ + "5th", + "{@spell haste}, {@spell protection from energy}" + ], + [ + "7th", + "{@spell freedom of movement}, {@spell stoneskin}" + ], + [ + "9th", + "{@spell dispel evil and good}, {@spell greater restoration}" + ] ] }, { - "name": "Core Value", + "name": "Curse of the Betrayed Flaws", "source": "Ar5", - "page": 16, - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Gilded", - "subclassSource": "Ar5", - "level": 6, - "header": 2, - "entries": [ - "At 6th level, you can take a gem and at least 50 gp worth of gold or platinum and incorporate it into your torso. While wearing light or no armor, you gain a +1 bonus to AC. In addition, you gain resistance to the damage type associated with the gem in your core (as shown on the Elemental Gem table).", - "As a bonus action, you can expend a use of Wild Shape to charge this gem for 10 minutes. While the gem is charged, a creature that hits you with a melee attack takes {@damage 1d8} damage of the type associated with the gem. The damage increases to {@damage 1d10} at 10th level, and {@damage 1d12} at 14th level.", - "You can only benefit from one gem being incorporated in your torso at a time. Whenever you gain a druid level, you can change out the gem to a new gem; however, in the process, the old gem is lost." + "page": 3, + "colLabels": [ + "d10", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Given the choice between personal gain and the safety of even my closest loved ones, I will always choose personal gain." + ], + [ + "2", + "The group would be nothing without me. I am its most important member and deserve to be treated as such." + ], + [ + "3", + "Either you are always with me, or you are plotting against me." + ], + [ + "4", + "It is better to root out the possibility of betrayal first and ask questions later\u2014or never at all." + ], + [ + "5", + "There are only two types of people who can keep secrets: me and the dead." + ], + [ + "6", + "I know my companions are capable of terrible things; I've seen them do it before. Not me, though. I was pressured into it." + ], + [ + "7", + "I question every word the group says to me, even if they're telling me the sky is blue." + ], + [ + "8", + "The group can use even the smallest details of my life against me, so it's better to make things up rather than tell them the truth." + ], + [ + "9", + "What we did was wrong. Really wrong. I'm the only one who feels any kind of remorse!" + ], + [ + "10", + "I'm not really a member of this group. Only when it suits me. And if we're in trouble, it definitely doesn't suit me." + ] ] }, { - "name": "Pineal Precious", + "name": "Elemental Gem", "source": "Ar5", "page": 16, - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Gilded", - "subclassSource": "Ar5", - "level": 10, - "header": 2, - "entries": [ - "At 10th level, you have mastered the primal forces within gems\u2014you can incorporate one into your head. As an action, you can make a ranged spell attack against a creature within 120 feet of you that you can see. On a hit, the attack deals damage equal to {@damage 4d8} plus your Wisdom modifier of the gem's associate type (as shown on the Elemental Gem table). You can make this attack a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.", - "You can only benefit from one gem being incorporated in your head at a time. Whenever you gain a druid level, you can change out the gem to a new gem; however, in the process, the old gem is lost.", - { - "type": "inset", - "name": "Eye Gems", - "entries": [ - "Most Circle of the Gilded druids incorporate their final gem as a \"third eye,\" but a more dedicated few will replace one of their existing eyes, an existing horn (for tieflings), or some other creative incorporation. Dragonborn may incorporate gems amidst their scales. However, gems must be fully incorporated\u2014a unity between druid and gem." - ] - } + "colLabels": [ + "Gem", + "Damage Type" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Amber", + "Lightning" + ], + [ + "Citrine", + "Acid" + ], + [ + "Diamond", + "Thunder" + ], + [ + "Emerald", + "Poison" + ], + [ + "Ruby", + "Fire" + ], + [ + "Sapphire", + "Cold" + ] ] }, { - "name": "Prismatic Form", + "name": "Oath of Acquisitions Spells", "source": "Ar5", "page": 17, - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Gilded", - "subclassSource": "Ar5", - "level": 14, - "header": 2, - "entries": [ - "At 14th level, your connection with the primordial elemental forces behind gems and precious metals is absolute. As an action, you can draw on this connection, activating all your gems' powers in tandem. For the next 10 minutes, you gain a +2 bonus to AC, immunity to the damage types of all your incorporated gems (as shown on the Elemental Gem table), and you deal an additional {@damage 3d6} damage when you make a successful weapon attack. The additional damage's type is a damage type associated with one of your gems, chosen when you activate this feature. Once you use this feature, you can't use it again until you finish a long rest." + "colLabels": [ + "Paladin Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9 text-center" + ], + "rows": [ + [ + "3rd", + "{@spell charm person}, {@spell disguise self}" + ], + [ + "5th", + "{@spell attract metal|Ar3}{@footnote {@sup 1}|{@spell Attract metal|Ar3} can be found in \"Ten Spells You Need in 5e\" by Celeste Conowitch in {@link ARCADIA 3|https://shop.mcdmproductions.com/products/arcadia-issue3}. You can swap this spell for {@spell zone of truth} if you don't have ARCADIA 3.}, {@spell suggestion}" + ], + [ + "9th", + "{@spell hypnotic pattern}, {@spell fear}" + ], + [ + "13th", + "{@spell confusion}, {@spell compulsion}" + ], + [ + "17th", + "{@spell dominate person}, {@spell geas}" + ] ] }, { - "name": "Oath of Acquisitions", + "name": "Object of Desire", "source": "Ar5", - "page": 17, - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Acquisitions", - "subclassSource": "Ar5", - "level": 3, - "header": 1, - "entries": [ - "Most paladins are chiefly concerned with doing good. A rare few pursue darker paths. But those who take the Oath of Acquisitions don't fall into either camp. They have the power to help people... but why would they, if they aren't going to be adequately compensated? They're called heroes, demanded to throw themselves in harm's way, but when it comes time for hazard pay? They're told their service should be payment enough. But in a dragon-eat-dragon world, these heroes for hire need every tool at their disposal, be it sword or spell, to ensure that invoice gets paid on time.", - "These notorious charmers wield a strong portfolio of enchantment magic to move the needle on and off the battlefield. Be it a heated negotiation over the price of a potion or a pitched battle with a soon-to-be-overly-friendly giant, it's hard to deny these silver-tongued devils when they turn on the charm.", - "Perhaps you entered into an infernal contract forcing you to collect on debtors. Or that merchant you guarded a few years back made a lot of good points about knowing your worth. Maybe you just took the guidance from your god of traders a little too far. However you came to take this oath, you always aim to come out on top\u2014and woe to those who break a contract with you.", - { - "type": "entries", - "name": "Tenets of Acquisitions", - "page": 17, - "entries": [ - "Those who take the Oath of Acquisitions are fearsome negotiators, mercenary in attitude, and stand only for themselves... and those filling their coffers... and those overseeing their debts.", - "{@b {@i The More Perilous the Path, the Greater the Payout.}} Always go the extra mile\u2014so it's easier to squeeze a little extra out of your employer.", - "{@b {@i Circumstance Plus Instinct Equals Profit.}} Those who can smell war on the wind are the first to profit from it. Watch the trends, read the bones, and make sure you're the first one with the solution to the problem.", - "{@b {@i A Deal is a Deal is a Deal.}} Your word is your bond. If you make a deal, you stick to the letter of it. However, if the other party didn't read the contract thoroughly, it's not really your problem." - ] - } + "page": 14, + "colLabels": [ + "d10", + "Desire" + ], + "colStyles": [ + "col-2 text-center", + "col-10 text-center" + ], + "rows": [ + [ + "1", + "Their favorite childhood food or toy (Youth)" + ], + [ + "2", + "A beautiful lover (Lust or Love)" + ], + [ + "3", + "A legendary weapon (Power)" + ], + [ + "4", + "A colossal gemstone (Wealth)" + ], + [ + "5", + "Their lost child, sibling, or parent (Family)" + ], + [ + "6", + "The kingdom's crown (Status)" + ], + [ + "7", + "A specter of death (Death)" + ], + [ + "8", + "An ancient spellbook (Knowledge or Magic)" + ], + [ + "9", + "Someone who wronged them (Revenge)" + ], + [ + "10", + "An old friend (Companionship)" + ] ] }, { - "name": "Oath Spells", + "name": "Prophecy Generation", "source": "Ar5", - "page": 17, - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Acquisitions", - "subclassSource": "Ar5", - "level": 3, - "header": 2, - "entries": [ - "You gain oath spells at the paladin levels listed in the Oath of Acquisitions Spells table.", + "page": 4, + "type": "tableGroup", + "tables": [ { + "name": "Subject", + "source": "Ar5", + "page": 4, "type": "table", - "caption": "Oath of Acquisitions Spells", + "caption": "Subject", "colLabels": [ - "Paladin Level", - "Spells" + "d6", + "Result" ], "colStyles": [ - "col-3 text-center", - "col-9 text-left" + "col-2 text-center", + "col-10" + ], + "intro": [ + "Use the following tables to generate a prophecy." ], "rows": [ [ - "3rd", - "{@spell charm person}, {@spell disguise self}" + "1", + "You" + ], + [ + "2", + "A party member" ], [ - "5th", - "{@footnote {@spell attract metal|Ar3}|Attract metal can be found in \"Ten Spells You Need in 5e\" by Celeste Conowitch in ARCADIA 3. You can swap this spell for {@spell zone of truth} if you don't have ARCADIA 3.}, {@spell suggestion}" + "3", + "A non-player companion or retainer" ], [ - "9th", - "{@spell hypnotic pattern}, {@spell fear}" + "4", + "A friendly NPC" ], [ - "13th", - "{@spell confusion}, {@spell compulsion}" + "5", + "A rival NPC" ], [ - "17th", - "{@spell dominate person}, {@spell geas}" + "6", + "An enemy" ] ] - } - ] - }, - { - "name": "Channel Divinity", - "source": "Ar5", - "page": 17, - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Acquisitions", - "subclassSource": "Ar5", - "level": 3, - "header": 2, - "entries": [ - "When you take this oath at 3rd level, you gain the following two Channel Divinity options.", - "{@b {@i Peace is Good Business.}} You can use your Channel Divinity as a bonus action to gain the upper hand in negotiations. For the next 10 minutes, you have advantage on all Charisma checks made to negotiate business with other creatures.", - "{@b {@i War is Good Business.}} When you cast an enchantment spell on a creature that requires a saving throw, you can use your Channel Divinity to make the target more susceptible to your magic by imposing disadvantage on its saving throw. Additionally, if the spell has a duration of 1 hour or less, its duration is doubled." - ] - }, - { - "name": "Aura of Opportunity", - "source": "Ar5", - "page": 17, - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Acquisitions", - "subclassSource": "Ar5", - "level": 7, - "header": 2, - "entries": [ - "Starting at 7th level, you emanate an aura that commands attention while you're not incapacitated. Creatures of your choice within 10 feet of you make attacks against creatures other than you with disadvantage.", - "When you reach 18th level in this class, the range of this aura increases to 30 feet." - ] - }, - { - "name": "The Bigger the Smile, the Sharper the Sword", - "source": "Ar5", - "page": 17, - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Acquisitions", - "subclassSource": "Ar5", - "level": 15, - "header": 2, - "entries": [ - "Starting at 15th level, you can make new \"friends\" feel the sting of betrayal. Once per turn, when you hit a creature charmed by you or an ally within 30 feet of you with an attack, the creature has vulnerability to that attack's damage.", - "You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest." - ] - }, - { - "name": "Greed is Good", - "source": "Ar5", - "page": 17, - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Acquisitions", - "subclassSource": "Ar5", - "level": 20, - "header": 2, - "entries": [ - "At 20th level, you can manifest as an avatar of opulence and excess. Your skin and clothing take on a gold or platinum sheen, and coins spill from you as you walk, disappearing after they hit the ground.", - "During the transformation, you gain the following features for 1 hour:", + }, { - "type": "list", - "items": [ - "You have advantage on all Charisma checks and saving throws.", - "Creatures that hit you with a weapon attack must succeed on a Wisdom saving throw against your spell save DC or become charmed by you until the end of your next turn.", - "You can use the Bigger the Smile, the Sharper the Sword feature any number of times on a turn without expending uses." + "name": "Prediction", + "source": "Ar5", + "page": 4, + "type": "table", + "caption": "Prediction", + "colLabels": [ + "d100", + "Result" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1\u201310", + "take damage from a melee weapon" + ], + [ + "11\u201320", + "take damage from a ranged weapon" + ], + [ + "21\u201330", + "take damage from a spell" + ], + [ + "31\u201340", + "offend someone powerful and dangerous" + ], + [ + "41\u201350", + "be captured and imprisoned" + ], + [ + "51\u201360", + "lose a bet or competition" + ], + [ + "61\u201370", + "be {@condition poisoned}" + ], + [ + "71\u201380", + "lose a lot of money" + ], + [ + "81\u201390", + "totally embarrass themselves at a crucial moment" + ], + [ + "91\u201396", + "commit a crime" + ], + [ + "97\u2013100", + "die" + ] ] - }, - "Once you use this feature, you can't use it again until you finish a long rest." + } ] - } - ], - "deity": [ + }, { - "name": "Pta'u", - "altNames": [ - "God of Deals" - ], + "name": "Slow Polymorph Hostiles", "source": "Ar5", - "pantheon": "Forgotten Realms", - "symbol": "simple copper coin, with a cut through the monarch's visage, which is then covered in jewels", - "alignment": [ - "N" + "page": 10, + "colLabels": [ + "Challenge Rating", + "Potential Monsters" ], - "domains": [ - "Avarice", - "Knowledge", - "Order", - "Peace", - "War" + "colStyles": [ + "col-3 text-center", + "col-9 text-center" ], - "entries": [ - "Pta'u exists at the heart of all deals, trades, and negotiations. They are an arbiter and overseer of the Material Continuum that exists across and flows between the planes like a great river, from have to want and back again. While most see the great wheel keeping the universe together, worshipers of Pta'u believe that the Material Continuum is the true binding agent that keeps the planes in alignment. Devout believers say the greatest reward in the next life comes from navigating this one with entrepreneurial acumen and grace. Thus, commerce drives them as the believers find gaps and needs to fill. People are happy to see worshippers of Pta'u show up with exactly what they need, but often wonder how their pockets got so light by the time these divine merchants have moved on.", - "{@b Depiction}: Pta'u is often depicted as a hunched figure on a simple raft with an enormous pack strapped to their back. Jewels, coins, and finery spill from the near endless network of straps and pockets holding their bags together. Their traditional symbol is a simple copper coin, with a cut through the monarch's visage, which is then covered in jewels.", - "{@b Holy Day}: Black Moon Day is a day of mourning for worshippers of Pta'u. It commemorates a day when all deals and contracts across the planes inexplicably failed. These seemingly disconnected events led to wars, famines, plagues, and death. To prevent this calamity from ever befalling the Material Continuum again, all worshippers of Pta'u must successfully complete a deal on Black Moon Day, no matter how small.", - { - "type": "list", - "name": "Commandments of Pta'u:", - "items": [ - "Honor the contract. Complete the deal.", - "Navigate the flow of the Material Continuum. Seek out want and turn it to have\u2014then take it to the next want.", - "Comport yourself with entrepreneurial acumen and grace in all things." - ] - } + "rows": [ + [ + "1/2\u20131", + "{@creature cockatrice}, {@creature hippogriff}, {@creature rust monster}, {@creature worg}" + ], + [ + "2\u20134", + "{@creature ankheg}, {@creature basilisk}, {@creature centaur}, {@creature owlbear}" + ], + [ + "5\u20136", + "{@creature bulette}, {@creature chimera}, {@creature medusa}" + ], + [ + "7\u201310", + "{@creature guardian naga}, {@creature hydra}, {@creature spirit naga}" + ], + [ + "11\u201315", + "{@creature behir}, {@creature remorhaz}, {@creature purple worm}" + ], + [ + "16+", + "{@creature androsphinx}" + ], + [ + "Extremely Cursed", + "{@creature tarrasque}" + ] ] } ], @@ -1958,13 +3168,20 @@ "name": "Arcadia Issue 5", "id": "Ar5", "source": "Ar5", - "published": "2021-06-01", "group": "homebrew", "cover": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%205%20Images/Cover.png" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/cover.webp" }, + "published": "2021-06-01", + "author": "James Introcaso, Leon Barillaro, Carlos Cisco, Sam Mannell", "contents": [ + { + "name": "Cover Page & Credits" + }, + { + "name": "Letter from the Editor" + }, { "name": "Long-Term Curses", "headers": [ @@ -1977,40 +3194,330 @@ ] }, { - "name": "Goldmonger Subclasses", - "headers": [ - "Avarice, Ambition, and Altruism", - "Pta'u, God of Deals", - "Cleric: Avarice Domain", - "Druid: Circle of the Gilded", - "Paladin: Oath of Acquisitions", - "Goldmonger Retainers", - "NPC: Garin Najis" + "name": "Goldmonger Subclasses", + "headers": [ + "Avarice, Ambition, and Altruism", + "Pta'u, God of Deals", + "Cleric: Avarice Domain", + "Druid: Circle of the Gilded", + "Paladin: Oath of Acquisitions", + "Goldmonger Retainers", + "NPC: Garin Najis" + ] + }, + { + "name": "Alabaster's Almanac", + "headers": [ + "Spell Catalogue", + "Alabaster's Adaptation for the World Below", + "Alabaster's Adjacent Acquisition", + "Animate Echoes", + "Compelling Propulsion", + "Gaze of Venom", + "Realize Image", + "Scryspike", + "Shadowslip", + "Wielding" + ] + }, + { + "name": "Author Profiles" + }, + { + "name": "License" + } + ] + } + ], + "bookData": [ + { + "id": "Ar5", + "source": "Ar5", + "data": [ + { + "type": "section", + "name": "Cover Page & Credits", + "page": "C1", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/cover-full.webp" + }, + "title": "Arcadia Issue 5 Cover", + "credit": "Sean Andrew Murray", + "width": 1707, + "height": 2206 + }, + { + "type": "hr" + }, + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "page": "C2", + "items": [ + { + "type": "item", + "name": "Managing Editor:", + "entries": [ + "James Introcaso" + ] + }, + { + "type": "item", + "name": "Production and Playtest Director:", + "entries": [ + "Lars Bakke" + ] + }, + { + "type": "item", + "name": "Editors:", + "entries": [ + "Sadie Lowry, Hannah Rose" + ] + }, + { + "type": "item", + "name": "Authors:", + "entries": [ + "Leon Barillaro, Carlos Cisco, Sam Mannell" + ] + }, + { + "type": "item", + "name": "Graphic Design/Layout:", + "entries": [ + "Jen Mc-Cleary" + ] + }, + { + "type": "item", + "name": "Cover Art:", + "entries": [ + "Sean Andrew Murray" + ] + }, + { + "type": "item", + "name": "Title Logo:", + "entries": [ + "Nick De Spain" + ] + }, + { + "type": "item", + "name": "Lead Tester:", + "entries": [ + "Spencer Hibnick" + ] + }, + { + "type": "list", + "style": "list-hang", + "page": "C2", + "name": "Interior Illustrations", + "items": [ + { + "type": "item", + "style": "italic", + "name": "Wizard Stabbing Scrying Sensor:", + "entries": [ + "Grace Cheung" + ] + }, + { + "type": "item", + "style": "italic", + "name": "Wizard's Fancy Signature:", + "entries": [ + "Grace Cheung" + ] + }, + { + "type": "item", + "style": "italic", + "name": "Wizard Duel:", + "entries": [ + "Linda Lithén" + ] + }, + { + "type": "item", + "style": "italic", + "name": "Goldmongers Subclasses:", + "entries": [ + "Nick De Spain" + ] + }, + { + "type": "item", + "style": "italic", + "name": "Long Term Curses:", + "entries": [ + "Gustavo Rodrigues" + ] + } + ] + }, + { + "type": "list", + "style": "list-hang", + "page": "C2", + "name": "MCDM is:", + "items": [ + { + "type": "item", + "name": "Lars Bakke:", + "entries": [ + "Development & Production" + ] + }, + { + "type": "item", + "name": "Jerod Bennett:", + "entries": [ + "Technology" + ] + }, + { + "type": "item", + "name": "Grace Cheung:", + "entries": [ + "Art" + ] + }, + { + "type": "item", + "name": "Matt Colville:", + "entries": [ + "Writing & Design" + ] + }, + { + "type": "item", + "name": "Anna Coulter:", + "entries": [ + "Production & Operations" + ] + }, + { + "type": "item", + "name": "Nick De Spain:", + "entries": [ + "Art & Art Outsource Management" + ] + }, + { + "type": "item", + "name": "Jason Hasenauer:", + "entries": [ + "Art & Art Direction" + ] + }, + { + "type": "item", + "name": "James Introcaso:", + "entries": [ + "RPG Line Developer" + ] + } + ] + }, + { + "type": "item", + "name": "Playtest Coordinators:", + "entries": [ + "Dig/Owen \"Dig\" Crary", + "GuardianRoborn/Nathan Clark", + "MayanakaSenshi/Michael Harsha", + "MeAndUnique/Shane Parker", + "Pesto Enthusiast/Spencer Hibnick", + "ScottCPrim/Scott Prim", + "SONSON/Alecson de Lima Junior", + "TemplarsBane/Nick Pierson", + "TheDeadlyFly/Harley Kewish", + "Vanacan/Taylor Lauer", + "Von Ruski/James Dewar" + ] + } + ] + }, + { + "type": "hr" + }, + { + "type": "entries", + "page": "C2", + "style": "text-center", + "entries": [ + "Join us on the MCDM Discord server, where you can chat with others about Arcadia and more!", + "{@link discord.gg/mcdm|http://discord.gg/mcdm}" + ] + }, + { + "type": "hr" + }, + { + "type": "entries", + "page": "C2", + "style": "text-center", + "entries": [ + "Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All content which is not included in the Systems Reference Document version 5.1 or has otherwise been specifically designated as Open Game Content, including the Long- Term Curses, Goldmonger Subclasses, Alabaster's Almanac, all Trademarks, registered trademarks, proper names (including the names of characters, place names, monsters, organizations, new spells, new abilities, etc.), dialogue, plots, story elements, locations, characters, artwork, graphics, sidebars, and trade dress." + ] + }, + { + "type": "hr" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00003.webp" + }, + "title": "Arcadia Issue 5 Table of Contents", + "width": 1706, + "height": 2207 + } + ] + }, + { + "type": "section", + "name": "Letter from the Editor", + "page": 1, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00004.webp" + }, + "width": 2140, + "height": 314 + }, + "I think about diamonds a lot\u2014fantasy diamonds. In the real world, these engagement stones are worth a lot of cash, but in fifth edition, these rocks bring people back from the dead. I want to create a world where diamonds are mined to scarcity and hoarded by the wealthy. Adventurers plan and execute heists to steal the gems, maybe to help the oppressed or to sell on the black market, and eventually make an enemy of the diamond-mongering aristocracy, secretly led by a corrupt ancient gold dragon! Yes, the nobles have soldiers, diamond golems, and more to battle the heroes, but they also have enough wealth that they might simply be able to pay those greedy adventurers off. Will the characters sell out?", + "I think about this campaign idea because it honestly seems to me the way things would go in a world where diamonds are the key to resurrection (cynical as that worldview may be). It is human nature to cheat death at all costs. By drawing on that universal truth, we can create stories for our games that feel authentic and grounded in reality, even though we all know that diamonds can't actually revive the dead. To make an entire world, I took a single element of the game, and a small one\u2014a spell component, and developed it further than the existing rule. I asked, \"What happens if diamonds are a key part of performing miracles?\"", + "In a high fantasy game with complex systems, there are thousands of questions that lead to incredible stories if you try to answer them with sincerity. If bards, clerics, druids, paladins, and rangers can all cast {@spell lesser restoration}, how could disease ever be a problem? Dragons are super powerful and love treasure, so why wouldn't they get out of their caves more often and plunder, plunder, plunder? If wizardry can be taught, do (possibly predatory) banks loan money to farmers so their kids can go to wizard college?", + "There are no wrong answers to these questions, but the most authentic responses often lead to the most interesting and relatable stories and creations. Maybe your next campaign world has magic-resistant diseases, active bandit dragons, and too many wizards and not enough farmers! Sounds like a fun place to play.", + "The three articles in this issue of {@i ARCADIA} take some big questions and follow them to interesting and authentic conclusions. Leon Barillaro mused, \"If most curses can be easily removed by a 3rd-level spell, then eventually someone would make curses built to last. How do those work?\" Carlos Cisco thought, \"If some adventurers are only in it for the gold, then greed is one of their core values. How might that theme express itself in some subclasses?\" And finally, Sam Mannell asked, \"Since many wizards can travel the planes, what other spells might they see or be inspired to create?\" Those simple thoughts brought you articles filled with new curses, subclasses, monsters, and spells.", + "I encourage you to do the same in your games. We have good fun making memes or laughing with friends about what might happen if you get some demon ichor in an open wound...but what WOULD happen? The questions may seem silly at times, but the assumptions can unlock awesome new stories.", + { + "type": "entries", + "style": "text-right", + "entries": [ + "{@i Ex animo,}" + ] + }, + { + "type": "quote", + "entries": [], + "by": "James Introcaso" + } ] }, - { - "name": "Alabaster's Almanac", - "headers": [ - "Spell Catalogue", - "Alabaster's Adaptation for the World Below", - "Alabaster's Adjacent Acquisition", - "Animate Echoes", - "Compelling Propulsion", - "Gaze of Venom", - "Realize Image", - "Scryspike", - "Shadowslip", - "Wielding" - ] - } - ] - } - ], - "bookData": [ - { - "id": "Ar5", - "source": "Ar5", - "data": [ { "type": "section", "name": "Long-Term Curses", @@ -2020,562 +3527,206 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%205%20Images/2021-07-08_16h18_04.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00006.webp" }, - "maxWidth": 850 + "width": 1706, + "height": 716 + }, + { + "type": "entries", + "page": 2, + "style": "text-center", + "entries": [ + "{@style six magical torments|dnd-font;large}", + "by Leon Barillaro" + ] }, - "In Villeneuve's Beauty and the Beast, a handsome flirty prince insults the wrong person with his womanizing ways. The witch relegates him to a life as a wretched beast, a curse that can only be broken if he can love and be loved in return. But before he has the chance to meet the charming Belle, a 5th-level cleric comes along and offers Beast a chance to return to normalcy\u2014for a small fee, of course. Beast goes back to womanizing the very next day. He can afford it.", + "In Villeneuve's {@i Beauty and the Beast}, a handsome flirty prince insults the wrong person with his womanizing ways. The witch relegates him to a life as a wretched beast, a curse that can only be broken if he can {@link love and be loved in return|https://www.youtube.com/watch?v=ZpF1J9FnD4E}. But before he has the chance to meet the charming Belle, a 5th-level cleric comes along and offers Beast a chance to return to normalcy\u2014for a small fee, of course. Beast goes back to womanizing the very next day. He can afford it.", "In fifth edition, the {@spell remove curse} spell sucks away the delicious narrative potential that stories have been taking advantage of since the invention of stories. While this might be convenient from a mechanical perspective, there are ways to employ powerful curses at the table that a 3rd-level spell can't break.", "This article provides rules for six long-term curses to add more narrative potential to your games. They can be employed as features of a backstory, narrative complications, story hooks for adventures, or consequences for characters and NPCs. {@spell Remove curse} and similar spells can't get rid of these torments. Each curse lists the specific ways it must be broken.", { "type": "inset", "name": "GM Tip: Play, Not Punishment", + "page": 2, "entries": [ "Curses are a consequence; they're typically cast as a result of a character's action. It's important to not wield these consequences as punishment for your {@i players}. Check in with them and make sure they're alright with these rules, as several of these curses remove agency from characters and can impact them in a big way." ] }, { - "type": "entries", + "type": "section", "name": "Curse of the Betrayed", "page": 2, "entries": [ - "{@i \"Don't feel sorry for him; he'll be dead soon. Feel sorry for us, who have to carry that secret to the grave. We do this one thing, and we never speak of it again, you got that?\"}", - "The source of this curse is the powerful, festering ire born in the victim of an unexpected betrayal by a group they trusted. Under its poisonous sway, suspicion creeps into every crack and crevice of the group's relationship until they believe their only option is to destroy each other.", { - "type": "entries", - "name": "Casting the Curse", - "page": 2, + "type": "quote", "entries": [ - "The curse is cast when your act of betrayal ends in death. Murders, framings, and even pranks gone wrong can cause the soul of the victim to bind with the strong feelings of resentment and suspicion, casting a shadow over you and everyone involved." + "Don't feel sorry for him; he'll be dead soon. Feel sorry for us, who have to carry that secret to the grave. We do this one thing, and we never speak of it again, you got that?" ] }, { - "type": "entries", - "name": "Effects of the Curse", - "page": 2, - "entries": [ - "You and those affected slowly begin to distrust each other, although the changes are so subtle at first that it's difficult to recognize. At the beginning of every long rest, you must succeed on a DC 11 Wisdom saving throw or gain one of the following flaws (chosen or rolled for by the GM) until the curse is broken:", - { - "type": "table", - "colLabels": [ - "d10", - "Flaw" - ], - "colStyles": [ - "col-2 text-center", - "col-10 text-left" - ], - "rows": [ - [ - "1", - "Given the choice between personal gain and the safety of even my closest loved ones, I will always choose personal gain." - ], - [ - "2", - "The group would be nothing without me. I am its most important member and deserve to be treated as such." - ], - [ - "3", - "Either you are always with me, or you are plotting against me." - ], - [ - "4", - "It is better to root out the possibility of betrayal first and ask questions later\u2014or never at all." - ], - [ - "5", - "There are only two types of people who can keep secrets: me and the dead." - ], - [ - "6", - "I know my companions are capable of terrible things; I've seen them do it before. Not me, though. I was pressured into it." - ], - [ - "7", - "I question every word the group says to me, even if they're telling me the sky is blue." - ], - [ - "8", - "The group can use even the smallest details of my life against me, so it's better to make things up rather than tell them the truth." - ], - [ - "9", - "What we did was wrong. Really wrong. I'm the only one who feels any kind of remorse!" - ], - [ - "10", - "I'm not really a member of this group. Only when it suits me. And if we're in trouble, it definitely doesn't suit me." - ] - ] - }, - "Failing the saving throw by 5 or more also instills you with the unshakeable sense that your companions are plotting to murder you {@i that very night}. Depending on the flaws you have accrued through this curse, the response to this dread could look different. You may respond by running, confronting your companions, or flat-out attacking them, but you must do something to prevent what you believe is inevitable and murderous betrayal.", - "A spell such as {@spell remove curse} or {@spell greater restoration} removes one flaw and any feelings of dread about your friends murdering you, but you can still gain new flaws and feelings of dread from the curse until it is broken." - ] + "type": "statblock", + "tag": "reward", + "source": "Ar5", + "name": "Curse of the Betrayed", + "page": 2 }, { - "type": "entries", - "name": "Breaking the Curse", - "page": 3, - "entries": [ - "There are two ways to break the curse. The first is for everyone in the group to come clean, publicly, about what they have done and make amends with the injured party as best they can. The second is to be the last one standing as the curse takes its toll around you.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%205%20Images/001-0013.webp" - } - }, - { - "type": "inset", - "name": "GM Tip: Playing the Curses", - "entries": [ - "The dramatic irony of knowing something your character does not may feel awkward at first, but it can create memorable experiences at the table. Have an out-of-character discussion about how this difference in knowledge manifests in your game. A GM might award inspiration for a character's action that feels perfectly natural to a character, but is self-destructive to the players who have the full picture." - ] - } - ] + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00013.webp" + }, + "credit": "Gustavo Rodrigues", + "width": 887, + "height": 1195 } ] }, { - "type": "entries", + "type": "section", "name": "Curse of Cassandra", "page": 4, "entries": [ - "{@i \"Why are you asking what's wrong with me? You wouldn't believe me if I told you.\"}", - "An individual afflicted with the Curse of Cassandra receives a wonderful gift: the ability to see into the future. These prophetic visions typically warn of unfortunate events. The knowledge is invaluable. The catch? No one believes the cursed person's predictions. The burden of knowledge is often too great with no one to share it with, and the cursed one finds themself stranded and feckless against a maelstrom of misfortune.", - { - "type": "entries", - "name": "Casting the Curse", - "page": 4, - "entries": [ - "High-powered entities such as gods, demigods, celestials, and archfiends are capable of inflicting this curse, usually on a mortal who has defied or otherwise ignored them. Mortals who dabble too much in divination are another popular target. As their powers of prophecy grow, jealous entities see fit to curl the monkey's paw." - ] - }, - { - "type": "entries", - "name": "Effects of the Curse", - "page": 4, - "entries": [ - "At the end of the first long rest you take after you have been cursed, roll on the Prophecy Generation tables. The result is a warning of events to come. The roll uses this format:", - "[Subject] will [Prediction] in the next [{@dice 1d6}] days. Roll a {@dice d6} from the Subject table. This is the victim of your curse. The Prediction table ({@dice d100}) decides the misfortune that will befall them. The final {@dice d6} determines the window in which the curse manifests. For example, if your rolls are 2, 66, and 3, your curse would look like this: \"A party member will be poisoned in the next 3 days.\"", - "Once you make your prophecy, you are cursed with the knowledge that it is doomed to come true unless you stop it. The GM places encounters in front of you that would make this poisoning scenario likely, and in this example, they have three in-game days to do it. For example, an NPC may invite you all to a grand feast where the food has been poisoned.", - "Other characters in your party won't heed your words of prophecy. They may be so confident about how wrong you are that they walk head-first into danger, disregarding your warning and gleefully enjoying the fancy meal. The GM should award inspiration to fellow characters who actively ignore your predictions and run headlong into risk.", - "If the prophecy is realized, you receive a new prophecy at the end of your next long rest." - ] - }, { - "type": "entries", - "name": "Prophecy Generation", - "page": 4, + "type": "quote", "entries": [ - "Use the following tables to generate a prophecy.", - { - "type": "table", - "caption": "Subject", - "colLabels": [ - "d6", - "Result" - ], - "colStyles": [ - "col-4 text-center", - "col-8 text-left " - ], - "rows": [ - [ - "1", - "You" - ], - [ - "2", - "A party member" - ], - [ - "3", - "A non-player companion or retainer" - ], - [ - "4", - "A friendly NPC" - ], - [ - "5", - "A rival NPC" - ], - [ - "6", - "An enemy" - ] - ] - }, - { - "type": "table", - "caption": "Prediction", - "colLabels": [ - "d100", - "Result" - ], - "colStyles": [ - "col-4 text-center", - "col-8 text-left" - ], - "rows": [ - [ - "1-10", - "take damage from a melee weapon" - ], - [ - "11-20", - "take damage from a ranged weapon" - ], - [ - "21-30", - "take damage from a spell" - ], - [ - "31-40", - "offend someone powerful and dangerous" - ], - [ - "41-50", - "be captured and imprisoned" - ], - [ - "51-60", - "lose a bet or competition" - ], - [ - "61-70", - "be poisoned" - ], - [ - "71-80", - "lose a lot of money" - ], - [ - "81-90", - "totally embarrass themselves at a crucial moment" - ], - [ - "91-96", - "commit a crime" - ], - [ - "97-100", - "die" - ] - ] - }, - { - "type": "inset", - "name": "GM Tip: Playing Safely", - "entries": [ - "If the stakes of the Prediction table are too high or too low for your game, change them. When playing with the Curse of Cassandra, players and GMs should set boundaries for what is and isn't acceptable to threaten with this curse during play." - ] - } + "Why are you asking what's wrong with me? You wouldn't believe me if I told you." ] }, { - "type": "entries", - "name": "Breaking the Curse", - "page": 5, - "entries": [ - "The curse breaks when you prevent something you have prophesied from happening within the given time frame. This proves extraordinarily difficult when {@i no one believes you.}" - ] + "type": "statblock", + "tag": "reward", + "source": "Ar5", + "name": "Curse of Cassandra", + "page": 4 } ] }, { - "type": "entries", + "type": "section", "name": "Curse of the Living Dead", "page": 5, "entries": [ - "{@i \"Locked doors? Check. Drawn curtains? Check. Barricade made of living room furniture? Check and check. We're ready for bed.\"}", - "There is a town where the bodies are not buried\u2014they are destroyed, their bones sent floating down the river far away from home. No dead are allowed to remain, for when creatures die in this town, they rise as undead by midnight. There are no livestock or pets in town\u2014even wild animals are shooed away. Still, townspeople lock their doors on the off chance something escapes their watchful eye.", - { - "type": "entries", - "name": "Casting the Curse", - "page": 5, - "entries": [ - "The death of a powerful necromancer or undead creature, such as a lich, creates a magical excess that seeps into the soil, creating a radius of magical effect large enough to cover a small town or village. The corpses of creatures that die in this area become {@creature zombie||zombies} on the next midnight, regardless of where the bodies end up." - ] - }, - { - "type": "entries", - "name": "Effects of the Curse", - "page": 5, - "entries": [ - "Zombies rise precisely at midnight, though other undead may rise from bodies that are partially, but not completely, destroyed. Charred bones rise as {@creature skeleton||skeletons}. Severed limbs reanimate and attempt to put themselves back together, creating more {@creature zombie||zombies} or, in the worst case, an unspeakable mess of spare limbs that uses the {@creature flesh golem} stat block with the following changes:", - { - "type": "list", - "items": [ - "The creature's type is undead.", - "The creature understands the languages its respective body parts knew in life but can't speak.", - "The creature gains the following trait:", - { - "type": "list", - "style": "list-no-bullets", - "items": [ - "{@b {@i Undead Fortitude.}} If damage reduces the creature to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the creature drops to 1 hit point instead." - ] - } - ] - }, - "The GM can adjust this curse to create any undead of any challenge rating to fit the needs of their campaign." - ] - }, { - "type": "entries", - "name": "Zombie Animal Companions", - "page": 5, + "type": "quote", "entries": [ - "The love of a pet is eternal. Nothing exemplifies this sentiment more than animal companions and other pets that die and return as zombies under the curse of the living dead. Many have observed that upon their return, these creatures remember and still adore their companions from life. A zombie pet may even continue to travel with its companion after becoming undead. A zombie pet uses its same stat block with the following changes:", - { - "type": "list", - "items": [ - "The creature's type is undead.", - "The creature understands the languages and commands it knew in life but can't speak.", - "The creature is immune to poison damage and can't be poisoned.", - "The creature's movement speed is reduced by 10 feet (to a minimum of 10 feet).", - "The creature takes a -2 penalty to its Dexterity, Intelligence, and Wisdom scores.", - "The creature gains a +2 bonus to its Constitution score, which also adjusts the creature's hit points accordingly.", - "The creature gains the following trait:", - { - "type": "list", - "style": "list-no-bullets", - "items": [ - "{@b {@i Undead Revival.}} If the creature is reduced to 0 hit points and dies, it rises again at the next midnight. The creature reforms if it has been dismembered, so long as all of its body parts are within 5 feet of each other." - ] - } - ] - } + "Locked doors? Check. Drawn curtains? Check. Barricade made of living room furniture? Check and check. We're ready for bed." ] }, { - "type": "entries", - "name": "Breaking the Curse", - "page": 5, - "entries": [ - "Because the necromancy magic has seeped into the soil, it is the soil that must be cleansed. The curse can be broken by planting, growing, and harvesting root vegetable seeds that have been submerged in holy water or blessed by a cleric or paladin. If no undead have risen by the time the crops are harvested, the curse breaks. This process can be sped up through the use of spells such as {@spell druidcraft} or {@spell plant growth}. Throughout its growth, the root vegetables actively absorb the necrotic energy from the soil, and thus at their cultivation may contain traces of the lich or other vile being that caused the corruption. It is strongly recommended you {@i do not eat these vegetables}, lest you become possessed by these forces yourself." - ] + "type": "statblock", + "tag": "reward", + "source": "Ar5", + "name": "Curse of the Living Dead", + "page": 5 } ] }, { - "type": "entries", + "type": "section", "name": "Curse of the Sordino", "page": 6, "entries": [ - "{@i \"If I can't play in this town, no one can!\"}", - "This curse was popularized by the famous bard Gino Naomi, known as the King of Keys for his skill with the piano. During his early travels, Gino asked to play in his hometown tavern and was refused. In his rage, Gino pushed his harpsichord into the nearby lake and cursed the entire town to never hear music again. His anger bound the curse to his now-submerged harpsichord.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%205%20Images/001-0022.webp" - } - }, { - "type": "entries", - "name": "Casting the Curse", - "page": 6, + "type": "quote", "entries": [ - "Anyone who uses an instrument as an arcane focus can cast this curse, so long as they have been shamed or scorned by another creature in the last 24 hours. They use their instrument focus as the source of the curse, playing one final song on it and imbuing it with malicious magical energy, which renders the instrument unplayable upon the final note. The caster must then find a new arcane focus. The curse's area of effect is large enough to encompass a small town or village that includes the creature or creatures that shamed the caster." + "If I can't play in this town, no one can!" ] }, { - "type": "entries", - "name": "Effects of the Curse", - "page": 6, - "entries": [ - "This is a curse that does not allow music to exist. When a creature attempts to play music while in an area afflicted with this curse, the sound that comes out is muffled, cacophonous noise. Any ability check, such as a Charisma (Performance) check, made while attempting to play music automatically fails.", - "But not all music is performed. Laughter, voice inflection, the rhythmic repetition of words\u2014all of these things have a music to them that the curse transforms into hideous, horrendous noise. A town affected by this curse has learned to speak in a dull monotone, lest their meaning be drowned out by the curse's influence. Because one must spend time focusing on not triggering the curse, Charisma checks made to communicate verbally with others in this area are made with disadvantage." - ] + "type": "statblock", + "tag": "reward", + "source": "Ar5", + "name": "Curse of the Sordino", + "page": 6 }, { - "type": "entries", - "name": "Breaking the Curse", - "page": 6, - "entries": [ - "The curse lasts indefinitely or until someone destroys the focus. For this reason, most foci involved in this particular curse are well-hidden, well-guarded, or both." - ] + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00022.webp" + }, + "credit": "Gustavo Rodrigues", + "width": 957, + "height": 1237 } ] }, { - "type": "entries", + "type": "section", "name": "Curse of the Watchers", "page": 7, "entries": [ - "{@i \"It started as one little bird. Now there's a flock of them. Draw the curtain! I know they're watching me.... What are they waiting for?\"}", - "If you see a rare and powerful magic item minding its own business in a dungeon, it's a good idea to leave it that way. Adventurers who disturb ancient artifacts risk incurring the ire of those who put them there. The Curse of the Watchers starts so subtly you'd barely notice it at first: a single raven perched in a surrounding tree, watching the one who possesses the stolen item. As time passes, more and more ravens arrive until they can no longer be ignored.", { - "type": "entries", - "name": "Casting the Curse", - "page": 7, + "type": "quote", "entries": [ - "The soul of a dead individual magically charges an item that was important to them in life, imbuing it with the curse. The item is typically a magic item, such as a weapon or wand. A creature becomes cursed with this effect as soon as they pick up the cursed object, and a single bird begins following them." + "It started as one little bird. Now there's a flock of them. Draw the curtain! I know they're watching me... What are they waiting for?" ] }, { - "type": "entries", - "name": "Effects of the Curse", - "page": 7, - "entries": [ - "Each time you attack with, cast a spell with, or use the cursed item, roll a {@dice d10} and add the resulting number of birds to the flock. If the result of the die is a 10, the flock also attacks. Use the swarm of cursed ravens stat block below, where the Flock Bonus (FB) is the number of ravens in your flock divided by 10, rounded up (e.g. 1 FB for 10 ravens, but 2 FB for 11 ravens). If you are still cursed after you have successfully fought off the flock, a new one begins to form upon your next use of the cursed item." - ] + "type": "statblock", + "tag": "reward", + "source": "Ar5", + "name": "Curse of the Watchers", + "page": 7 }, { "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%205%20Images/001-0025.webp" - } - }, - { - "type": "inset", - "name": "GM Tip: Building Suspense", - "entries": [ - "This curse is all about presentation. Telling a player during a short rest, \"You notice a crow watching you\" might make them too suspicious too soon, especially if they've recently picked up a cursed item. Try incorporating the Watchers into your descriptions of scenes at first: a crow perching on a signpost at the fork in the road, or the branches of the forest teeming with black birds. As more and more birds arrive, it gets harder to ignore, and you can make a point to remark upon them." - ] - }, - { - "type": "list", - "items": [ - "{@creature Swarm of Cursed Ravens|Ar5}" - ] + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00025.webp" + }, + "credit": "Gustavo Rodrigues", + "width": 957, + "height": 1237 }, { - "type": "entries", - "name": "Breaking the Curse", - "page": 8, - "entries": [ - "The easiest way to be rid of the curse is to get rid of the item in question. Passing it off to someone else passes on the curse, but returning it to its resting place suppresses the curse. However, once returned to its resting place, one can permanently rid the item of the curse with a simple ritual familiar to many scholars of necromancy:", - "Return to the final resting place of the cursed item's owner. Cast the {@spell speak with dead} spell on the owner's corpse and negotiate with it by making a DC 20 Charisma (Deception or Persuasion) check. (You cannot intimidate the dead.) Per the rules of speak with dead, you may attempt this three times. On a success, the spirit agrees to pass on ownership of the item, and the curse is broken. On three consecutive failed saves, the vengeful spirit reanimates the body and attacks (use the ghoul stat block, or mummy or mummy lord at higher levels). Defeating this spirit breaks the curse permanently." - ] + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00029.webp" + }, + "credit": "Gustavo Rodrigues", + "maxWidth": 300, + "width": 551, + "height": 416 } ] }, { - "type": "entries", + "type": "section", "name": "Slow Polymorph", "page": 9, "entries": [ - "{@i \"Slime? That's new. Guess I can't go home anymore. I don't need mom seeing me like this.\"}", - "The term \"Slow Polymorph\" was coined by the sorcerer who first suffered its effects. Magic taxonomists, however, argue the curse has very little in common with the transmutation spell it was named for. Slow Polymorph slowly transforms its victim into a terrifying bestial or fiendish monster over a period of time until they are completely unrecognizable.", - { - "type": "entries", - "name": "Casting the Curse", - "page": 9, - "entries": [ - "Slow Polymorph is the punishment of choice for powerful wizards or otherworldly beings who prefer an impending sense of dread over just turning somebody into a toad. It requires an hourglass and something from the target's body: a lock of hair, a scrap of fingernail, or another such component. The ritual takes only 1 minute, wherein the caster binds the curse to the hourglass and then turns it over to reset the sand. As the sands slowly trickle down to the bottom, the cursed individual transforms." - ] - }, { - "type": "entries", - "name": "Effects of the Curse", - "page": 9, + "type": "quote", "entries": [ - "When you complete a long or short rest while cursed, you must make a DC 12 Charisma saving throw. On a failed save, you take on a new feature from one of the features below. This decision can be up to the GM, you, or a discussion between both.", - { - "type": "list", - "items": [ - "{@b {@i Four-armed.}} You sprout an extra set of arms, with which you can hold one item, such as an arcane focus, light weapon, or shield. You can use a bonus action on your turn to make a melee attack with that light weapon, regardless of what action you take on that turn. The cost of armor for your new body is doubled.", - "{@b {@i Four-legged.}} You sprout extra legs and become quadrupedal with a monster-shaped bottom and humanoid top. Your walking speed increases 10 feet, but the cost of clothing your new legs and feet is doubled.", - "{@b {@i Glowing Eyes.}} Your eyes take on a brilliant magical glow. You gain darkvision out to a range of 60 feet, or double the range of your darkvision if you already have it. Your magical glowing eyes emit dim light within 5 feet, cutting through even magical darkness.", - "{@b {@i Horns.}} You grow horns from your head, or your existing horns grow in size. When you move up to your speed on your turn, you can use your bonus action to make a melee attack with your horns. Strength is your ability for this unarmed strike, which deals {@damage 1d4} bludgeoning damage. Headgear made for humanoids no longer fits you, and you must spend an additional 20% on headgear for it to be tailored to your head.", - "{@b {@i Sharp Claws.}} With the addition of claws, your unarmed strike now deals {@damage 1d4} slashing damage. However, whenever you make a Dexterity (Sleight of Hand) check, or make an ability check using tools, roll {@dice 1d4} and subtract the number rolled from the check.", - "{@b {@i Acidic Sweat.}} Your skin constantly oozes a mucus-y slime that lingers on surfaces you touch. The slime disintegrates organic material such as wood and plants if left in place for 1 hour, and deals {@damage 1d4} acid damage to creatures (except for you) who touch it. This includes creatures you hit with a melee weapon attack.", - "{@b {@i Tough Skin.}} Your skin turns to bark or tough scales, giving you a +2 bonus to AC. Unfortunately, this new skin is difficult to move around in. Your Dexterity score is reduced by 2 while you are cursed.", - "{@b {@i Webbed Feet.}} You gain a swimming speed equal to your walking speed. Footwear made for most humanoid feet no longer fits you, and you must spend an additional 20% on footwear for it to be tailored to your new feet." - ] - }, - "Each time you gain a new feature, you must choose one you don't currently have. A single feature can be removed through the casting of the {@spell remove curse} spell or similar magic, but you are still susceptible to future features until the curse itself is removed.", - "The more monstrous traits you select, the more likely people are inclined to believe you are a monster and be immediately afraid of or hostile toward you. A character with four arms, four legs, and glowing red eyes, for example, may be attacked on sight when they enter a town or city. The more monstrous you are, the more estranged from society you become.", - "Additionally, the more monster-like you become, the more monsters you attract. Whenever you roll initiative, there is a chance a nearby monstrosity senses your presence and considers it a threat. If you are the first or last person in the initiative order, a monster appears and joins the fray with the intent to attack you. Use the following chart to determine which monster arrives:", - { - "type": "table", - "colLabels": [ - "Challenge Rating", - "Potential Monsters" - ], - "colStyles": [ - "col-4 text-center", - "col-8 text-left" - ], - "rows": [ - [ - "1/2-1", - "cockatrice, hippogriff, rust monster, worg" - ], - [ - "2-4", - "ankheg, basilisk, centaur, owlbear" - ], - [ - "5-6", - "bulette, chimera, medusa" - ], - [ - "7-10", - "guardian naga, hydra, spirit naga" - ], - [ - "11-15", - "behir, remorhaz, purple worm" - ], - [ - "16+", - "androsphinx" - ], - [ - "Extremely Cursed", - "tarrasque" - ] - ] - } + "Slime? That's new. Guess I can't go home anymore. I don't need mom seeing me like this." ] }, { - "type": "inset", - "name": "Variant: Slow Burn", - "entries": [ - "This variant is for a more drawn-out curse experience. The accursed still makes a saving throw on the completion of a rest, but they only take a feature from the main list of options if they fail the saving throw by 5 or more. A creature who fails the saving throw by 4 or fewer experiences an appearance change that is largely cosmetic. Examples of cosmetic traits include:", - { - "type": "list", - "items": [ - "Change in eye color", - "Forked tongue", - "Hair, feather, or scale growth", - "A new tail or a split existing tail", - "Slimy skin", - "Putrid smell", - "Hoarse or deeper voice", - "Sharpened teeth" - ] - } - ] + "type": "statblock", + "tag": "reward", + "source": "Ar5", + "name": "Slow Polymorph", + "page": 9 }, { "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%205%20Images/001-0033.webp" - } - }, - { - "type": "entries", - "name": "Breaking the Curse", - "page": 10, - "entries": [ - "The being who cast the curse can also lift it, but they typically refuse to do so unless the cursed one has made amends. The curse is bound to the hourglass that was used to cast it. Breaking the hourglass lifts the curse and deals {@damage 6d10} necrotic damage to the cursed one. Typically, the hourglasses are hidden or guarded with great care." - ] + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00033.webp" + }, + "credit": "Gustavo Rodrigues", + "width": 887, + "height": 1146 } ] } ] }, { - "type": "entries", + "type": "section", "name": "Goldmonger Subclasses", "page": 11, "entries": [ @@ -2583,21 +3734,38 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%205%20Images/2021-07-08_16h17_45.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00038.webp" }, - "maxWidth": 850 + "width": 1706, + "height": 718 + }, + { + "type": "entries", + "page": 11, + "style": "text-center", + "entries": [ + "{@style three treasure-hoarding subclasses|dnd-font;large}", + "by Carlos Cisco" + ] + }, + { + "type": "quote", + "style": "quote-pull", + "entries": [ + "It gilds our most precious sites.", + "Dragons hoard it.", + "Adventurers risk life and limb to claim it.", + "Then there are those who take their appreciation for raw capital beyond the basic need to buy 50-foot rope coils and bags of ball bearings.", + "Gold.", + "While most adventurers unwittingly embrace rapacity every time they shake down the mayor for a few more coins for each gnoll ear, the Goldmongers' worship of the gold piece is absolute." + ], + "skipMarks": true }, - "{@i It gilds our most precious sites.}", - "{@i Dragons hoard it.}", - "{@i Adventurers risk life and limb to claim it.}", - "{@i Then there are those who take their appreciation for raw capital beyond the basic need to buy 50-foot rope coils and bags of ball bearings.}", - "{@i Gold.}", - "{@i While most adventurers unwittingly embrace rapacity every time they shake down the mayor for a few more coins for each gnoll ear, the Goldmongers' worship of the gold piece is absolute.}", "What are Goldmongers? They are adventurers who, through divine guidance or primordial connection, find themselves at a nexus of power and material wealth. Tales of calculating merchant priests, divine mercenaries, and druids who draw their power from gems and gold traverse every corner of the realm. Greed does not generally make for good heroes...but it does make a good motivator. Whether they are defenders of the downtrodden or ambitious drifters, Goldmongers make close friends with avarice, whether to conquer or embrace it.", "Those that walk these lucrative paths don't consider themselves baselessly greedy. They are cultured, ambitious, and dedicated to their ideals. Many monarchs rule by divine right, but Goldmongers know that the true divine power comes from deep vaults beneath the throne and, deeper still, from within the veins of the earth.", "This article presents a new deity of deals, three new subclasses for Goldmonger characters, and an avaricious NPC to insert into your narrative.", { - "type": "entries", + "type": "section", "name": "Avarice, Ambition, and Altruism", "page": 11, "entries": [ @@ -2608,110 +3776,149 @@ ] }, { - "type": "entries", + "type": "section", "name": "Pta'u, God of Deals", "page": 12, "entries": [ { - "type": "list", - "items": [ - "{@deity Pta'u||Ar5}" - ] + "type": "statblock", + "tag": "deity", + "source": "Ar5", + "name": "Pta'u", + "page": 12, + "pantheon": "Unknown" } ] }, { - "type": "entries", + "type": "section", "name": "Cleric: Avarice Domain", "page": 12, "entries": [ { - "type": "list", - "items": [ - "{@class Cleric|phb|Avarice Domain|Avarice|Ar5}" - ] + "type": "statblock", + "prop": "subclass", + "source": "Ar5", + "name": "Avarice", + "className": "Cleric", + "classSource": "PHB", + "page": 12 }, { "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%205%20Images/0000.webp" - } + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00049.webp" + }, + "credit": "Nick De Spain", + "width": 1400, + "height": 1400 } ] }, { - "type": "entries", + "type": "section", "name": "Druid: Circle of the Gilded", "page": 12, "entries": [ { - "type": "list", - "items": [ - "{@class Druid|phb|Circle of the Gilded|Gilded|Ar5}" - ] + "type": "statblock", + "prop": "subclass", + "source": "Ar5", + "name": "Gilded", + "className": "Druid", + "classSource": "PHB", + "page": 14 }, { "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%205%20Images/0001.webp" - } + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00058.webp" + }, + "credit": "Nick De Spain", + "width": 1400, + "height": 1400 } ] }, { - "type": "entries", + "type": "section", "name": "Paladin: Oath of Acquisitions", "page": 12, "entries": [ { - "type": "list", - "items": [ - "{@class Paladin|phb|Oath of Acquisitionsd|Acquisitions|Ar5}" - ] + "type": "statblock", + "prop": "subclass", + "source": "Ar5", + "name": "Acquisitions", + "className": "Paladin", + "classSource": "PHB", + "page": 17 }, { "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%205%20Images/0002.webp" - } + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00070.webp" + }, + "credit": "Nick De Spain", + "width": 1203, + "height": 1203 } ] }, { - "type": "entries", + "type": "section", "name": "Goldmonger Retainers", "page": 19, "entries": [ - "Retainers first appeared in Strongholds & Followers as unique NPC followers who pledge their service to player characters. These less-experienced adventurers are easy-to-run secondary characters controlled by players. Below are three retainer stat blocks for Goldmonger NPCs.", - "The full rules for retainers are explained on pages 69-73 of {@i Strongholds & Followers}.", + "Retainers first appeared in {@book Strongholds & Followers|SaF|8|Retainers} as unique NPC followers who pledge their service to player characters. These less-experienced adventurers are easy-to-run secondary characters controlled by players. Below are three retainer stat blocks for Goldmonger NPCs.", + "The full rules for retainers are explained on pages 69\u201373 of {@book Strongholds & Followers|SaF|8|Retainers}.", { - "type": "list", - "items": [ - "{@creature Acolyte of Ambition|Ar5}", - "{@footnote {@creature Citrine Protector|Ar5}|This retainer could easily be modified to another element by using any of the corresponding gems in the Elemental Gem table.}", - "{@creature Free Lancer|Ar5}" - ] + "type": "statblock", + "tag": "creature", + "source": "Ar5", + "name": "Acolyte of Ambition", + "page": 19, + "style": "inset" + }, + { + "type": "statblock", + "tag": "creature", + "source": "Ar5", + "name": "Citrine Protector", + "page": 19, + "style": "inset" + }, + "{@note This retainer could easily be modified to another element by using any of the corresponding gems in the {@table Elemental Gem|Ar5} table.}", + { + "type": "statblock", + "tag": "creature", + "source": "Ar5", + "name": "Free Lancer", + "page": 19, + "style": "inset" } ] }, { - "type": "entries", + "type": "section", "name": "NPC: Garin Najis", "page": 20, "entries": [ "To say that Garin Najis was born with a silver spoon in his mouth would be an understatement\u2014start with platinum, and then change spoons for every bite. After a life of opulence, he should want for nothing, yet all he does is want. His path of avarice started early and only deepened.", - "Born to wealthy nobles who owned several emerald mines, there was never a moment in his upbringing where he felt lack or need. He bragged about how he walked around with uncut gems in his pockets in his days at the academy. When he came of age and his parents decided to teach him how to manage the mines, he was initially horrified. They exploited their miners for little pay and forced them to work in dangerous conditions under strict contracts that prevented departure.Everything suddenly clicked into place for Garin. As it dawned on him that this exploitation was the reason for his wealth...he embraced it.", - "But unlike his parents, whose zeal for hard capital was secular, Garin looked at his inheritance and saw it as his divine duty to Pta'u to expand, grow, and consume. He would never be satisfied. He convinced his workers that their labor in his service was a path to the divine. Their hard work, sweat, and tears would lead to countless rewards in the next life... and countless rewards in this life for Garin.", + "Born to wealthy nobles who owned several emerald mines, there was never a moment in his upbringing where he felt lack or need. He bragged about how he walked around with uncut gems in his pockets in his days at the academy. When he came of age and his parents decided to teach him how to manage the mines, he was initially horrified. They exploited their miners for little pay and forced them to work in dangerous conditions under strict contracts that prevented departure. Everything suddenly clicked into place for Garin. As it dawned on him that this exploitation was the reason for his wealth...he embraced it.", + "But unlike his parents, whose zeal for hard capital was secular, Garin looked at his inheritance and saw it as his divine duty to {@deity Pta'u|Unknown|Ar5} to expand, grow, and consume. He would never be satisfied. He convinced his workers that their labor in his service was a path to the divine. Their hard work, sweat, and tears would lead to countless rewards in the next life... and countless rewards in this life for Garin.", "A prosperity preacher of the highest order, Garin keeps a close counsel of powerful, mercenary-minded adventurers and commands a loyal following of brainwashed cult-like laborers who literally die to hand him a freshly mined gem. Garin can be found most often managing his various enterprises, but as of late he has felt the itch of adventure and has taken to traveling in search of more resources (both material and humanoid) to exploit.", "Garin never faces down an enemy without a well-prepared battlefield or plenty of minions. His primary strategy is to keep as much cannon fodder between him and his foes while simultaneously bolstering his legions and himself. He makes good use of his Prophet Motive feature to keep buffs on his allies and himself while using spells like {@spell guardian of faith} and {@spell spirit guardians} to control the battlefield to his liking. He is a coward at heart and will leave his minions to die if he sees the tides turning against him.", { - "type": "list", - "items": [ - "{@creature Garin Najis|Ar5}" - ] + "type": "statblock", + "tag": "creature", + "source": "Ar5", + "name": "Garin Najis", + "page": 20, + "style": "inset" } ] } @@ -2720,15 +3927,24 @@ { "type": "section", "name": "Alabaster's Almanac", - "page": 2, + "page": 22, "entries": [ { "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%205%20Images/2021-07-08_16h17_05.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00086.webp" }, - "maxWidth": 850 + "width": 1706, + "height": 715 + }, + { + "type": "entries", + "page": 11, + "style": "text-center", + "entries": [ + "by Sam Mannell" + ] }, { "type": "inset", @@ -2741,372 +3957,549 @@ "As usual, the experienced mage may wish to jump ahead to the catalogue in order to skip my waffling. For those who are new, I will be brief.", "While not an apprenticeship, this Almanac does come with the simple condition that you do not do anything overly stupid with your abilities, and ignoring this rule will see you regrettably struck from my mailing list, and placed in my other list, where the company is far less pleasant. I leave it for you to worry about the specifics involved here.", "This season I find myself adrift in the Astral Plane. It is a strange and somber place, where one has ample time for self-reflection. Thus there is no theme to the spells I have chosen to share with you today\u2014they are simply ones that have taken my fancy as I pass the time on my quiet sojourn. I hope they ignite your imagination, as they do mine.", - "Until next time." + "Until next time.", + { + "type": "entries", + "style": "text-right", + "entries": [ + "Faithfully," + ] + } ], - "by": "Alabaster" + "skipMarks": true + }, + { + "type": "image", + "style": "comic-speaker-right", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00090.webp" + }, + "altText": "Alabaster", + "credit": "Grace Cheung", + "maxWidth": 200, + "width": 288, + "height": 157 } ] }, { - "type": "entries", + "type": "section", "name": "Spell Catalogue", "page": 23, "entries": [ { - "type": "table", - "colStyles": [ - "col-6 text-left", - "col-6 text-left" - ], - "colLabels": [ - "Bard Spells", - "Warlock Spells" - ], - "isStriped": false, - "rows": [ - [ - { - "type": "list", - "style": "list-no-bullets", - "items": [ - "{@b {@i 1st Level}}", - "{@spell Wielding|Ar5} (transmutation)" - ] - }, - { - "type": "list", - "style": "list-no-bullets", - "items": [ - "{@b {@i 1st Level}}", - "{@spell Wielding|Ar5} (transmutation)" - ] - } - ], - [ - { - "type": "list", - "style": "list-no-bullets", - "items": [ - "{@b {@i 2nd Level}}", - "{@spell Compelling Propulsion|Ar5} (transmutation)" - ] - }, - { - "type": "list", - "style": "list-no-bullets", - "items": [ - "{@b {@i 2nd Level}}", - "{@spell Compelling Propulsion|Ar5} (transmutation)", - "{@spell Shadowslip|Ar5} (transmutation)" - ] - } - ], - [ - { - "type": "list", - "style": "list-no-bullets", - "items": [ - "{@b {@i 6th Level}}", - "{@spell Gaze of Venom|Ar5} (evocation)" - ] - }, - { - "type": "list", - "style": "list-no-bullets", - "items": [ - "{@b {@i 3rd Level}}", - "{@spell Animate Echoes|Ar5} (divination)", - "{@spell Scryspike|Ar5} (abjuration)" - ] - } - ], - [ - "", - { - "type": "list", - "style": "list-no-bullets", - "items": [ - "{@b {@i 6th Level}}", - "{@spell Gaze of Venom|Ar5} (evocation)" - ] - } - ] - ] - }, - { - "type": "table", - "colStyles": [ - "col-6 text-left", - 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"style": "list-no-bullets", - "items": [ - "{@b {@i 2nd Level}}", - "{@spell Compelling Propulsion|Ar5} (transmutation)", - "{@spell Shadowslip|Ar5} (transmutation)" - ] - }, - { - "type": "list", - "style": "list-no-bullets", - "items": [ - "{@b {@i 2nd Level}}", - "{@spell Compelling Propulsion|Ar5} (transmutation)", - "{@spell Shadowslip|Ar5} (transmutation)" - ] - } - ], - [ - { - "type": "list", - "style": "list-no-bullets", - "items": [ - "{@b {@i 3rd Level}}", - "{@spell Scryspike|Ar5} (abjuration)" - ] - }, - { - "type": "list", - "style": "list-no-bullets", - "items": [ - "{@b {@i 3rd Level}}", - "{@spell Animate Echoes|Ar5} (divination)", - "{@spell Scryspike|Ar5} (abjuration)" - ] - } - ], - [ - { - "type": "list", - "style": "list-no-bullets", - "items": [ - "{@b {@i 6th Level}}", - "{@spell Gaze of Venom|Ar5} (evocation)" - ] - }, - { - "type": "list", - "style": "list-no-bullets", - "items": [ - "{@b {@i 6th Level}}", - "{@spell Alabaster's Adaptation (World Below)|Ar5|Alabaster's Adaptation for the World Below} (transmutation)", - "{@spell Gaze of Venom|Ar5} (evocation)" - ] - } - ], - [ - "", - { - "type": "list", - "style": "list-no-bullets", - "items": [ - "{@b {@i 9th Level}}", - "{@spell Realize Image|Ar5} (conjuration)" - ] - } - ] + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "items": [ + { + "type": "entries", + "name": "Bard Spells", + "page": 23, + "entries": [ + { + "type": "list", + "style": "list-no-bullets", + "items": [ + { + "type": "item", + "name": "1st Level", + "entries": [ + "", + "{@spell Wielding|Ar5} (transmutation)" + ] + }, + { + "type": "item", + "name": "2nd Level", + "entries": [ + "", + "{@spell Compelling Propulsion|Ar5} (transmutation)" + ] + }, + { + "type": "item", + "name": "6th Level", + "entries": [ + "", + "{@spell Gaze of Venom|Ar5} (evocation)" + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Druid Spells", + "page": 23, + "entries": [ + { + "type": "list", + "style": "list-no-bullets", + "items": [ + { + "type": "item", + "name": "6th Level", + "entries": [ + "", + "{@spell Alabaster's Adaptation for the World Below|Ar5} (transmutation)", + "{@spell Gaze of Venom|Ar5} (evocation)" + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Sorcerer Spells", + "page": 23, + "entries": [ + { + "type": "list", + "style": "list-no-bullets", + "items": [ + { + "type": "item", + "name": "1st Level", + "entries": [ + "", + "{@spell Alabaster's Adjacent Acquisition|Ar5} (conjuration)", + "{@spell Wielding|Ar5} (transmutation)" + ] + }, + { + "type": "item", + "name": "2nd Level", + "entries": [ + "", + "{@spell Compelling Propulsion|Ar5} (transmutation)", + "{@spell Shadowslip|Ar5} (transmutation)" + ] + }, + { + "type": "item", + "name": "3rd Level", + "entries": [ + "", + "{@spell Scryspike|Ar5} (abjuration)" + ] + }, + { + "type": "item", + "name": "6th Level", + "entries": [ + "", + "{@spell Gaze of Venom|Ar5} (evocation)" + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Warlock Spells", + "page": 23, + "entries": [ + { + "type": "list", + "style": "list-no-bullets", + "items": [ + { + "type": "item", + "name": "1st Level", + "entries": [ + "", + "{@spell Wielding|Ar5} (transmutation)" + ] + }, + { + "type": "item", + "name": "2nd Level", + "entries": [ + "", + "{@spell Compelling Propulsion|Ar5} (transmutation)", + "{@spell Shadowslip|Ar5} (transmutation)" + ] + }, + { + "type": "item", + "name": "3rd Level", + "entries": [ + "", + "{@spell Animate Echoes|Ar5} (divination)", + "{@spell Scryspike|Ar5} (abjuration)" + ] + }, + { + "type": "item", + "name": "6th Level", + "entries": [ + "", + "{@spell Gaze of Venom|Ar5} (evocation)" + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Wizard Spells", + "page": 23, + "entries": [ + { + "type": "list", + "style": "list-no-bullets", + "items": [ + { + "type": "item", + "name": "1st Level", + "entries": [ + "", + "{@spell Alabaster's Adjacent Acquisition|Ar5} (conjuration)", + "{@spell Wielding|Ar5} (transmutation)" + ] + }, + { + "type": "item", + "name": "2nd Level", + "entries": [ + "", + "{@spell Compelling Propulsion|Ar5} (transmutation)", + "{@spell Shadowslip|Ar5} (transmutation)" + ] + }, + { + "type": "item", + "name": "3rd Level", + "entries": [ + "", + "{@spell Animate Echoes|Ar5} (divination)", + "{@spell Scryspike|Ar5} (abjuration)" + ] + }, + { + "type": "item", + "name": "6th Level", + "entries": [ + "", + "{@spell Alabaster's Adaptation for the World Below|Ar5} (transmutation)", + "{@spell Gaze of Venom|Ar5} (evocation)" + ] + }, + { + "type": "item", + "name": "9th Level", + "entries": [ + "", + "{@spell Realize Image|Ar5} (conjuration)" + ] + } + ] + } + ] + } ] } ] }, { - "type": "entries", + "type": "section", "name": "Alabaster's Adaptation for the World Below", "page": 24, "entries": [ "I have made numerous adaptation spells, each for a different locale, but this one is the newest and so\u2014I hope\u2014the most reliable! Heading to the World Below to find a purple worm nest or trade with deep gnomes? Be sure to prepare accordingly!", { - "type": "list", - "items": [ - "{@spell Alabaster's Adaptation (World Below)|Ar5}" - ] + "type": "statblock", + "tag": "spell", + "source": "Ar5", + "name": "Alabaster's Adaptation (World Below)", + "page": 24, + "style": "inset" } ] }, { - "type": "entries", + "type": "section", "name": "Alabaster's Adjacent Acquisition", "page": 24, "entries": [ "One of my first spells, and I believe still one of my best. Originally devised as a method to retrieve tea from my study without getting up, I've found that adjacent acquisition is more useful than it has any right to be. Things I have used this spell to retrieve include an enchanted tiara, a kobold egg, a half-digested book, and a stray fingerbone.", { - "type": "list", - "items": [ - "{@footnote {@spell Alabaster's Adjacent Acquisition|Ar5}|If you're using the Avarice domain or Oath of Acquisitions from \"Goldmonger Subclasses\" in this issue, this spell makes a great addition to their spell lists as well.}" - ] - } + "type": "statblock", + "tag": "spell", + "source": "Ar5", + "name": "Alabaster's Adjacent Acquisition", + "page": 24, + "style": "inset" + }, + "{@footnote {@note Footnote 1}|If you're using the {@subclass Avarice|Cleric|PHB|Ar5|Avarice Domain} or {@subclass Acquisitions|Paladin|PHB|Ar5|Oath of Acquisitions} from \"Goldmonger Subclasses\" in this issue, this spell makes a great addition to their spell lists as well.}" ] }, { - "type": "entries", + "type": "section", "name": "Animate Echoes", - "page": 24, + "page": 25, "entries": [ "Time is a funny thing. Actions carried out in the mundane world have a tendency to echo in strange ways\u2014do something interesting enough and it stamps a sort of signature on reality. Traces of it remain. Indelible, but invisible.", - "Animate echoes can reveal these traces, allowing us to gaze directly upon an after-image of past events, as though they were still happening around us.", + "{@spell Animate Echoes|Ar5} can reveal these traces, allowing us to gaze directly upon an after-image of past events, as though they were still happening around us.", { - "type": "list", - "items": [ - "{@spell Animate Echoes|Ar5}" - ] + "type": "statblock", + "tag": "spell", + "source": "Ar5", + "name": "Animate Echoes", + "page": 25, + "style": "inset" } ] }, { - "type": "entries", + "type": "section", "name": "Compelling Propulsion", - "page": 24, + "page": 25, "entries": [ "I think many wizards could stand to spend a little more time around people. That said, personal space is important, and the wizarding life certainly includes moments in which you'd rather have a little bit more of it.", "This spell is a (relatively) safe way to ensure that others give you a wider berth than they were perhaps planning to. Once mastered, the effects can be quite spectacular.", { - "type": "list", - "items": [ - "{@spell Compelling Propulsion|Ar5}" - ] + "type": "statblock", + "tag": "spell", + "source": "Ar5", + "name": "Compelling Propulsion", + "page": 25, + "style": "inset" } ] }, { - "type": "entries", + "type": "section", "name": "Gaze of Venom", - "page": 24, + "page": 26, "entries": [ - "I learned this one from an Ixian sorcerer. He didn't speak Common but got his point across just fine.", + "I learned this one from an Ixian sorcerer. He didn't speak {@language Common} but got his point across just fine.", { - "type": "list", - "items": [ - "{@spell Gaze of Venom|Ar5}" - ] + "type": "statblock", + "tag": "spell", + "source": "Ar5", + "name": "Gaze of Venom", + "page": 26, + "style": "inset" } ] }, { - "type": "entries", + "type": "section", "name": "Realize Image", - "page": 24, + "page": 26, "entries": [ "All magic is dangerous and should be treated as such, but some spells affect your life more than others if you let them.", "This is one such spell.", "I stumbled across it many years ago, etched into a shimmering pane of glass, locked deep in the catacombs beneath a castle that had been razed to the ground. I never did discover what had happened to the place, but I think I can make an educated guess in hindsight.", "This spell makes illusions real. Not forever, mind you, but I can think of few things more dangerous than the imagination of an intrepid wizard imposing itself on reality, even if only temporarily.", { - "type": "list", - "items": [ - "{@spell Realize Image|Ar5}" - ] + "type": "statblock", + "tag": "spell", + "source": "Ar5", + "name": "Realize Image", + "page": 26, + "style": "inset" } ] }, { - "type": "entries", + "type": "section", "name": "Scryspike", - "page": 24, + "page": 27, "entries": [ - "There is nothing quite like the neckprickling sensation of a scrying sensor watching over you. While magic exists to detect scrying\u2014and even to prevent it in the first place\u2014the scryed-upon ultimately has few options. Detecting a scrying sensor has little value; you do not learn who is watching you or why, only that you are not alone.", + "There is nothing quite like the neckprickling sensation of a {@spell scrying} sensor watching over you. While magic exists to detect scrying\u2014and even to prevent it in the first place\u2014the scryed-upon ultimately has few options. Detecting a scrying sensor has little value; you do not learn who is watching you or why, only that you are not alone.", "Hence I found this spell of particular interest. While fairly vindictive, it provides a nimble mage with the option to strike down a scrying sensor if they can see it. Breaking the connection is extremely disorientating for your unwelcome observer, and makes for rather effective deterrence. Furthermore, even though this spell was first designed to sever magical connections, it severs a creature's synapses pretty well too, making it a dangerous ace to keep up your sleeve.", { - "type": "list", - "items": [ - "{@spell Scryspike|Ar5}" - ] + "type": "statblock", + "tag": "spell", + "source": "Ar5", + "name": "Scryspike", + "page": 27, + "style": "inset" }, { "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%205%20Images/001-0119.webp" - } + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00119.webp" + }, + "credit": "Grace Cheung", + "width": 884, + "height": 1200 } ] }, { - "type": "entries", + "type": "section", "name": "Shadowslip", - "page": 24, + "page": 28, "entries": [ "A most useful spell for espionage, allowing the caster to become their own shadow and slide under doors or along walls. I prefer to turn into a fly myself, but not everyone has access to on-demand {@spell shapechange}. Perks of being an archmage.", { - "type": "list", - "items": [ - "{@spell Shadowslip|Ar5}" - ] + "type": "statblock", + "tag": "spell", + "source": "Ar5", + "name": "Shadowslip", + "page": 28, + "style": "inset" } ] }, { - "type": "entries", + "type": "section", "name": "Wielding", - "page": 24, + "page": 29, "entries": [ "I personally have no great love for swords, but in my career I've found it impossible to get away from them. Magical, mundane, lost, shattered, or sacred; they always seem to be in my way. Eventually\u2014wizard or not\u2014you need to pick one of the damn things up.", "This spell provides an elegant workaround for the wielding of hand-held weapons, and can even emulate a reasonable level of skill with them. It also comes with a few nice loopholes for disarming enemies and managing cursed items.", { - "type": "list", - "items": [ - "{@spell Wielding|Ar5}" - ] + "type": "statblock", + "tag": "spell", + "source": "Ar5", + "name": "Wielding", + "page": 29, + "style": "inset" }, { "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%205%20Images/001-0128.webp" - } + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00128.webp" + }, + "credit": "Linda Lithén", + "width": 1211, + "height": 573 + } + ] + } + ] + }, + { + "type": "section", + "name": "Author Profiles", + "page": 30, + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "columns": 2, + "page": 30, + "items": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00131.webp" + }, + "altText": "Photo of Leon Barillaro", + "maxWidth": 250, + "width": 400, + "height": 400 + }, + "{@b Leon Barillaro} is a game and narrative designer working in tabletop, video games, and immersive theater. Their work can also be found in places like the DMs Guild ({@i The Uncaged Anthology, Bard-Core Brawlers, Hair of the Dog}), EN Publishing (Level Up: Advanced 5th Edition), and Fantastic Lairs (Campaign Seed: Prerequisite Forces). You can find Leon on twitter ({@link @barilleon|https://twitter.com/barilleon}) or at his website: {@link barilleon.com|http://www.barilleon.com/}." + ] + }, + { + "type": "list", + "style": "list-hang-notitle", + "columns": 2, + "page": 30, + "items": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00130.webp" + }, + "altText": "Photo of Carlos Cisco", + "maxWidth": 250, + "width": 400, + "height": 406 + }, + "{@b Carlos Cisco} is a television writer that has recently dipped his toe into narrative design. He's written for {@i East Los High} and {@i Star Trek: Discovery}. He's been featured in collections on the DMs Guild like the {@i Eat the Rich} and the {@i Princess Project Anthologies}, among a few others. He's also written material for the #iHunt 80's zine and has more than a couple TTRPG adaptation projects in development for TV/Film. Keep an eye on him via Twitter ({@link @carlos_cisco|https://twitter.com/carlos_cisco}) for the latest." + ] + }, + { + "type": "list", + "style": "list-hang-notitle", + "columns": 2, + "page": 30, + "items": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/00132.webp" + }, + "altText": "Photo of Sam Mannell", + "maxWidth": 250, + "width": 406, + "height": 406 + }, + "{@b Sam Mannell} is a writer and designer based in Tamaki Makaurau, Aotearoa, a distant place known to some as Auckland, New Zealand. When not running or playing games, Sam is writing, making coffee, drinking club mate, or eating Thai food. He aspires to publish books, and if many of them happen to be roleplaying games, so be it.", + "You can find more of Sam's work in MCDM's {@i Kingdoms & Warfare}, and you can be made aware of his location and movements by keeping an eye on {@link crypticparlour.com|https://crypticparlour.com/} or following him on Twitter {@link @crypticparlour|https://twitter.com/crypticparlour}." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "License", + "page": 31, + "entries": [ + "OPEN GAME License Version 1.0a The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc (\"Wizards\"). All Rights Reserved.", + { + "type": "list", + "style": "list-decimal", + "columns": 2, + "page": 31, + "items": [ + "Definitions: (a)\"Contributors\" means the copyright and/or trademark owners who have contributed Open Game Content; (b)\"Derivative Material\" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) \"Distribute\" means to reproduce, License, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)\"Open Game Content\" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) \"Product Identity\" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, Spells, enchantments, personalities, teams, personas, likenesses and Special abilities; places, locations, environments, creatures, Equipment, magical or supernatural Abilities or Effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the OPEN Game Content; (f) \"Trademark\" means the logos, names, mark, sign, motto, designs that are used by a Contributor to Identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) \"Use\", \"Used\" or \"Using\" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) \"You\" or \"Your\" means the licensee in terms of this agreement.", + "The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or Conditions may be applied to any Open Game Content distributed using this License.", + "Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.", + "Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive License with the exact terms of this License to Use, the Open Game Content.", + "Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original Creation and/or You have sufficient rights to grant the rights conveyed by this License.", + "Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.", + "Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a Challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.", + "Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.", + "Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.", + "Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.", + "Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.", + "Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.", + "Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.", + "Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "COPYRIGHT NOTICE", + "page": 31, + "entries": [ + "", + "Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.", + "System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.", + "ARCADIA Issue 5. Copyright 2021, MCDM Productions, LLC. Authors: Leon Barillaro, Carlos Cisco, Sam Mannell, Matt Colville, and James Introcaso" + ] + } + ] + } + ] } ] } From 0cb9f5e1d37d6af701f5ab0106189b7503ba504a Mon Sep 17 00:00:00 2001 From: unknown117343 <174966515+unknown117343@users.noreply.github.com> Date: Sun, 24 Nov 2024 16:41:33 -0600 Subject: [PATCH 04/40] Flee Mortals - Added Bestiary Images (#2291) --- .../MCDM Productions; Flee, Mortals!.json | 2147 ++++++++++++++++- 1 file changed, 2146 insertions(+), 1 deletion(-) diff --git a/creature/MCDM Productions; Flee, Mortals!.json b/creature/MCDM Productions; Flee, Mortals!.json index 49e3c7298..03a116cac 100644 --- a/creature/MCDM Productions; Flee, Mortals!.json +++ b/creature/MCDM Productions; Flee, Mortals!.json @@ -8762,6 +8762,17 @@ "RW", "THW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Angulotl%20Blade.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Angulotl Blade.png" @@ -8890,6 +8901,17 @@ "savingThrowForced": [ "constitution" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Angulotl%20Needler.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Angulotl Needler.png" @@ -9031,6 +9053,17 @@ "dexterity", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Angulotl%20Seer.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Angulotl Seer.png" @@ -9160,6 +9193,17 @@ "THW", "MLW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Angulotl%20Slink.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Angulotl Slink.png" @@ -9346,6 +9390,17 @@ "savingThrowForced": [ "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Clawfish.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Clawfish.png" @@ -9472,6 +9527,17 @@ "savingThrowForced": [ "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Angulotl%20Yegg.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Angulotl Yegg.png" @@ -9582,6 +9648,17 @@ "grappled", "restrained" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Clawfish.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Clawfish Companion.png" @@ -9683,6 +9760,17 @@ "miscTags": [ "MW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Bear.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Bear.png" @@ -9776,6 +9864,17 @@ "savingThrowForced": [ "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Bear.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Little Bear.png" @@ -9874,6 +9973,17 @@ "miscTags": [ "MW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Bird%20of%20Prey.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Bird of Prey.png" @@ -9999,6 +10109,17 @@ "savingThrowForced": [ "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Bird%20of%20Prey.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Dire Bird of Prey.png" @@ -10100,6 +10221,17 @@ "constitution", "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Camel.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Camel.png" @@ -10232,6 +10364,17 @@ "savingThrowForced": [ "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Deathhawk.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Deathhawk.png" @@ -10903,6 +11046,17 @@ "conditionInflict": [ "grappled" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Wildcat.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Wildcat.png" @@ -11018,7 +11172,18 @@ ], "conditionInflict": [ "grappled" - ] + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Wildcat.webp" + } + } + ] + } }, { "name": "Bear Companion", @@ -11119,6 +11284,17 @@ "grappled", "restrained" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Bear.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Bear.png" @@ -11236,6 +11412,17 @@ "dexterity", "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Deathhawk.webp" + } + } + ] + }, "foundryTokenScale": 1.5 }, { @@ -11361,6 +11548,17 @@ "constitution", "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Camel.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Camel.png" @@ -11473,6 +11671,17 @@ "savingThrowForced": [ "charisma" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Wildcat.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Wildcat Companion.png" @@ -11600,6 +11809,17 @@ "savingThrowForced": [ "constitution" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Basilisk.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Basilisk.png" @@ -11705,6 +11925,17 @@ "savingThrowForced": [ "constitution" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Basilisk.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Basilisk.png" @@ -11862,6 +12093,17 @@ "savingThrowForcedSpell": [ "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Bugbear%20Channeler.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Bugbear Channeler.png" @@ -12124,6 +12366,17 @@ "savingThrowForced": [ "constitution" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Bugbear%20Predator.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Bugbear Predator.png" @@ -12563,6 +12816,17 @@ "strength", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Chimera.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Chimera.png" @@ -12806,6 +13070,17 @@ "dexterity", "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Chimera.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Chimera Companion.png" @@ -12973,6 +13248,17 @@ "savingThrowForced": [ "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Chimeron.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Chimeron.png" @@ -13082,6 +13368,17 @@ "savingThrowForced": [ "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Pitling.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Pitling.png" @@ -13222,6 +13519,17 @@ "constitution", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Ruinant.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Ruinant.png" @@ -13367,6 +13675,17 @@ "savingThrowForced": [ "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Tormenauk.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Tormenauk.png" @@ -13506,6 +13825,17 @@ "charisma", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Wobalas.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Wobalas.png" @@ -13716,6 +14046,17 @@ "dexterity", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Aurumvas.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Aurumvas.png" @@ -13864,6 +14205,17 @@ "charisma", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Devil%20Adjudicator.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Devil Adjudicator.png" @@ -14018,6 +14370,17 @@ "charisma", "constitution" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Devil%20Jurist.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Devil Jurist.png" @@ -14188,6 +14551,17 @@ "savingThrowForced": [ "charisma" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Devil%20Legate.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Devil Legate.png" @@ -14426,6 +14800,17 @@ "damageTags": [ "F" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Devil%20Notary.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Devil Notary.png" @@ -14631,6 +15016,17 @@ "charisma", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Infernal%20Chancellor%20Lazivos.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Infernal Chancellor Lazivos.png" @@ -14738,6 +15134,17 @@ "MW", "RW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Devil%20Retainer.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Devil Retainer.png" @@ -14851,6 +15258,17 @@ "savingThrowForced": [ "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Dragonet.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Dragonet.png" @@ -15048,6 +15466,17 @@ "constitution", "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Durixaviinox.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Durixaviinox.png" @@ -15237,6 +15666,17 @@ "constitution", "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Forzaantirilys.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Forzaantirilys.png" @@ -15439,6 +15879,17 @@ "dexterity", "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Qazyldrath.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Qazyldrath.png" @@ -15635,6 +16086,17 @@ "dexterity", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Xaantikorijek.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Xaantikorijek.png" @@ -15843,6 +16305,17 @@ "constitution", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Yserthrax.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Yserthrax.png" @@ -16060,6 +16533,17 @@ "AOE", "MW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Crux%20of%20Fire.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Crux of Fire.png" @@ -16198,6 +16682,17 @@ "dexterity", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Crux%20of%20Frost.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Crux of Frost.png" @@ -16588,6 +17083,17 @@ "constitution", "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Essence%20of%20Storms.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Essence of Storms.png" @@ -16961,6 +17467,17 @@ "savingThrowForced": [ "constitution" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Force%20of%20Blood.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Force of Blood.png" @@ -17091,6 +17608,17 @@ "MW", "RW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Force%20of%20Earth.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Force of Earth.png" @@ -17258,6 +17786,17 @@ "MW", "RW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Force%20of%20Iron.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Force of Iron.png" @@ -17590,6 +18129,17 @@ "savingThrowForced": [ "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Principle%20of%20Growth.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Principle of Growth.png" @@ -18015,6 +18565,17 @@ "dexterity", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Ataeshia.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Atæshia.png" @@ -18370,6 +18931,17 @@ "dexterity", "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Earth%20Elemental%20Companion.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Earth Elemental Companion.png" @@ -18612,6 +19184,17 @@ "savingThrowForced": [ "constitution" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Fire%20Giant%20Red%20Fist.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Fire Giant Red Fist.png" @@ -18997,6 +19580,17 @@ "constitution", "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Frost%20Giant%20Storm%20Hurler.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Frost Giant Storm Hurler.png" @@ -19343,6 +19937,17 @@ "savingThrowForced": [ "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Hill%20Giant%20Flunky.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Hill Giant Flunky.png" @@ -19756,6 +20361,17 @@ "dexterity", "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Marble%20Stone%20Giant.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Marble Stone Giant.png" @@ -19886,6 +20502,17 @@ "strength", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Gibbering%20Mouther.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Gibbering Mouther.png" @@ -19997,6 +20624,17 @@ "savingThrowForced": [ "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Gibbering%20Mouther.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Gibbering Mouther Companion.png" @@ -20237,6 +20875,17 @@ "RCH", "MLW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Gnoll%20Abyssal%20Summoner.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Gnoll Abyssal Summoner.png" @@ -20360,6 +21009,17 @@ "savingThrowForced": [ "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Gnoll%20Bonesplitter.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Gnoll Bonesplitter.png" @@ -20673,6 +21333,17 @@ "MW", "MLW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Gnoll%20Marauder.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Gnoll Marauder.png" @@ -20856,6 +21527,17 @@ "conditionInflict": [ "prone" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Abyssal%20Hyena.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Abyssal Hyena.png" @@ -21013,6 +21695,17 @@ "strength", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Tusker%20Demon.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Tusker Demon.png" @@ -21449,6 +22142,17 @@ "constitution", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Goblin%20Cursespitter.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/monsterToken/Goblin%20Cursespitter.webp" @@ -21552,6 +22256,17 @@ "THW", "MLW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Goblin%20Lackey.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/monsterToken/Goblin Lackey.webp" @@ -21666,6 +22381,17 @@ "THW", "MLW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Goblin%20Sniper.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/monsterToken/Goblin%20Sniper.webp" @@ -21781,6 +22507,17 @@ "THW", "MLW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Goblin%20Spinecleaver.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/monsterToken/Goblin Spinecleaver.webp" @@ -22094,6 +22831,17 @@ "savingThrowForced": [ "constitution" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Skitterling.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/monsterToken/Skitterling.webp" @@ -22318,6 +23066,17 @@ "savingThrowForced": [ "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/War%20Spider.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/monsterToken/War Spider.webp" @@ -22588,6 +23347,17 @@ "savingThrowForced": [ "constitution" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Goblin%20Sneak.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/monsterToken/Goblin Sneak.webp" @@ -22776,6 +23546,17 @@ "conditionInflict": [ "prone" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Worg%20Companion.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Worg Companion.png" @@ -22890,6 +23671,17 @@ "strength", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Griffon.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Griffon.png" @@ -23164,6 +23956,17 @@ "savingThrowForcedSpell": [ "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Green%20Hag.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Green Hag.png" @@ -23358,6 +24161,17 @@ "savingThrowForcedSpell": [ "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Night%20Hag.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Night Hag.png" @@ -23528,6 +24342,17 @@ "savingThrowForcedSpell": [ "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Sea%20Hag.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Sea Hag.png" @@ -23881,6 +24706,17 @@ "savingThrowForced": [ "constitution" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Sea%20Hag%20Apprentice.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Sea Hag Apprentice.png" @@ -23998,6 +24834,17 @@ "savingThrowForced": [ "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Harpy.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Harpy.png" @@ -24333,6 +25180,17 @@ "savingThrowForced": [ "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Hellhound.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Hellhound.png" @@ -24540,6 +25398,17 @@ "savingThrowForced": [ "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Hellhound.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Hellhound Companion.png" @@ -24778,6 +25647,17 @@ "AOE", "MW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Hobgoblin%20Death%20Captain.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Hobgoblin Death Captain.png" @@ -25252,6 +26132,17 @@ "cond": true } ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Hobgoblin%20Smokebinder.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Hobgoblin Smokebinder.png" @@ -25364,6 +26255,17 @@ "THW", "MLW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Hobgoblin%20Trooper.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Hobgoblin Trooper.png" @@ -25485,6 +26387,17 @@ "charisma", "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Hobgoblin%20War%20Mage.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Hobgoblin War Mage.png" @@ -25588,6 +26501,17 @@ "savingThrowForced": [ "constitution" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Grilp.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Grilp.png" @@ -25757,6 +26681,17 @@ "constitution", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Slaughter%20Demon.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Slaughter Demon.png" @@ -25924,6 +26859,17 @@ "savingThrowForced": [ "constitution" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Bloodlord%20Varrox.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Bloodlord Varrox.png" @@ -26126,6 +27072,17 @@ "L", "T" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Human%20Apprentice%20Mage.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Human Apprentice Mage.png" @@ -26240,6 +27197,17 @@ "savingThrowForced": [ "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Human%20Brawler.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Human Brawler.png" @@ -26438,6 +27406,17 @@ "miscTags": [ "MW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Human%20Death%20Cultist.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Human Death Cultist.png" @@ -26654,6 +27633,17 @@ "constitution", "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Human%20Knave.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Human Knave.png" @@ -26770,6 +27760,17 @@ "savingThrowForced": [ "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Human%20Raider.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Human Raider.png" @@ -27004,6 +28005,17 @@ "dexterity", "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Human%20Storm%20Wizard.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Human Storm Wizard.png" @@ -27100,6 +28112,17 @@ "RNG", "RW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Human%20Trickshot.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Human Trickshot.png" @@ -27520,6 +28543,17 @@ "savingThrowForced": [ "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Kingfissure%20Worm.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Kingfissure Worm.png" @@ -27632,6 +28666,17 @@ "savingThrowForced": [ "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Kingfissure%20Worm%20Companion.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Kingfissure Worm Companion.png" @@ -27861,6 +28906,17 @@ "dexterity", "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Kobold%20Artifex.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Kobold Artifex.png" @@ -28083,6 +29139,17 @@ "savingThrowForced": [ "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Kobold%20Legionary.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Kobold Legionary.png" @@ -28200,6 +29267,17 @@ "miscTags": [ "MW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Kobold%20Signifer.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Kobold Signifer.png" @@ -28386,6 +29464,17 @@ "MW", "RW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Kobold%20Veles.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Kobold Veles.png" @@ -28509,6 +29598,17 @@ "conditionInflict": [ "restrained" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Kobold%20Venator.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Kobold Venator.png" @@ -28628,6 +29728,17 @@ "savingThrowForced": [ "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Shieldscale%20Drangolin.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Shieldscale Drangolin.png" @@ -29082,6 +30193,17 @@ "savingThrowForced": [ "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Lightbender%20Companion.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/monsterToken/Lightbender Companion.webp" @@ -29424,6 +30546,17 @@ "MW", "RCH" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Lizardfolk%20Scaletooth.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Lizardfolk Scaletooth.png" @@ -29577,6 +30710,17 @@ "savingThrowForced": [ "constitution" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Lizardfolk%20Terrorsaur.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Lizardfolk Terrorsaur.png" @@ -29683,6 +30827,17 @@ "constitution", "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Lizardfolk%20Hunter.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Lizardfolk Hunter.png" @@ -29810,6 +30965,17 @@ "constitution", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Manticore.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Manticore.png" @@ -29921,6 +31087,17 @@ "constitution", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Manticore.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Manticore Companion.png" @@ -30055,6 +31232,17 @@ "savingThrowForced": [ "constitution" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Medusa.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Medusa.png" @@ -30360,6 +31548,17 @@ "constitution", "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Medusa%20Headstrong.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Medusa Headstrong.png" @@ -30487,6 +31686,17 @@ "MW", "RCH" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Mimic.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Mimic.png" @@ -30702,6 +31912,17 @@ "dexterity", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Mimic%20Companion.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Mimic Companion.png" @@ -30824,6 +32045,17 @@ "savingThrowForced": [ "constitution" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Minotaur.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Minotaur.png" @@ -30908,6 +32140,17 @@ "miscTags": [ "MW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Minotaur%20Lackey.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Minotaur Lackey.png" @@ -31316,6 +32559,17 @@ "MW", "MLW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Ogre%20Basher.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Ogre Basher.png" @@ -31690,6 +32944,17 @@ "strength", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Ithu'rath.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Ithu'rath.png" @@ -31792,6 +33057,17 @@ "THW", "MLW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Orc%20Blitzer.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Orc Blitzer.png" @@ -32013,6 +33289,17 @@ "savingThrowForced": [ "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Orc%20Conduit.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Orc Conduit.png" @@ -32323,6 +33610,17 @@ "savingThrowForced": [ "constitution" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Orc%20Garroter.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Orc Garroter.png" @@ -32433,6 +33731,17 @@ "damageTags": [ "T" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Orc%20Godcaller.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Orc Godcaller.png" @@ -32543,6 +33852,17 @@ "THW", "MLW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Orc%20Rampart.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Orc Rampart.png" @@ -32880,6 +34200,17 @@ "savingThrowForced": [ "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Scyza.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Scyza.png" @@ -33051,6 +34382,17 @@ "savingThrowForced": [ "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Dohma%20Raskovar.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Dohma Raskovar.png" @@ -33152,6 +34494,17 @@ "MW", "MLW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Orc%20Blacksmith.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Orc Blacksmith.png" @@ -33255,6 +34608,17 @@ "dexterity", "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Mohler%20Companion.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Mohler Companion.png" @@ -33413,6 +34777,17 @@ "savingThrowForced": [ "constitution" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Otyugh.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Otyugh.png" @@ -33509,6 +34884,17 @@ "MW", "RW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Otyugh.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Otyugh Dregsbelcher.png" @@ -33627,6 +35013,17 @@ "constitution", "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Otyugh.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Otyugh Companion.png" @@ -34058,6 +35455,17 @@ "strength", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Xorannox.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/monsterToken/Xorannox.webp" @@ -34186,6 +35594,17 @@ "dexterity", "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Owlbear.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Owlbear.png" @@ -34302,6 +35721,17 @@ "dexterity", "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Owlbear.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Owlbear Companion.png" @@ -34430,6 +35860,17 @@ "savingThrowForced": [ "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Shambling%20Mound.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Shambling Mound.png" @@ -34642,6 +36083,17 @@ "blinded", "poisoned" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Shambling%20Mound.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Shambling Mound Companion.png" @@ -34726,6 +36178,17 @@ "constitution" ], "cr": "1/8", + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Stirge.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Stirge.png" @@ -34810,6 +36273,17 @@ "MW", "RW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Stirge.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Stirge Broodling.png" @@ -34905,6 +36379,17 @@ "conditionInflict": [ "poisoned" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Stirge.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Stirge Companion.png" @@ -35146,6 +36631,17 @@ "constitution", "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Time%20Raider%20Armiger.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Time Raider Armiger.png" @@ -35289,6 +36785,17 @@ "savingThrowForced": [ "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Time%20Raider%20Nemesis.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Time Raider Nemesis.png" @@ -35425,6 +36932,17 @@ "B", "Y" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Time%20Raider%20Vertex.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Time Raider Vertex.png" @@ -35542,6 +37060,17 @@ "savingThrowForced": [ "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Time%20Raider%20Freebooter.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Time Raider Freebooter.png" @@ -36254,6 +37783,17 @@ ], "cr": "26", "foundryTokenScale": 2, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Kraken.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Kraken.png" @@ -36400,6 +37940,17 @@ "savingThrowForced": [ "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Treant.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Treant.png" @@ -36734,6 +38285,17 @@ "savingThrowForced": [ "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Troll.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Troll.png" @@ -37027,6 +38589,17 @@ "conditionInflict": [ "frightened" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Shade.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Shade.png" @@ -37425,6 +38998,17 @@ "constitution", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Wraith.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Wraith.png" @@ -37632,6 +39216,17 @@ "dexterity" ], "cr": "9", + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Kiona%20the%20Dread%20Lord.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Kiona the Dread Lord.png" @@ -37937,6 +39532,17 @@ "MW", "RW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Decrepit%20Skeleton.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Decrepit Skeleton.png" @@ -38040,6 +39646,17 @@ "conditionInflict": [ "dazed|FleeMortals" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Ghoul.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Ghoul.png" @@ -38337,6 +39954,17 @@ "miscTags": [ "MW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Rotting%20Zombie.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/monsterToken/Rotting Zombie.webp" @@ -38737,6 +40365,17 @@ "miscTags": [ "MW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Zombie.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Zombie.png" @@ -38850,6 +40489,17 @@ "miscTags": [ "MLW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Wight%20Deathguard.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Wight Deathguard.png" @@ -38968,6 +40618,17 @@ "savingThrowForced": [ "constitution" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Crawling%20Claw%20Companion.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Crawling Claw Companion.png" @@ -39479,6 +41140,17 @@ "strength", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/High%20Mage%20Vairae.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/High Mage Vairae.png" @@ -39765,6 +41437,17 @@ "constitution", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Flesh%20Mournling.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Flesh Mournling.png" @@ -39891,6 +41574,17 @@ "savingThrowForced": [ "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Mummy.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Mummy.png" @@ -40161,6 +41855,17 @@ "strength", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Ashyra.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Ashyra.png" @@ -40811,6 +42516,17 @@ "savingThrowForcedSpell": [ "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Count%20Rhodar%20von%20Glauer.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Count Rhodar von Glauer.png" @@ -41074,6 +42790,17 @@ "savingThrowForced": [ "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Multivok%20Bodyguard.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Multivok Bodyguard.png" @@ -41219,6 +42946,17 @@ "MW", "RCH" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Multivok%20Chief.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Multivok Chief.png" @@ -41373,6 +43111,17 @@ "savingThrowForced": [ "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Servok%20Builder.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Servok Builder.png" @@ -41541,6 +43290,17 @@ "savingThrowForced": [ "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Servok%20War%20Engine.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Servok War Engine.png" @@ -41686,6 +43446,17 @@ "savingThrowForced": [ "intelligence" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Voiceless%20Talker.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Voiceless Talker.png" @@ -42040,6 +43811,17 @@ "strength", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Hulking%20Brain.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Hulking Brain.png" @@ -42454,6 +44236,17 @@ "intelligence", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Lord%20Syuul.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Lord Syuul.png" @@ -42568,6 +44361,17 @@ "strength", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Voiceless%20Talker%20Operative.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Voiceless Talker Operative.png" @@ -42689,6 +44493,17 @@ "constitution", "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Wyvern.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Wyvern.png" @@ -42801,6 +44616,17 @@ "dexterity", "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Wyvern.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Wyvern Companion.png" @@ -42969,6 +44795,17 @@ "savingThrowForced": [ "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Servok%20Miner.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Servok Miner.png" @@ -43112,6 +44949,17 @@ "dexterity", "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Fossil%20Cryptic.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Fossil Cryptic.png" @@ -43260,6 +45108,17 @@ "savingThrowForced": [ "constitution" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Koptourok.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Koptourok.png" @@ -43375,6 +45234,17 @@ "savingThrowForced": [ "constitution" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Lamasombra.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Lamasombra.png" @@ -43472,6 +45342,17 @@ "conditionInflict": [ "exhaustion" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Yumgrub.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Yumgrub.png" @@ -43638,6 +45519,17 @@ "savingThrowForced": [ "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Bonestalker.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Bonestalker.png" @@ -43780,6 +45672,17 @@ "strength", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Dancing%20Lady.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Dancing Lady.png" @@ -43937,6 +45840,17 @@ "constitution", "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Empyrean%20Stag.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Empyrean Stag.png" @@ -44051,6 +45965,17 @@ "savingThrowForced": [ "constitution" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Rotbeast.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Rotbeast.png" @@ -44148,6 +46073,17 @@ "savingThrowForced": [ "constitution" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Rotbeast.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Rotbeast Companion.png" @@ -44279,6 +46215,17 @@ "constitution", "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Ashen%20Hoarder.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/monsterToken/Ashen Hoarder.webp" @@ -44545,6 +46492,17 @@ "savingThrowForced": [ "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Haunt.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Haunt.png" @@ -44644,6 +46602,17 @@ "savingThrowForced": [ "constitution" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Lightthief.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Lightthief.png" @@ -44927,6 +46896,17 @@ "dexterity", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Ankheg.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Ankheg.png" @@ -45074,6 +47054,17 @@ "constitution", "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Bredbeddle.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Bredbeddle.png" @@ -45213,6 +47204,17 @@ "strength", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Weeping%20Willow.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Weeping Willow.png" @@ -45355,6 +47357,17 @@ "AOE", "MW" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Flintmoth%20Swarm.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Flintmoth Swarm.png" @@ -45834,6 +47847,17 @@ "savingThrowForced": [ "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Arcane%20Amalgam.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Arcane Amalgam.png" @@ -45943,6 +47967,17 @@ "savingThrowForced": [ "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Stoneback%20Isopod.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Stoneback Isopod.png" @@ -46085,6 +48120,17 @@ "constitution", "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Valochera.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Valochera.png" @@ -46208,6 +48254,17 @@ "savingThrowForced": [ "strength" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Stoneback%20Isopod.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Stoneback Isopod Companion.png" @@ -46609,6 +48666,17 @@ "constitution", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Rot%20Angel.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Rot Angel.png" @@ -46780,6 +48848,17 @@ "strength", "wisdom" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Swamp%20Dryad.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Swamp Dryad.png" @@ -46919,6 +48998,17 @@ "savingThrowForced": [ "intelligence" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Deep%20Dreamer.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Deep Dreamer.png" @@ -47065,6 +49155,17 @@ "savingThrowForced": [ "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Gem%20Jelly.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Gem Jelly.png" @@ -47151,6 +49252,17 @@ "savingThrowForced": [ "constitution" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Leyleech.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Leyleech.png" @@ -47275,6 +49387,17 @@ "conditionInflict": [ "restrained" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Marvorok.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Marvorok.png" @@ -47396,6 +49519,17 @@ "savingThrowForced": [ "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Gem%20Jelly.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Gem Jelly Companion.png" @@ -47500,6 +49634,17 @@ "constitution", "dexterity" ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Leyleech.webp" + } + } + ] + }, "tokenHref": { "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Leyleech Companion.png" From 1c5bb2d3d1dcd2cea8ec6213167d86919764a277 Mon Sep 17 00:00:00 2001 From: "Lyra [he/him]" <52298102+revilowaldow@users.noreply.github.com> Date: Sun, 24 Nov 2024 22:44:03 +0000 Subject: [PATCH 05/40] fix(Ar2): Image path typo (#2294) --- book/MCDM Productions; Arcadia Issue 2.json | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/book/MCDM Productions; Arcadia Issue 2.json b/book/MCDM Productions; Arcadia Issue 2.json index 441cd35da..566310b02 100644 --- a/book/MCDM Productions; Arcadia Issue 2.json +++ b/book/MCDM Productions; Arcadia Issue 2.json @@ -19581,11 +19581,11 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar2/00073.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar2/00084.webp" }, "credit": "Grace Cheung", - "width": 1495, - "height": 1414 + "width": 1422, + "height": 1668 }, { "type": "statblock", From ab53e1ac2fde34badfca6596f74377cf1419ac8f Mon Sep 17 00:00:00 2001 From: TheGiddyLimit Date: Sun, 24 Nov 2024 22:48:12 +0000 Subject: [PATCH 06/40] chore: clean --- _generated/index-props.json | 2 +- .../MCDM Productions; Flee, Mortals!.json | 390 +++++++++--------- 2 files changed, 196 insertions(+), 196 deletions(-) diff --git a/_generated/index-props.json b/_generated/index-props.json index 41a4e04b0..ddd2d0c7c 100644 --- a/_generated/index-props.json +++ b/_generated/index-props.json @@ -1 +1 @@ -{"action":{"action/Sample - Giddy; Extinguish.json":"action","book/MCDM Productions; Arcadia Issue 1.json":"book","book/MCDM Productions; Arcadia Issue 27.json":"book","class/Dusk Zargoth; Barbarian Rework.json":"class","class/Dusk Zargoth; Fighter Rework.json":"class","class/Dusk Zargoth; Monk Rework.json":"class","class/Dusk Zargoth; Rogue Rework.json":"class","class/Giffyglyph; Class Compendium.json":"class","class/MCDM Productions; The Talent and Psionics.json":"class","collection/Aeron Drake; Modern Handbook.json":"collection","collection/badooga; Martial Power.json":"collection","collection/hafdon; zorq.json":"collection","collection/KibblesTasty; Kibbles' Crafting Guide.json":"collection","collection/Kobold Press; Tome of Heroes.json":"collection","collection/Normiespy96; Master Strikes.json":"collection","collection/Rsquared; Martial Prowess.json":"collection","collection/SilentSoren; 5th Edition D&D x Final Fantasy XIV - Classes and Races Compendium.json":"collection","optionalfeature/Damian Steele; Exploits.json":"optionalfeature","variantrule/Modnar; Modnars Mission Mandates.json":"variantrule"},"item":{"adventure/Adult Swim; Tigtone & The Never-Stopping Prophecy.json":"adventure","adventure/Adventures Await; The Curse of Dusk Hollow.json":"adventure","adventure/Adventures Await; The Fangs of Zengar.json":"adventure","adventure/arcanist; The Delian Tomb.json":"adventure","adventure/Arcanum Worlds; Odyssey of the Dragonlords.json":"adventure","adventure/D&D Duet; Second Glance.json":"adventure","adventure/D&D Duet; Third Times the Charm.json":"adventure","adventure/DMDave; Assault on Quabus.json":"adventure","adventure/Eventyr Games; Kraken's Gamble.json":"adventure","adventure/Eventyr Games; The Flying Misfortune.json":"adventure","adventure/JVC Parry; Call from the Deep.json":"adventure","adventure/Kobold Press; Book of Lairs.json":"adventure","adventure/Kobold Press; Scarlet 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Gathering; Elementals' Path.json":"deck","deck/WotC; Keys from the Golden Vault - Calling Cards.json":"deck","deck/Wyrmwood; Corrupted Tarot.json":"deck"},"foundryFeat":{"collection/Nedrapter; Nedrapter's Expanded Dangers.json":"collection"},"trapFluff":{"creature/Paizo; Pathfinder - Kingmaker Bestiary (5e).json":"creature"},"facility":{"facility/Sample - Giddy; Roving Junkpile.json":"facility"},"foundrySpell":{"spell/Sample - Giddy; The Uninspired Guide to Wizardry.json":"spell"}} \ No newline at end of file diff --git a/creature/MCDM Productions; Flee, Mortals!.json b/creature/MCDM Productions; Flee, Mortals!.json index 1cc7fa606..14cbdecc7 100644 --- a/creature/MCDM Productions; Flee, Mortals!.json +++ b/creature/MCDM Productions; Flee, Mortals!.json @@ -8768,7 +8768,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Angulotl%20Blade.webp" + "url": 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"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Gnoll%20Marauder.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Gnoll%20Marauder.webp" } } ] @@ -21533,7 +21533,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Abyssal%20Hyena.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Abyssal%20Hyena.webp" } } ] @@ -21701,7 +21701,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Tusker%20Demon.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Tusker%20Demon.webp" } } ] @@ -22148,7 +22148,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Goblin%20Cursespitter.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Goblin%20Cursespitter.webp" } } ] @@ -22262,7 +22262,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Goblin%20Lackey.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Goblin%20Lackey.webp" } } ] @@ -22387,7 +22387,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Goblin%20Sniper.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Goblin%20Sniper.webp" } } ] @@ -22513,7 +22513,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Goblin%20Spinecleaver.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Goblin%20Spinecleaver.webp" } } ] @@ -22837,7 +22837,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Skitterling.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Skitterling.webp" } } ] @@ -23072,7 +23072,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/War%20Spider.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/War%20Spider.webp" } } ] @@ -23353,7 +23353,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Goblin%20Sneak.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Goblin%20Sneak.webp" } } ] @@ -23552,7 +23552,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Worg%20Companion.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Worg%20Companion.webp" } } ] @@ -23677,7 +23677,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Griffon.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Griffon.webp" } } ] @@ -23962,7 +23962,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Green%20Hag.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Green%20Hag.webp" } } ] @@ -24167,7 +24167,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Night%20Hag.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Night%20Hag.webp" } } ] @@ -24348,7 +24348,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Sea%20Hag.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Sea%20Hag.webp" } } ] @@ -24712,7 +24712,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Sea%20Hag%20Apprentice.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Sea%20Hag%20Apprentice.webp" } } ] @@ -24840,7 +24840,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Harpy.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Harpy.webp" } } ] @@ -25186,7 +25186,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Hellhound.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Hellhound.webp" } } ] @@ -25404,7 +25404,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Hellhound.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Hellhound.webp" } } ] @@ -25653,7 +25653,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Hobgoblin%20Death%20Captain.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Hobgoblin%20Death%20Captain.webp" } } ] @@ -26138,7 +26138,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Hobgoblin%20Smokebinder.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Hobgoblin%20Smokebinder.webp" } } ] @@ -26261,7 +26261,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Hobgoblin%20Trooper.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Hobgoblin%20Trooper.webp" } } ] @@ -26393,7 +26393,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Hobgoblin%20War%20Mage.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Hobgoblin%20War%20Mage.webp" } } ] @@ -26507,7 +26507,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Grilp.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Grilp.webp" } } ] @@ -26687,7 +26687,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Slaughter%20Demon.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Slaughter%20Demon.webp" } } ] @@ -26865,7 +26865,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Bloodlord%20Varrox.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Bloodlord%20Varrox.webp" } } ] @@ -27078,7 +27078,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Human%20Apprentice%20Mage.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Human%20Apprentice%20Mage.webp" } } ] @@ -27203,7 +27203,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Human%20Brawler.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Human%20Brawler.webp" } } ] @@ -27412,7 +27412,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Human%20Death%20Cultist.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Human%20Death%20Cultist.webp" } } ] @@ -27639,7 +27639,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Human%20Knave.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Human%20Knave.webp" } } ] @@ -27766,7 +27766,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Human%20Raider.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Human%20Raider.webp" } } ] @@ -28011,7 +28011,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Human%20Storm%20Wizard.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Human%20Storm%20Wizard.webp" } } ] @@ -28118,7 +28118,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Human%20Trickshot.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Human%20Trickshot.webp" } } ] @@ -28549,7 +28549,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Kingfissure%20Worm.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Kingfissure%20Worm.webp" } } ] @@ -28672,7 +28672,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Kingfissure%20Worm%20Companion.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Kingfissure%20Worm%20Companion.webp" } } ] @@ -28912,7 +28912,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Kobold%20Artifex.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Kobold%20Artifex.webp" } } ] @@ -29145,7 +29145,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Kobold%20Legionary.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Kobold%20Legionary.webp" } } ] @@ -29273,7 +29273,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Kobold%20Signifer.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Kobold%20Signifer.webp" } } ] @@ -29470,7 +29470,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Kobold%20Veles.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Kobold%20Veles.webp" } } ] @@ -29604,7 +29604,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Kobold%20Venator.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Kobold%20Venator.webp" } } ] @@ -29734,7 +29734,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Shieldscale%20Drangolin.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Shieldscale%20Drangolin.webp" } } ] @@ -30199,7 +30199,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Lightbender%20Companion.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Lightbender%20Companion.webp" } } ] @@ -30552,7 +30552,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Lizardfolk%20Scaletooth.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Lizardfolk%20Scaletooth.webp" } } ] @@ -30716,7 +30716,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Lizardfolk%20Terrorsaur.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Lizardfolk%20Terrorsaur.webp" } } ] @@ -30833,7 +30833,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Lizardfolk%20Hunter.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Lizardfolk%20Hunter.webp" } } ] @@ -30971,7 +30971,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Manticore.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Manticore.webp" } } ] @@ -31093,7 +31093,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Manticore.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Manticore.webp" } } ] @@ -31238,7 +31238,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Medusa.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Medusa.webp" } } ] @@ -31554,7 +31554,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Medusa%20Headstrong.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Medusa%20Headstrong.webp" } } ] @@ -31692,7 +31692,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Mimic.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Mimic.webp" } } ] @@ -31918,7 +31918,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Mimic%20Companion.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Mimic%20Companion.webp" } } ] @@ -32051,7 +32051,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Minotaur.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Minotaur.webp" } } ] @@ -32146,7 +32146,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Minotaur%20Lackey.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Minotaur%20Lackey.webp" } } ] @@ -32565,7 +32565,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Ogre%20Basher.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Ogre%20Basher.webp" } } ] @@ -32950,7 +32950,7 @@ "type": "image", "href": { "type": "external", - "url": 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"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Time%20Raider%20Freebooter.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Time%20Raider%20Freebooter.webp" } } ] @@ -37789,7 +37789,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Kraken.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Kraken.webp" } } ] @@ -37946,7 +37946,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Treant.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Treant.webp" } } ] @@ -38291,7 +38291,7 @@ "type": "image", "href": { "type": "external", - "url": 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"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Crawling%20Claw%20Companion.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Crawling%20Claw%20Companion.webp" } } ] @@ -41146,7 +41146,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/High%20Mage%20Vairae.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/High%20Mage%20Vairae.webp" } } ] @@ -41443,7 +41443,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Flesh%20Mournling.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Flesh%20Mournling.webp" } } ] @@ -41580,7 +41580,7 @@ "type": "image", "href": { "type": "external", - "url": 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"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Multivok%20Bodyguard.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Multivok%20Bodyguard.webp" } } ] @@ -42952,7 +42952,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Multivok%20Chief.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Multivok%20Chief.webp" } } ] @@ -43117,7 +43117,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Servok%20Builder.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Servok%20Builder.webp" } } ] @@ -43296,7 +43296,7 @@ "type": "image", "href": { "type": "external", - "url": 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"https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Lord%20Syuul.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Lord%20Syuul.webp" } } ] @@ -44367,7 +44367,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Voiceless%20Talker%20Operative.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Voiceless%20Talker%20Operative.webp" } } ] @@ -44499,7 +44499,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Wyvern.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Wyvern.webp" } } ] @@ -44622,7 +44622,7 @@ "type": "image", "href": { "type": "external", - "url": 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timestamp/index --- _generated/index-timestamps.json | 2 +- book/MCDM Productions; Arcadia Issue 2.json | 4 ++-- book/MCDM Productions; Arcadia Issue 5.json | 4 ++-- class/LaserLlama; Alternate Blood Hunter.json | 4 ++-- class/LaserLlama; Alternate Warlock.json | 4 ++-- class/LaserLlama; Magus Class.json | 4 ++-- collection/MCDM Productions; Where Evil Lives.json | 4 ++-- creature/MCDM Productions; Flee, Mortals!.json | 4 ++-- 8 files changed, 15 insertions(+), 15 deletions(-) diff --git a/_generated/index-timestamps.json b/_generated/index-timestamps.json index c81cef5de..270b3b66b 100644 --- a/_generated/index-timestamps.json +++ b/_generated/index-timestamps.json @@ -1 +1 @@ -{"action/Sample - Giddy; Extinguish.json":{"a":0,"m":1731886430},"adventure/Adult Swim; Tigtone & The Never-Stopping Prophecy.json":{"a":1706971134,"m":1731886430,"p":1604361600},"adventure/Adventurers League; DDEX1-01 - Defiance in Phlan.json":{"a":1558867830,"m":1729630006},"adventure/Adventurers League; 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Stealth Rules.json":{"a":1537874753,"m":1729630006},"variantrule/Modnar; Modnars Mission Mandates.json":{"a":0,"m":1729630006},"variantrule/Pwines; Aerial Combat.json":{"a":1537874753,"m":1729630006},"variantrule/RedCeramicFryPan; Staff Creation Rules.json":{"a":1537874753,"m":1729630006},"variantrule/Rhinemann; Group Spellcasting.json":{"a":1616954142,"m":1729630006},"variantrule/Sample - Giddy; Houserules.json":{"a":0,"m":1731886430},"variantrule/VaranSL; Brewer's Supplies.json":{"a":1630940312,"m":1729630006},"variantrule/Web Community; Community Homebrew Variant Rules.json":{"a":1604252046,"m":1729630006},"vehicle/Sample - Giddy; Coracle.json":{"a":0,"m":1731886430}} \ No newline at end of file diff --git a/book/MCDM Productions; Arcadia Issue 2.json b/book/MCDM Productions; Arcadia Issue 2.json index 566310b02..c6a72b235 100644 --- a/book/MCDM Productions; Arcadia Issue 2.json +++ b/book/MCDM Productions; Arcadia Issue 2.json @@ -32,8 +32,8 @@ "edition": "classic", "status": "ready", "dateAdded": 1615457594, - "dateLastModified": 1731886430, - "_dateLastModifiedHash": "be825d8d0f" + "dateLastModified": 1732488243, + "_dateLastModifiedHash": "cf4d04c7cc" }, "subclass": [ { diff --git a/book/MCDM Productions; Arcadia Issue 5.json b/book/MCDM Productions; Arcadia Issue 5.json index ff680ee59..8e6c6604f 100644 --- a/book/MCDM Productions; Arcadia Issue 5.json +++ b/book/MCDM Productions; Arcadia Issue 5.json @@ -28,8 +28,8 @@ "edition": "classic", "status": "ready", "dateAdded": 1626427893, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "bfef9ed3fe" + "dateLastModified": 1732488047, + "_dateLastModifiedHash": "58fac1ca52" }, "subclass": [ { diff --git a/class/LaserLlama; Alternate Blood Hunter.json b/class/LaserLlama; Alternate Blood Hunter.json index 792eb3bdb..17220f1bf 100644 --- a/class/LaserLlama; Alternate Blood Hunter.json +++ b/class/LaserLlama; Alternate Blood Hunter.json @@ -30,8 +30,8 @@ ] }, "dateAdded": 1657295680, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "c60db572df", + "dateLastModified": 1732487823, + "_dateLastModifiedHash": "93d33c50a3", "edition": "classic" }, "class": [ diff --git a/class/LaserLlama; Alternate Warlock.json b/class/LaserLlama; Alternate Warlock.json index dec5b1c90..05090df12 100644 --- a/class/LaserLlama; Alternate Warlock.json +++ b/class/LaserLlama; Alternate Warlock.json @@ -31,8 +31,8 @@ "LL:PF": "Pact Focus" }, "dateAdded": 1658237901, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "745a23ec89", + "dateLastModified": 1732487823, + "_dateLastModifiedHash": "c90213216a", "edition": "classic" }, "class": [ diff --git a/class/LaserLlama; Magus Class.json b/class/LaserLlama; Magus Class.json index 9de52e8aa..e600588e1 100644 --- a/class/LaserLlama; Magus Class.json +++ b/class/LaserLlama; Magus Class.json @@ -44,8 +44,8 @@ ] }, "dateAdded": 1647980495, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "c521bba0b8", + "dateLastModified": 1732487823, + "_dateLastModifiedHash": "1dfece0fca", "edition": "classic" }, "class": [ diff --git a/collection/MCDM Productions; Where Evil Lives.json b/collection/MCDM Productions; Where Evil Lives.json index 6ca02df39..b804d5e3a 100644 --- a/collection/MCDM Productions; Where Evil Lives.json +++ b/collection/MCDM Productions; Where Evil Lives.json @@ -18,7 +18,7 @@ } ], "dateAdded": 1695240316, - "dateLastModified": 1729630006, + "dateLastModified": 1732306763, "dependencies": { "monster": [ "FleeMortals" @@ -31,7 +31,7 @@ "MCDM:EM": "Enucleator Modification", "MCDM:PP": "Psionic Power" }, - "_dateLastModifiedHash": "729ff98707", + "_dateLastModifiedHash": "56e76daee2", "status": "ready", "edition": "classic" }, diff --git a/creature/MCDM Productions; Flee, Mortals!.json b/creature/MCDM Productions; Flee, Mortals!.json index 14cbdecc7..7561a538b 100644 --- a/creature/MCDM Productions; Flee, Mortals!.json +++ b/creature/MCDM Productions; Flee, Mortals!.json @@ -64,8 +64,8 @@ }, "status": "ready", "dateAdded": 1692310105, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "e532ee6356", + "dateLastModified": 1732488492, + "_dateLastModifiedHash": "9eb47c9788", "edition": "classic" }, "book": [ From db3c8ef6a143eb87e62ae21902ee4ac4f337c6f3 Mon Sep 17 00:00:00 2001 From: unknown117343 <174966515+unknown117343@users.noreply.github.com> Date: Mon, 25 Nov 2024 15:45:26 -0600 Subject: [PATCH 08/40] Flee Mortals Updates (#2296) --- .../MCDM Productions; Flee, Mortals!.json | 143 ++++++++++++++++-- 1 file changed, 132 insertions(+), 11 deletions(-) diff --git a/creature/MCDM Productions; Flee, Mortals!.json b/creature/MCDM Productions; Flee, Mortals!.json index 03a116cac..bb93ec826 100644 --- a/creature/MCDM Productions; Flee, Mortals!.json +++ b/creature/MCDM Productions; Flee, Mortals!.json @@ -10942,7 +10942,18 @@ ], "miscTags": [ "MW" - ] + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Swarm%20of%20Spiders.webp" + } + } + ] + } }, { "name": "Wildcat", @@ -19455,7 +19466,18 @@ "savingThrowForced": [ "constitution", "dexterity" - ] + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Zenith%20Aastrika.webp" + } + } + ] + } }, { "name": "Frost Giant Storm Hurler", @@ -37319,7 +37341,18 @@ "dexterity", "strength", "wisdom" - ] + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Goxomoc.webp" + } + } + ] + } }, { "name": "Xogomoc", @@ -56406,7 +56439,18 @@ "Attuning to this pendant extends its curse to you. Until the curse is broken with a remove curse spell or similar magic, you can't take it off, and your creature type is Undead instead of your normal type." ] } - ] + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Items/Pendant%20of%20Grave%20Regeneration.webp" + } + } + ] + } }, { "name": "Tome of the Ethereal", @@ -56456,7 +56500,18 @@ "entries": [ "You can throw this inedible fruit at a point you can see within 60 feet of you, causing it to explode and release a cloud of noxious gas in a 10-foot-radius sphere centered on that point. The cloud spreads around corners and lingers for 1 minute. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.", "The cloud's area is {@quickref Vision and Light||2||lightly obscured}, and when a creature enters it for the first time on a turn or starts their turn there, they must make a DC 13 Constitution saving throw. On a failed save, a creature takes 14 ({@damage 4d6}) poison damage and is {@condition poisoned} for 1 minute (save ends at end of turn). While {@condition poisoned} in this way, a creature's speed is halved. On a successful save, a creature takes half as much damage and suffers no other effect." - ] + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Items/Poison%20Popper.webp" + } + } + ] + } }, { "name": "Iron Ring", @@ -56501,7 +56556,18 @@ "While you hold the maul, you can use an action to change the appearance of its head, choosing its shape and color." ] } - ] + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Items/Star%20of%20Iron.webp" + } + } + ] + } }, { "name": "Eye of Sunrise", @@ -56513,7 +56579,18 @@ "entries": [ "A crimson gemstone glitters on the back of this black iron gauntlet. While wearing the gauntlet, you can use a bonus action to cause the stone to shed bright red light in a 10-foot radius and {@quickref Vision and Light||2||dim light} for an additional 10 feet. You can use another bonus action to extinguish the light.", "Additionally, you can use an action to raise the gauntlet and emit a fiery explosion in a 30-foot cone. The explosion can be heard 300 feet away. Each creature in the area must make a DC 15 Dexterity saving throw, taking {@damage 5d6} fire damage plus {@damage 5d6} force damage on a failed save, or half as much damage on a successful one. Each structure and mundane object in the area that isn't being worn or carried takes {@damage 10d6} fire damage plus {@damage 10d6} force damage. Once this action is used, it can't be used again until the next dawn." - ] + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Items/Eye%20of%20Sunrise.webp" + } + } + ] + } }, { "name": "Waning Moon", @@ -56579,7 +56656,18 @@ "entries": [ "This rapier was forged using shattered fragments of a powerful psionic crystal and ore from a falling star. You gain a +1 bonus to attack and damage rolls made with this magic weapon.", "This rapier has 3 charges and regains all expended charges daily at dawn. When you hit a creature with an attack roll using this weapon, you can expend 1 charge to attempt to inflict a psionic wound. The target must succeed on a DC 17 Intelligence saving throw or become vulnerable to psychic damage for 1 minute (save ends at end of turn)." - ] + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Items/Mindrazor.webp" + } + } + ] + } }, { "name": "Bracers of the Spellbreaker", @@ -56707,7 +56795,18 @@ "The cloak is a sentient and cursed magic item, as described {@book above|FleeMortals|3|Magic Items|4}." ] } - ] + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Items/Visionarys%20Cloak.webp" + } + } + ] + } }, { "name": "Sun Eater's Mind", @@ -56725,7 +56824,18 @@ "While within 30 feet of a willing creature who is attuned to the Sun Eater's soul, you can use a bonus action to swap places with them. The ring can be used to swap places three times and regains all uses daily at dusk." ] } - ] + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Items/Sun%20Eaters%20Mind.webp" + } + } + ] + } }, { "name": "Sun Eater's Soul", @@ -56743,7 +56853,18 @@ "When you cast a spell that restores hit points to a creature, you can also restore that same number of hit points to a creature within 30 feet of you who is attuned to the Sun Eater's mind. The ring can be used to restore hit points three times and regains all uses daily at dusk." ] } - ] + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Items/Sun%20Eaters%20Soul.webp" + } + } + ] + } } ], "legendaryGroup": [ From 3f404d86bedf252df1c6711df6b3c505c28f58b2 Mon Sep 17 00:00:00 2001 From: TheGiddyLimit Date: Tue, 26 Nov 2024 21:40:41 +0000 Subject: [PATCH 09/40] feat(class): add The Illrigger Revised --- ...DM Productions; The Illrigger Revised.json | 5519 +++++++++++++++++ 1 file changed, 5519 insertions(+) create mode 100644 class/MCDM Productions; The Illrigger Revised.json diff --git a/class/MCDM Productions; The Illrigger Revised.json b/class/MCDM Productions; The Illrigger Revised.json new file mode 100644 index 000000000..5290bdfd6 --- /dev/null +++ b/class/MCDM Productions; The Illrigger Revised.json @@ -0,0 +1,5519 @@ +{ + "_meta": { + "sources": [ + { + "json": "IllriggerRevised", + "abbreviation": "IllR", + "full": "The Illrigger Revised", + "authors": [ + "MCDM Productions" + ], + "convertedBy": [ + "Giddy" + ], + "version": "Revised 1.0", + "partnered": true, + "url": "https://marketplace.dndbeyond.com/category/DB0000155", + "dateReleased": "2023-12-05", + "color": "933a4c" + } + ], + "internalCopies": [ + "itemFluff" + ], + "optionalFeatureTypes": { + "ItdBoon": "Interdict Boon", + "IllMastery": "Combat Mastery" + }, + "edition": "classic", + "dateAdded": 1732652987, + "dateLastModified": 1732652987 + }, + "class": [ + { + "name": "Illrigger", + "source": "IllriggerRevised", + "edition": "classic", + "hd": { + "number": 1, + "faces": 10 + }, + "proficiency": [ + "con", + "cha" + ], + "optionalfeatureProgression": [ + { + "name": "Interdict Boons", + "featureType": [ + "ItdBoon" + ], + "progression": [ + 0, + 1, + 1, + 1, + 1, + 1, + 2, + 2, + 2, + 2, + 2, + 2, + 3, + 3, + 3, + 3, + 3, + 4, + 4, + 4 + ] + }, + { 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"The Illrigger", + "source": "IllriggerRevised", + "type": "section", + "entries": [ + { + "type": "inset", + "name": "Content Warning", + "entries": [ + "This class contains a subclass called the Hellspeaker, which has themes of mental manipulation and mind control. In addition, the Sanguine Knight subclass contains effects that manipulate another creature's blood. Lastly, illriggers are typically evil-aligned characters\u2014and even those who aren't still serve evil creatures with dark agendas.", + "We recommend using the {@link MCDM Tabletop Safety Toolkit and Checklist|https://mcdm.gg/SafetyToolkit} and adjusting as needed to ensure everyone at your table is comfortable." + ] + }, + "The archdevils who rule the Seven Cities of Hell scheme endlessly. Each eternally plots to bring the others to heel\u2014to ascend to the Throne of Hell, unite the Seven Cities and every infernal being living there, and lead an inexhaustible army of devils across the timescape until all worlds burn.", + "These archdevils' elite operatives are the illriggers. Knights, assassins, mages, and terror-commandos of Hell, illriggers command the battlefield, disrupt enemy factions, and carry out their archdevil's infernal will." + ] + }, + { + "type": "entries", + "name": "The Order of Desolation", + "entries": [ + "Millennia ago, the rulers of Hell did something remarkable: they cooperated. Together, they created the Order of Desolation\u2014knights sworn to serve Hell first, their patron archdevil second.", + "Those accepted into the Order of Desolation become comrades with every other illrigger, regardless of which archdevil they serve. Each archdevil has grand temples, underground fanes, secret societies, and sinister cults, all with leaders fanatically devoted to the archdevil who grants them their power. But the Order of Desolation stands above the petty political squabbles dividing the Seven Cities.", + "Members of the Order of Desolation, also known as the Desolate, are expected to be intelligent, resourceful, tactical, and manipulative. The order was founded to give the archdevils capable agents who could act independently across the timescape, free from the direct control of their patron.", + "An illrigger has many powerful abilities granted by their archdevil, but more precious is their patron's trust. Each illrigger is expected to sow discord, pain, strife, deceit, and fear without instruction or supervision. It's not unusual, therefore, for a Desolate to first rely on other order members\u2014regardless of which archdevil they serve\u2014before turning to an institution devoted to their own archdevil." + ] + }, + { + "type": "inset", + "name": "A Versatile Spellcaster", + "entries": [ + "During this class's development, we wanted to merge the visions of our development team, playtesters, and the MCDM audience on what the Architect of Ruin should be. As a result, we revised this subclass many (many) times. At one point in testing, the subclass had the Pact {@action Magic|XPHB} feature; this felt fun and thematic to some, but limiting and frustrating to others. We tried out several versions of the Spellcasting feature\u2014a less-than-third caster, a third-caster, and even a half-caster! Many players wanted a sneaky illusionist with out-of-combat utility, while others wanted a gish with spells to empower combat.", + "We learned that half-casting made the subclass too complex, while Pact {@action Magic|XPHB} was too limiting. After much iteration, trial, error, and oh-so-many playtests, we settled on the final Architect of Ruin design. This third-caster illrigger provides enough spells to create options without being overwhelming, and it gives the subclass exactly what we wanted: flexibility.", + "No subclass is a perfect fit for every character, but that's why we offer so many of them! Manipulators and charmers can turn to the Hellspeaker, assassins can turn to the Shadowmaster, and so forth. Meanwhile, the Architect of Ruin is intended to make way for multiple play styles and support those who want a lot of options. 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Once on your turn, you can place a magical seal on a creature within 30 feet of you. You can either place this seal when you hit that target with a weapon attack (no action required), or you can use a bonus action to place this seal on a target you can see within range. This seal lasts for 1 minute or until burned (see \"Burning Seals\" below). A creature with one or more of your seals is referred to as an interdicted creature. Seals you place are {@condition invisible} to other creatures, and when you can see an interdicted creature, the seals appear to you as glowing glyphs on the creature's body.", + "You can only place a limited number of seals before resting, and you regain all seals when you finish a short or long rest. The number of seals you can place increases as you gain illrigger levels, as indicated in the Seals column of the Illrigger table.", + "If an interdicted creature dies, you can use a bonus action on your turn to move all seals placed on them to a new creature you can see within 30 feet of them. Each seal's duration continues to elapse when an interdicted creature dies and when that seal is moved to a new creature.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Burning Seals", + "entries": [ + "When an interdicted creature you can see within 30 feet of you takes damage from any source other than a seal burned by an illrigger, you can burn any number of seals you placed on them to deal {@damage 1d6} fire or necrotic damage (your choice) to that creature per seal burned. You deal this damage immediately after the triggering damage. Burning a seal doesn't require an action from you, but you can't do so while {@condition incapacitated}. Once a seal is burned, it immediately vanishes.", + "Once you reach 5th level in this class, your connection to your archdevil strengthens. Each burned seal deals an extra {@damage 1d6} damage, for a total of {@dice 2d6}. The damage of each seal increases again by {@dice 1d6} when you reach 11th level (for a total of {@dice 3d6}) and 20th level (for a total of {@dice 4d6}) in this class, as indicated in the Seal Damage column of the Illrigger table." + ] + }, + { + "type": "entries", + "name": "Interdict Save", + "entries": [ + "Class features you gain later can add additional effects to your Baleful Interdict and require your target to make a saving throw to resist them. The saving throw DC for these effects uses your interdict save DC, which is calculated as follows:", + { + "type": "abilityDc", + "name": "Interdict", + "attributes": [ + "cha" + ] + } + ] + } + ] + } + ] + }, + { + "name": "Forked Tongue", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "level": 1, + "entries": [ + "You can instinctively speak, read, and write Infernal.", + "In addition, you can speak two other languages of your choice, but you can't read or write them. When you finish a long rest, you can draw on your archdevil's knowledge to replace one of these two languages. When you do, choose another language whose name you know; you magically forget the previous language and gain this new one instead. Once you replace a language in this way, you must finish a long rest before you can do so again.", + "Starting at 9th level, this feature grants you another language, for a total of three (in addition to Infernal). Furthermore, you gain advantage on Wisdom ({@skill Insight}) checks made to ascertain the intentions or sincerity of creatures." + ] + }, + { + "name": "Combat Mastery", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "level": 2, + "entries": [ + "Your archdevil grants you uncanny skill in a certain form of combat. Choose one of the following {@filter illrigger combat masteries|optionalfeatures|feature type=IllMastery}.", + { + "type": "options", + "count": 1, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Bravado|IllriggerRevised" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Brutal|IllriggerRevised" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Inexorable|IllriggerRevised" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Lies|IllriggerRevised" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Lissome|IllriggerRevised" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Unfettered|IllriggerRevised" + } + ] + } + ] + }, + { + "name": "Interdict Boons", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "level": 2, + "entries": [ + "The interdict boons are presented in alphabetical order.", + { + "type": "options", + "count": 3, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Abating Seal|IllriggerRevised" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Acheron's Chain|IllriggerRevised" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Bedevil|IllriggerRevised" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Conflagrant Channel|IllriggerRevised" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Dis's Onslaught (Passive)|IllriggerRevised" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Eyes of the Gate|IllriggerRevised" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Flash of Brimstone|IllriggerRevised" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Hellish Frenzy|IllriggerRevised" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Hellsight|IllriggerRevised" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Impaling Shot|IllriggerRevised" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Iron Gaol|IllriggerRevised" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Last Word|IllriggerRevised" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Shadow Shroud|IllriggerRevised" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Soul Eater|IllriggerRevised" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Soul's Doom|IllriggerRevised" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Styx's Apathy|IllriggerRevised" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Swift Retribution (Passive)|IllriggerRevised" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Unleash Hell|IllriggerRevised" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Vengeful Shot|IllriggerRevised" + } + ] + } + ] + }, + { + "name": "Interdiction", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "level": 2, + "entries": [ + "You can infuse your seals with hellish magical power, enhancing their effects.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Interdict Boons Known", + "entries": [ + "You learn one interdict boon of your choice from the \"{@filter Interdict Boons|optionalfeatures|feature type=ItdBoon}\" section. As you gain levels in this class, you gain additional boons of your choice, as shown in the Interdict Boons column of the Illrigger table. Each new boon must be of a level you can learn. When you reach 7th level, for example, you learn one new boon of 2nd or 7th level.", + "Whenever you gain an illrigger level, you can choose a boon you know and replace it with another boon you can learn." + ] + }, + { + "type": "entries", + "name": "Using Interdict Boons", + "entries": [ + "Some boons allow you to expend unplaced seals to fuel abilities, while others empower all your seals or grant you benefits against interdicted creatures.", + "The boons that grant passive (or \"always on\") benefits, such as the 2nd-level Swift Retribution boon, are marked with a \"Passive\" tag. You don't need to expend a seal or take an action to benefit from the passive boons you know. All other boons, such as the 2nd-level Abating Seal boon, must be activated on a turn (for example, by expending a seal). You can activate only one non-passive boon per turn, regardless of how many you know." + ] + } + ] + }, + { + "type": "refClassFeature", + "classFeature": "Interdict Boons|Illrigger|IllriggerRevised|2" + }, + { + "type": "inset", + "name": "Burn vs. Expend", + "entries": [ + "Burning a seal is part of the main gameplay loop of this class. The illrigger places a seal by using a bonus action or hitting a creature with an attack, then burns the seal for additional damage (as described in the {@book Baleful Interdict|IllriggerRevised|0|Baleful Interdict} class feature). Many interdict boons activate when you burn a seal; these burned seals deal the normal damage to the interdicted creature in addition to any effects granted by the boon.", + "Other interdict boons instead require you to expend a seal. In this case, the illrigger expends an {@i unplaced} seal from their pool of available seals. This may require using an action, bonus action, or reaction, but not always (such as in the case of the Hellspeaker's {@book Charm Enemy|IllriggerRevised|0|Charm Enemy} feature, where you can expend seals to increase the number of targets).", + "Each active interdict boon details if any kind of action is required to expend the seal and activate the boon's benefit. Part of the illrigger's resource management is maximizing efficiency between burned seals (and their extra damage) and expended seals (and their unique effects)." + ] + } + ] + }, + { + "name": "Diabolic Contract", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "level": 3, + "entries": [ + "You sign a diabolic contract with an archdevil who welcomes you into the Order of Desolation. Choose between the Architect of Ruin (Asmodeus), Hellspeaker (Moloch), Painkiller (Dispater), Sanguine Knight (Sutekh), or Shadowmaster (Belial) as your archdevil. Each of these subclasses is detailed after the class's description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level." + ] + }, + { + "name": "Invoke Hell", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "level": 3, + "entries": [ + "Your diabolic connection allows you to channel infernal energy to empower magical effects. Your chosen diabolic contract grants you two Invoke Hell options and describes how to use each.", + "When you use your Invoke Hell, you choose which option to use. You must then finish a short or long rest to use your Invoke Hell again.", + "Some Invoke Hell effects require a saving throw. When you use such an effect, the DC equals your interdict save DC." + ] + }, + { + "name": "Ability Score Improvement", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "level": 4, + "entries": [ + "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "Using the optional feats rule, you can forgo taking this feature to take a {@5etools feat|feats.html} of your choice instead." + ] + }, + { + "name": "Extra Attack", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "level": 5, + "entries": [ + "You can attack twice, instead of once, whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Infernal Conduit", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "level": 6, + "entries": [ + "You can strengthen your allies at the cost of yourself\u2014or drain your enemy's life force for your own gain. You have a pool of Infernal Conduit dice, which are d10s. The number of Infernal Conduit dice in your pool increase as you gain illrigger levels, as shown in the Infernal Conduit Dice column of the Illrigger table.", + "As an action, you can touch another creature and spend one or more dice from your pool. The target must make a Constitution saving throw against your interdict save DC. A creature can willingly fail this saving throw. Roll the spent dice and choose one of the following effects:", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Invigorate", + "entries": [ + "On a failed save, the target regains hit points equal to the total you rolled, and you take necrotic damage equal to that total. On a successful save, the target regains half as many hit points, and you take necrotic damage equal to that total. Save or fail, this necrotic damage can't be reduced in any way, and if this damage reduces you to 0 hit points, you fall {@condition unconscious} and are stabilized." + ] + }, + { + "type": "entries", + "name": "Devour", + "entries": [ + "On a failed save, the target takes necrotic damage equal to the total you rolled, and you regain hit points equal to that total. On a successful save, the target takes half as much damage, and you regain hit points equal to the damage the target took. Save or fail, or if the target chose to fail their saving throw against this effect, the necrotic damage can't be reduced in any way. When you reach 11th level in this class, the target also gains a level of {@condition exhaustion} on a failed save against this effect. This level of {@condition exhaustion} can be reduced as normal, and a creature can't suffer more than three levels of {@condition exhaustion} combined from all illriggers' Infernal Conduit features.", + "You regain any spent Infernal Conduit dice when you finish a long rest." + ] + } + ] + } + ] + }, + { + "name": "Diabolic Contract feature", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "level": 7, + "entries": [ + "You sign a diabolic contract with an archdevil who welcomes you into the Order of Desolation. Choose between the Architect of Ruin (Asmodeus), Hellspeaker (Moloch), Painkiller (Dispater), Sanguine Knight (Sutekh), or Shadowmaster (Belial) as your archdevil. Each of these subclasses is detailed after the class's description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level." + ] + }, + { + "name": "Ability Score Improvement", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "level": 8, + "entries": [ + "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "Using the optional feats rule, you can forgo taking this feature to take a {@5etools feat|feats.html} of your choice instead." + ] + }, + { + "name": "Forked Tongue Improvement", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "level": 9, + "entries": [ + "You can instinctively speak, read, and write Infernal.", + "In addition, you can speak two other languages of your choice, but you can't read or write them. When you finish a long rest, you can draw on your archdevil's knowledge to replace one of these two languages. When you do, choose another language whose name you know; you magically forget the previous language and gain this new one instead. Once you replace a language in this way, you must finish a long rest before you can do so again.", + "Starting at 9th level, this feature grants you another language, for a total of three (in addition to Infernal). Furthermore, you gain advantage on Wisdom ({@skill Insight}) checks made to ascertain the intentions or sincerity of creatures." + ] + }, + { + "name": "Blood Price", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "level": 10, + "entries": [ + "You can strengthen your defenses at the cost of your vitality. Whenever you fail a saving throw, you can spend one of your Hit Dice, rolling it and adding the number rolled to the result of the save." + ] + }, + { + "name": "Diabolic Contract feature", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "level": 11, + "entries": [ + "You sign a diabolic contract with an archdevil who welcomes you into the Order of Desolation. Choose between the Architect of Ruin (Asmodeus), Hellspeaker (Moloch), Painkiller (Dispater), Sanguine Knight (Sutekh), or Shadowmaster (Belial) as your archdevil. Each of these subclasses is detailed after the class's description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level." + ] + }, + { + "name": "Infernal Conduit Improvement", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "level": 11, + "entries": [ + "When you use the Devour effect of your Infernal Conduit feature, the target also gains a level of {@condition exhaustion} on a failed save against this effect." + ] + }, + { + "name": "Terrorizing Force", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "level": 11, + "entries": [ + "Your attacks are empowered with devastating might. When you gain this feature, choose a damage type: cold, fire, necrotic, or poison. When you hit with a weapon attack, you deal an extra {@damage 1d8} damage of the chosen type. You can choose a different damage type when you finish a long rest." + ] + }, + { + "name": "Ability Score Improvement", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "level": 12, + "entries": [ + "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "Using the optional feats rule, you can forgo taking this feature to take a {@5etools feat|feats.html} of your choice instead." + ] + }, + { + "name": "Superior Interdict", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "level": 14, + "entries": [ + "Damage from your seals ignores any damage resistances the target has.", + "In addition, you can use a bonus action to regain a seal if you have none remaining. Once you regain a seal in this way, you can't do so again until you finish a long rest." + ] + }, + { + "name": "Diabolic Contract feature", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "level": 15, + "entries": [ + "You sign a diabolic contract with an archdevil who welcomes you into the Order of Desolation. Choose between the Architect of Ruin (Asmodeus), Hellspeaker (Moloch), Painkiller (Dispater), Sanguine Knight (Sutekh), or Shadowmaster (Belial) as your archdevil. Each of these subclasses is detailed after the class's description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level." + ] + }, + { + "name": "Ability Score Improvement", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "level": 16, + "entries": [ + "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "Using the optional feats rule, you can forgo taking this feature to take a {@5etools feat|feats.html} of your choice instead." + ] + }, + { + "name": "Infernal Majesty", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "level": 17, + "entries": [ + "Your archdevil bestows on you the ability to don a measure of their power. As a bonus action, you channel the might of Hell, gaining the following benefits for 10 minutes:", + { + "type": "list", + "items": [ + "You gain resistance to fire, cold, and necrotic damage.", + "Wings appear on your back, granting you a flight speed of 60 feet.", + "When you use your Blood Price, you can cause an enemy you can see within 10 feet of you to take damage equal to the number rolled on your Hit Die.", + "When you hit with a weapon attack, your Terrorizing Force deals an extra 2d8 damage instead of 1d8." + ] + }, + "For the duration, if you die, you can choose to have your body disappear in a burst of flame, leaving behind only your equipment. If you do, your body reforms 1d6 days later somewhere in Hell. Once your body reforms, you return to life and regain all of your hit points.", + "Once you channel your Infernal Majesty, you must finish a long rest before you can do so again." + ] + }, + { + "name": "Ability Score Improvement", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "level": 19, + "entries": [ + "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "Using the optional feats rule, you can forgo taking this feature to take a {@5etools feat|feats.html} of your choice instead." + ] + }, + { + "name": "Master of Hell", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "level": 20, + "entries": [ + "You learn to tear open a rift to Hell and wreak its fury on your enemies. As an action, you can summon a hellstorm centered on a point you can see within 150 feet of you. Choose one of the following effects, which fills a 50-foot-radius sphere centered on that point:", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Inferno", + "entries": [ + "Hellfire rains down on your foes. Each enemy in that area must make a Dexterity saving throw. On a failed save, a creature takes {@damage 5d10} fire damage plus {@damage 5d10} necrotic damage, and they burn for 1 minute. On a successful save, a creature takes half as much damage and does not burn. A creature burning in this way must repeat this saving throw at the end of their turn, taking {@damage 1d10} fire damage plus {@damage 1d10} necrotic damage on a failed save, or ending the effect on themself on a successful one. This hellfire can't be extinguished by nonmagical means." + ] + }, + { + "type": "entries", + "name": "Pestilence", + "entries": [ + "A foul miasma swirls around your foes. Each enemy in that area must make a Constitution saving throw. On a failed save, a creature takes {@damage 5d10} poison damage plus {@damage 5d10} necrotic damage and becomes {@condition poisoned} for 1 minute. On a successful save, a creature takes half as much damage and does not become {@condition poisoned}." + ] + }, + { + "type": "entries", + "name": "Darkness", + "entries": [ + "A bitter storm assails your foes. Each enemy in that area must make a Constitution saving throw, taking {@damage 10d10} cold damage on a failed save, or half as much damage on a successful one. Additionally, the storm's gloom persists for 1 minute, and each enemy within that area is {@condition blinded} for the duration or until they leave the area.", + "Once you summon a hellstorm, you must finish a long rest before you can do so again." + ] + } + ] + } + ] + } + ], + "foundryClassFeature": [ + { + "name": "Forked Tongue", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "level": 1, + "entryData": { + "languageProficiencies": [ + { + "infernal": true + } + ] + } + }, + { + "name": "Combat Mastery", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "level": 2, + "isIgnored": true + }, + { + "name": "Interdict Boons", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "level": 2, + "isIgnored": true + } + ], + "subclassFeature": [ + { + "name": "Architect of Ruin", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Architect of Ruin", + "subclassSource": "IllriggerRevised", + "level": 3, + "entries": [ + "{@i Architects of Ruin are cool and calculating arcane knights who serve Asmodeus, deploying spells, steel, and subterfuge to win at any cost.}", + "Asmodeus rules Acheron, the City of Fear. His illriggers scour the timescape, collecting secrets and spells designed to deceive and terrify his opponents. The war he fights against the other archdevils is one of deception and information.", + "His Architects of Ruin work to make Hell's enemies seem outnumbered and outmaneuvered. These illriggers are skillful spellblades on the battlefield, though some employ tactics such as research, infiltration, and propaganda to play mind games with their quarry. When an Architect of Ruin finally confronts an enemy, the advantage is theirs\u2014they have studied, prepared, and gripped fate within their gauntlet, forcing it to favor them. They hungrily seek the dark arts to arm both themselves and Asmodeus with the impossible.", + { + "type": "entries", + "name": "Precepts of Ruin", + "entries": [ + "Architects of Ruin swear an oath to Asmodeus when they join the Order of Desolation. These precepts commit them to destroy Asmodeus's enemies by commanding great magic, causing fear, and sowing distrust.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "The Battlefield of the Mind", + "entries": [ + "By the time my armies meet yours, you'll be filled with terror and doubt your own strength. I won't have to lift a finger to defeat you." + ] + }, + { + "type": "entries", + "name": "The Proper Secret", + "entries": [ + "Once I know your secrets, I know your weakness." + ] + }, + { + "type": "entries", + "name": "Knowledge Is Power", + "entries": [ + "Lore is as powerful as steel. I learn every detail about my enemy and anticipate their every move, checkmating them before the game even begins." + ] + }, + { + "type": "entries", + "name": "Magic Is Mine to Command", + "entries": [ + "Cunning is also as powerful as steel. I wield the dark arcane arts to manipulate your senses, weaken your resolve, and strengthen my blade. Your soldiers will quake for fear of what dark magics may next cloak my blade." + ] + } + ] + } + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Asmodeus's Blessing|Illrigger|IllriggerRevised|Architect of Ruin|IllriggerRevised|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Spellcasting|Illrigger|IllriggerRevised|Architect of Ruin|IllriggerRevised|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Invoke Hell|Illrigger|IllriggerRevised|Architect of Ruin|IllriggerRevised|3" + } + ] + }, + { + "name": "Asmodeus's Blessing", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Architect of Ruin", + "subclassSource": "IllriggerRevised", + "level": 3, + "entries": [ + "When Asmodeus accepts you as an Architect of Ruin, he grants you access to his infernal knowledge. You gain proficiency in one of the following skills of your choice: {@skill Arcana}, {@skill History}, {@skill Nature}, or {@skill Religion}.", + "In addition, you can also read and write the languages granted by your Forked Tongue, instead of only speaking them." + ] + }, + { + "name": "Invoke Hell", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Architect of Ruin", + "subclassSource": "IllriggerRevised", + "level": 3, + "entries": [ + "You gain the following two Invoke Hell options:", + { + "type": "refSubclassFeature", + "subclassFeature": "Enervating Spell|Illrigger|IllriggerRevised|Architect of Ruin|IllriggerRevised|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Spellblade|Illrigger|IllriggerRevised|Architect of Ruin|IllriggerRevised|3" + } + ] + }, + { + "name": "Spellcasting", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Architect of Ruin", + "subclassSource": "IllriggerRevised", + "level": 3, + "entries": [ + "As an Architect of Ruin, you access a well of profane magic to cast spells.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "You know two cantrips of your choice from the Architect of Ruin spell list (presented at the end of this subclass). You learn an additional cantrip from this list at 10th level." + ] + }, + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "The Architect of Ruin Spellcasting table shows how many spell slots you have to cast your illrigger 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 hellish rebuke and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell hellish rebuke} using either slot." + ] + }, + { + "type": "entries", + "name": "Spells Known of 1st Level and Higher", + "entries": [ + "At 3rd level, you know three 1st-level spells of your choice from the Architect of Ruin spell list (presented at the end of this subclass).", + "The Spells Known column of the Architect of Ruin Spellcasting table shows when you learn more illrigger spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. When you reach 7th level, for example, you learn one new spell of 1st or 2nd level.", + "Whenever you gain a level in this class, you can replace one of the illrigger spells you know with another spell of your choice from the illrigger spell list. The new spell must be of a level for which you have spell slots." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Charisma is your spellcasting ability for your spells, so 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 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 have an unholy symbol, such as an amulet symbolizing your archdevil, a fragment of a blasphemous relic, or a glass orb holding a consecrated drop of archdevil blood. You can use the unholy symbol as a spellcasting focus for your illrigger spells. You must have a free hand to use the unholy symbol, but it can be the same hand you use to perform somatic components." + ] + } + ] + } + ] + }, + { + "name": "Enervating Spell", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Architect of Ruin", + "subclassSource": "IllriggerRevised", + "level": 3, + "header": 2, + "consumes": { + "name": "Invoke Hell" + }, + "entries": [ + "When you deal damage to a creature with an illrigger spell of 1st level or higher, you can expend a seal (no action required) and imbue the spell with weakening magic. The target has vulnerability to that spell's damage. If they normally have resistance or immunity to the spell's damage, that resistance or immunity is suppressed for this spell, and the target has vulnerability to the damage instead." + ] + }, + { + "name": "Spellblade", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Architect of Ruin", + "subclassSource": "IllriggerRevised", + "level": 3, + "header": 2, + "consumes": { + "name": "Invoke Hell" + }, + "entries": [ + "You can use an action to both make a melee weapon attack and cast an illrigger spell you know that has a casting time of one action." + ] + }, + { + "name": "Asmodeus's Interdiction", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Architect of Ruin", + "subclassSource": "IllriggerRevised", + "level": 7, + "entries": [ + "You learn the following additional interdict boons at the noted illrigger levels. Once you learn an interdict boon granted by this feature, you always know it, and it doesn't count against the number of interdict boons you know.", + { + "type": "options", + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Axiomatic Seals (Passive)|IllriggerRevised", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Spellbreaker|IllriggerRevised", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Hell Mage (Passive)|IllriggerRevised", + "preserve": { + "prerequisite": true + } + } + ] + } + ] + }, + { + "name": "Hellish Versatility", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Architect of Ruin", + "subclassSource": "IllriggerRevised", + "level": 7, + "entries": [ + "Once on each of your turns, you can cast one of your illrigger cantrips in place of one of your attacks granted by your Extra Attack feature." + ] + }, + { + "name": "Submit", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Architect of Ruin", + "subclassSource": "IllriggerRevised", + "level": 11, + "entries": [ + "When you cast an illrigger spell you know, you can burn two seals on an interdicted creature (no action required) to impose disadvantage on their saving throw against the spell." + ] + }, + { + "name": "Vile Transmogrification", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Architect of Ruin", + "subclassSource": "IllriggerRevised", + "level": 15, + "entries": [ + "You uncover two new ways to employ Asmodeus's magic:", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Regaining Seals", + "entries": [ + "As a bonus action on your turn, you can expend one spell slot to regain a number of seals equal to that slot's level." + ] + }, + { + "type": "entries", + "name": "Regaining Spell Slots", + "entries": [ + "As a bonus action on your turn, you can expend any number of seals to regain a spell slot of a level equal to one-third that number. For example, you can expend six seals to regain a 2nd-level spell slot." + ] + } + ] + }, + "Once you use one of these benefits, you can't use that benefit again until you finish a long rest." + ] + }, + { + "name": "Charm Enemy", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Hellspeaker", + "subclassSource": "IllriggerRevised", + "level": 3, + "entries": [ + "When you use your bonus action to place a seal on a Humanoid, you can attempt to charm them. The target must succeed on a Charisma saving throw or be {@condition charmed} by you for 1 hour or until you or your companions do anything harmful to them. While {@condition charmed}, the target regards you as a friendly acquaintance. When the {@condition charmed} condition ends, the target knows they were {@condition charmed} by you.", + "When you use this bonus action, you can additionally burn one or more seals on one or more other interdicted Humanoids within 30 feet of you, attempting to charm those targets as well. After taking damage from the burned seals, each of those targets must succeed on a Charisma saving throw or be under the same {@condition charmed} effect.", + "You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Hellspeaker", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Hellspeaker", + "subclassSource": "IllriggerRevised", + "level": 3, + "entries": [ + "{@i The charismatic and manipulative Hellspeakers serve Moloch as they slip about the battlefield, coercing enemies into becoming unwitting allies.}", + "Moloch rules Styx, the City of Lies, but his reach extends far beyond it. Hell's greatest politicians and diplomats rise to prominence through Moloch's subtle manipulations. They follow him with great loyalty, for they know they are nothing without him\u2014and thus his power echoes through all of Hell.", + "Moloch's illriggers are silver-tongued enchanters, lulling his foes to complacency with sorcery and subterfuge until they wake and find themselves under the command of the Order of Desolation. These Hellspeakers train in the art known as the Red Cant or Hell's Cant. By understanding their enemy and through weaving subtle sorceries into normal speech, Hellspeakers can make their foes feel, think, or do nearly anything to accelerate Hell's victory.", + "Across the timescape, Hellspeakers enjoy a reputation as smiling rogues and swashbuckling villains. An asset in any negotiation, Hellspeakers know that in a world of lies, the truth can be as potent a weapon as steel.", + { + "type": "inset", + "name": "Content Warning", + "entries": [ + "This subclass has themes of mental manipulation and mind control. Before choosing this subclass, please ensure everyone at the table is comfortable exploring these dark and harmful themes. And as always, we encourage the ongoing use of safety tools throughout your game." + ] + }, + { + "type": "entries", + "name": "Precepts of Deception", + "entries": [ + "Hellspeakers swear an oath to Moloch when they join the Order of Desolation. By following these precepts, they infiltrate the farthest reaches of power and manipulate all under their influence.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "My Voice Is a Weapon", + "entries": [ + "Even when my enchantments fail, if my enemy can hear me, they are mine." + ] + }, + { + "type": "entries", + "name": "Doubt Is Certainty", + "entries": [ + "I need not convince my enemy, only sow doubt and wait for it to bear fruit." + ] + }, + { + "type": "entries", + "name": "Trust Me", + "entries": [ + "For each lie I utter, I tell the truth tenfold. One who always lies says nothing." + ] + }, + { + "type": "entries", + "name": "Never Tell the Same Lie Twice", + "entries": [ + "An overused skill becomes too predictable. Keep moving, switch targets, keep them guessing." + ] + } + ] + } + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Moloch's Blessing|Illrigger|IllriggerRevised|Hellspeaker|IllriggerRevised|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Charm Enemy|Illrigger|IllriggerRevised|Hellspeaker|IllriggerRevised|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Invoke Hell|Illrigger|IllriggerRevised|Hellspeaker|IllriggerRevised|3" + } + ] + }, + { + "name": "Invoke Hell", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Hellspeaker", + "subclassSource": "IllriggerRevised", + "level": 3, + "entries": [ + "You gain the following two Invoke Hell options:", + { + "type": "entries", + "entries": [ + { + "type": "refSubclassFeature", + "subclassFeature": "Honey-Sweet Blades|Illrigger|IllriggerRevised|Hellspeaker|IllriggerRevised|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Turncoat|Illrigger|IllriggerRevised|Hellspeaker|IllriggerRevised|3" + } + ] + } + ] + }, + { + "name": "Moloch's Blessing", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Hellspeaker", + "subclassSource": "IllriggerRevised", + "level": 3, + "entries": [ + "When Moloch accepts you as his illrigger, you gain proficiency in the {@skill Persuasion} or {@skill Deception} skill (your choice). If you already have proficiency in the skill of your choice, your proficiency bonus is doubled for any ability check you make with that skill.", + "In addition, your Forked Tongue feature grants you an additional language (for a total of three at 3rd level and four at 9th level). Whenever you speak in a language gained by this feature, your devilish influence is subconsciously felt by creatures who can hear and understand you, granting you advantage on Charisma checks to influence those creatures." + ] + }, + { + "name": "Honey-Sweet Blades", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Hellspeaker", + "subclassSource": "IllriggerRevised", + "level": 3, + "header": 2, + "consumes": { + "name": "Invoke Hell" + }, + "entries": [ + "When you make a weapon attack against an interdicted creature, you can gain advantage on that attack (no action required). If the attack hits, it becomes a critical hit." + ] + }, + { + "name": "Turncoat", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Hellspeaker", + "subclassSource": "IllriggerRevised", + "level": 3, + "header": 2, + "consumes": { + "name": "Invoke Hell" + }, + "entries": [ + "As an action, you wield your manipulative tongue against your enemies. You choose a number of enemy creatures up to your proficiency bonus within 60 feet of you who can hear you. Each target must succeed on a Charisma saving throw or use their reaction to make a weapon attack against a single target of your choice. A creature affected by this feature can't attack themself." + ] + }, + { + "name": "Moloch's Interdiction", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Hellspeaker", + "subclassSource": "IllriggerRevised", + "level": 7, + "entries": [ + "You learn the following additional interdict boons at the noted illrigger levels. Once you learn an interdict boon granted by this feature, you always know it, and it doesn't count against the number of interdict boons you know.", + { + "type": "options", + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Red Cant|IllriggerRevised", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Slippery Ploy|IllriggerRevised", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Incontrovertible (Passive)|IllriggerRevised", + "preserve": { + "prerequisite": true + } + } + ] + } + ] + }, + { + "name": "Intransigent", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Hellspeaker", + "subclassSource": "IllriggerRevised", + "level": 11, + "entries": [ + "You and each creature of your choice within 10 feet of you are immune to the {@condition charmed} condition while you are conscious." + ] + }, + { + "name": "Let's Make a Deal", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Hellspeaker", + "subclassSource": "IllriggerRevised", + "level": 11, + "entries": [ + "You can offer your allies a deal\u2014at a price, of course. As a bonus action, you choose one willing ally within 60 feet of you who can hear you.", + "Once within the next 10 minutes, the creature can choose to gain advantage on one attack roll or saving throw they make and can add a bonus equal to your proficiency bonus to the same roll. If this attack hits or this saving throw succeeds, the creature gains temporary hit points equal to your illrigger level. If this attack misses or this saving throw fails, the creature has disadvantage on the next attack roll or saving throw they make. This disadvantage can't be canceled out with advantage in any way. A creature can strike only one deal with you at a time.", + "You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest." + ] + }, + { + "name": "Quid Pro Quo", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Hellspeaker", + "subclassSource": "IllriggerRevised", + "level": 15, + "entries": [ + "You can whisper to the legions of Hell, ensnaring enemies and calling allies. As an action, you can attempt to banish a creature you can see within 30 feet of you. The target must succeed on a Charisma saving throw. On a failed save, the target is banished to the wastes of Hell for 1 minute, after which they return to the unoccupied space nearest to the one they left. A target banished in this way can repeat the saving throw at the end of each of their turns, ending the effect early on a success. A creature who succeeds on a saving throw against this effect becomes immune to your Quid Pro Quo for 24 hours.", + "Additionally, when a target is banished in this way, a {@creature devil jurist|FleeMortals} (from MCDM's {@book Flee, Mortals!|FleeMortals}) or a {@creature horned devil} (from the core rules) appears in their place. This devil acts as an ally to you and follows your commands until the banished creature is no longer banished, at which time the devil disappears.", + "Once you successfully banish a creature in this way, you can't use this feature again until you finish a long rest." + ] + }, + { + "name": "Devastator", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Painkiller", + "subclassSource": "IllriggerRevised", + "level": 3, + "entries": [ + "As an action, you invoke the authority of Dispater. You make a weapon attack and choose a number of willing creatures up to your proficiency bonus who you can see within 30 feet of you. Each creature you choose can use a reaction to make a weapon attack or cast a damage-dealing cantrip with a casting time of 1 action.", + "Once you use this action, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Dispater's Blessing", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Painkiller", + "subclassSource": "IllriggerRevised", + "level": 3, + "entries": [ + "When Dispater accepts you as his illrigger, you gain proficiency with heavy armor." + ] + }, + { + "name": "Invoke Hell", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Painkiller", + "subclassSource": "IllriggerRevised", + "level": 3, + "entries": [ + "You gain the following two Invoke Hell options:", + { + "type": "entries", + "entries": [ + { + "type": "refSubclassFeature", + "subclassFeature": "Grand Strategist|Illrigger|IllriggerRevised|Painkiller|IllriggerRevised|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Punishment|Illrigger|IllriggerRevised|Painkiller|IllriggerRevised|3" + } + ] + } + ] + }, + { + "name": "Painkiller", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Painkiller", + "subclassSource": "IllriggerRevised", + "level": 3, + "entries": [ + "{@i The heavily armored death troopers of Hell, Painkillers serve Dispater, leading from the front of every major infernal battle.}", + "Dispater rules Dis, the City of War. When Hell invades another world, Dispater's army does the fighting and dying. His Painkillers are master strategists who lead from the front, inspiring terror and awe in their soldiers. The imperious Painkillers are full of pride and hubris, and they often obsess over their personal appearance.", + "Though among the most chivalrous of the illriggers, a Painkiller's gallantry is twisted. They accept and honor challenges to single combat, and swiftly punish any who try to interfere\u2014but if losing, they don't hesitate to cheat, and if winning, they arrogantly toy with an enemy before finishing them.", + "In a moment of weakness or desperation, a ruler in another world might see their army facing certain defeat and call on Dispater. Ever eager to sow strife and discord, Dispater often responds to these pleas by sending a Painkiller to lead the desperate ruler's armies.", + { + "type": "entries", + "name": "Precepts of Pride", + "entries": [ + "Dispater's heavy shock troops must be effective battlefield commanders and quickly dispatch enemies. Painkillers follow precepts instructing them to lead Hell's armies and wage war against Good across the timescape.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Lead from the Front", + "entries": [ + "I charge in at the front of every battle, inspiring my soldiers and terrifying my enemies." + ] + }, + { + "type": "entries", + "name": "Commander", + "entries": [ + "Wherever I go, I command. I don't take orders from those who don't have the will to lead." + ] + }, + { + "type": "entries", + "name": "Victory at Any Cost", + "entries": [ + "I respect the enemy leader and treat them honorably. But once swords are drawn, I use every trick in my arsenal to win, expecting them to do the same." + ] + }, + { + "type": "entries", + "name": "Soldiers Die", + "entries": [ + "I care not for the lives of my soldiers, for they are resources I spend to secure my victory." + ] + } + ] + } + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Dispater's Blessing|Illrigger|IllriggerRevised|Painkiller|IllriggerRevised|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Devastator|Illrigger|IllriggerRevised|Painkiller|IllriggerRevised|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Invoke Hell|Illrigger|IllriggerRevised|Painkiller|IllriggerRevised|3" + } + ] + }, + { + "name": "Grand Strategist", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Painkiller", + "subclassSource": "IllriggerRevised", + "level": 3, + "header": 2, + "consumes": { + "name": "Invoke Hell" + }, + "entries": [ + "You can order your allies to follow your formation (no action required). Choose one or more creatures within 60 feet of you who can hear you, up to a number of creatures equal to your proficiency bonus. Each target can immediately move up to half their speed without provoking opportunity attacks." + ] + }, + { + "name": "Punishment", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Painkiller", + "subclassSource": "IllriggerRevised", + "level": 3, + "header": 2, + "consumes": { + "name": "Invoke Hell" + }, + "entries": [ + "When a creature damages you with an attack, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes necrotic damage equal to the damage they dealt you with the triggering attack. On a successful save, the attacker takes half as much damage." + ] + }, + { + "name": "Dispater's Interdiction", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Painkiller", + "subclassSource": "IllriggerRevised", + "level": 7, + "entries": [ + "You learn the following additional interdict boons at the noted illrigger levels. Once you learn an interdict boon granted by this feature, you always know it, and it doesn't count against the number of interdict boons you know.", + { + "type": "options", + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Telekinetic Seal|IllriggerRevised", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "By the Throat|IllriggerRevised", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Dispater's Supremacy (Passive)|IllriggerRevised", + "preserve": { + "prerequisite": true + } + } + ] + } + ] + }, + { + "name": "You Die on My Command!", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Painkiller", + "subclassSource": "IllriggerRevised", + "level": 11, + "entries": [ + "When an ally within 30 feet of you who can hear you drops to 0 hit points without being killed outright, you can use your reaction to shout an order at them, causing them to drop to 1 hit point instead. Once you use this reaction, you can't do so again until you finish a short or long rest." + ] + }, + { + "name": "Deathstrike", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Painkiller", + "subclassSource": "IllriggerRevised", + "level": 15, + "entries": [ + "When you hit an interdicted creature with a melee weapon attack, you can use your reaction to burn one of the seals on them to turn the hit into a critical hit. When you do, you also double the damage dice you roll for the burned seal.", + "You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Exsanguinate", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Sanguine Knight", + "subclassSource": "IllriggerRevised", + "level": 3, + "entries": [ + "You can drain enemies to embolden your allies. Whenever you burn one or more seals on a creature who isn't a Construct or Undead, you can choose an ally you can see within 30 feet of you. That ally gains temporary hit points equal to the damage dealt by the seals to the interdicted creature." + ] + }, + { + "name": "Invoke Hell", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Sanguine Knight", + "subclassSource": "IllriggerRevised", + "level": 3, + "entries": [ + "You gain the following two Invoke Hell options:", + { + "type": "refSubclassFeature", + "subclassFeature": "Embolden Allies|Illrigger|IllriggerRevised|Sanguine Knight|IllriggerRevised|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Vitalize|Illrigger|IllriggerRevised|Sanguine Knight|IllriggerRevised|3" + } + ] + }, + { + "name": "Sanguine Knight", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Sanguine Knight", + "subclassSource": "IllriggerRevised", + "level": 3, + "entries": [ + "{@i The blood-knights of Hell, Sanguine Knights serve Sutekh, Lord of Blood. Their sorceries drain their enemies' life force, pouring this stolen vitality into infernal rituals to turn the tide of battle.}", + "Sutekh rules Naraka, the City of Blood. Recognized as the greatest sorcerer in hell, he carries the title of High Sanguinary and rules from the Temple of Vitality. He is a master of blood magic, and his inner circle of priests and wizards are the Bloodliches, undead spellcasters whose corporeal forms turned to ash centuries ago and whose bodies are crafted from solid blood.", + "Sutekh's illriggers all belong to a cult known as the Chalice of Vitality. Knights of the Chalice drink deeply of their enemies' essence, draining it to power their magics. Other members of the Order of Desecration fear that the Sanguine Knights seek more than Sutekh's mere ascension to the Throne of Hell; some whisper that the Chalice secretly schemes to make Sutekh a god. This would, of course, be treason.", + { + "type": "inset", + "name": "Content Warning", + "entries": [ + "This subclass deals with manipulating another creature's blood. Before choosing this subclass, please ensure everyone at your table is comfortable with this concept. And as always, we encourage the ongoing use of safety tools throughout your game." + ] + }, + { + "type": "entries", + "name": "Precepts of Blood", + "entries": [ + "Sanguine Knights swear an oath to Sutekh when they join the Order of Desolation. These tenets swear them to wield profane blood magic, commanding loyalty and inflicting terror.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Their Strength Is Their Weakness", + "entries": [ + "I target the strongest of my foes, for their vitality shall feed my victory." + ] + }, + { + "type": "entries", + "name": "Sin Demands Suffering", + "entries": [ + "Opposing me is heresy. Before my enemies taste defeat, they must pay for their unbelief with agony." + ] + }, + { + "type": "entries", + "name": "Loyalty Rewarded", + "entries": [ + "My boons lead my allies to depend on me\u2014and on the bloodshed that empowers me." + ] + }, + { + "type": "entries", + "name": "Mercy Is Power", + "entries": [ + "In granting succor to my allies, I prove how great my power is. Each time I restore life, it serves as a reminder of how quickly I can strip it away." + ] + } + ] + } + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Exsanguinate|Illrigger|IllriggerRevised|Sanguine Knight|IllriggerRevised|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Sutekh's Blessing|Illrigger|IllriggerRevised|Sanguine Knight|IllriggerRevised|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Invoke Hell|Illrigger|IllriggerRevised|Sanguine Knight|IllriggerRevised|3" + } + ] + }, + { + "name": "Sutekh's Blessing", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Sanguine Knight", + "subclassSource": "IllriggerRevised", + "level": 3, + "entries": [ + "When Sutekh accepts you as his illrigger, he grants you access to his sacrilegious command of blood and life. You gain proficiency in the {@skill Religion} skill.", + "In addition, as an action, you can expand your awareness of life around you. Until the end of your next turn, you can sense creatures who have blood within 120 feet of you without having to see them. This ability can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. You know the distance and direction of each creature, as well as the creature's type. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Embolden Allies", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Sanguine Knight", + "subclassSource": "IllriggerRevised", + "level": 3, + "header": 2, + "consumes": { + "name": "Invoke Hell" + }, + "entries": [ + "As a bonus action, you restore a total number of hit points equal to five times your illrigger level, divided however you choose between yourself and other creatures within 30 feet of you." + ] + }, + { + "name": "Vitalize", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Sanguine Knight", + "subclassSource": "IllriggerRevised", + "level": 3, + "header": 2, + "consumes": { + "name": "Invoke Hell" + }, + "entries": [ + "You can flood your allies with invigorating vivacity (no action required). For 1 minute, each creature of your choice within 30 feet of you gains a bonus to ability checks equal to your proficiency bonus." + ] + }, + { + "name": "Sutekh's Interdiction", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Sanguine Knight", + "subclassSource": "IllriggerRevised", + "level": 7, + "entries": [ + "You learn the following additional interdict boons at the noted illrigger levels. Once you learn an interdict boon granted by this feature, you always know it, and it doesn't count against the number of interdict boons you know.", + { + "type": "options", + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Foul Interchange|IllriggerRevised", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Sanguine Gift|IllriggerRevised", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Blood for Blood (Passive)|IllriggerRevised", + "preserve": { + "prerequisite": true + } + } + ] + } + ] + }, + { + "name": "Bloodstroke", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Sanguine Knight", + "subclassSource": "IllriggerRevised", + "level": 11, + "entries": [ + "The magic that shields your allies now also saps their enemies' strength. When an ally who has temporary hit points from your Exsanguinate feature is hit by a melee attack, the attacker takes cold, fire, or necrotic damage (your choice) equal to your illrigger level." + ] + }, + { + "name": "Haemal Exchange", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Sanguine Knight", + "subclassSource": "IllriggerRevised", + "level": 15, + "entries": [ + "You have mastered the ability to enervate enemies and endow allies. When an interdicted creature within 60 feet of you makes an attack roll or saving throw, you can use your reaction to burn one of the seals on them and transfer their power. The target must roll a {@dice d8} and subtract the number rolled from the triggering attack roll or saving throw.", + "You then empower an ally within 30 feet of you. The next time that ally makes an attack roll or saving throw, they roll a {@dice d8} and add the number rolled to the attack roll or saving throw." + ] + }, + { + "name": "Invoke Hell", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Shadowmaster", + "subclassSource": "IllriggerRevised", + "level": 3, + "entries": [ + "You gain the following two Invoke Hell options:", + { + "type": "refSubclassFeature", + "subclassFeature": "Master of Disguise|Illrigger|IllriggerRevised|Shadowmaster|IllriggerRevised|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "No Escape|Illrigger|IllriggerRevised|Shadowmaster|IllriggerRevised|3" + } + ] + }, + { + "name": "Marked for Death", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Shadowmaster", + "subclassSource": "IllriggerRevised", + "level": 3, + "entries": [ + "You are particularly skilled against foes you mark for death. You have advantage on your first attack against an interdicted creature on each of your turns." + ] + }, + { + "name": "Shadowmaster", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Shadowmaster", + "subclassSource": "IllriggerRevised", + "level": 3, + "entries": [ + "{@i The hidden assassins of Hell, Shadowmasters serve Belial and excel at stealth and disguise.}", + "Belial rules Gehennom, the City of Darkness. He strives to rule Hell through poison, torture, and assassination. His illriggers strike from the shadows or use deception to earn high-ranking positions close to powerful rulers. Many Shadowmasters run networks of spies and assassins who have no idea of the infernal provenance of their leader.", + "Shadowmasters are sworn not to reveal their true allegiance, and if need be, they must take their own lives to fulfill this oath. Many Shadowmasters prepare elaborate plans for their own assassination so that, should they risk discovery, their assassination obscures the truth. Of course, these killers never learn they were hired by their deceased target.", + { + "type": "entries", + "name": "Precepts of Shadow", + "entries": [ + "Shadowmasters swear an oath to Belial when they join the Order of Desolation. These precepts commit them to serve Belial's foes as allies before revealing themselves as enemies.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Plans Within Plans", + "entries": [ + "My enemies must never discover my true goals. If needed, I will sacrifice myself to protect my schemes." + ] + }, + { + "type": "entries", + "name": "Positions of Power", + "entries": [ + "I control everything from the shadows by knowing who to deceive and where to hide in plain sight." + ] + }, + { + "type": "entries", + "name": "Power in Patience", + "entries": [ + "I study my enemy and methodically build their trust. My loyalty must be unquestionable so my inevitable betrayal is unthinkable." + ] + }, + { + "type": "entries", + "name": "Hesitation Is Failure", + "entries": [ + "Though I usually rely on agents, when the opportunity presents itself, I can unhesitatingly kill with efficiency and precision." + ] + } + ] + } + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Marked for Death|Illrigger|IllriggerRevised|Shadowmaster|IllriggerRevised|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Strike from the Dark|Illrigger|IllriggerRevised|Shadowmaster|IllriggerRevised|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Invoke Hell|Illrigger|IllriggerRevised|Shadowmaster|IllriggerRevised|3" + } + ] + }, + { + "name": "Strike from the Dark", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Shadowmaster", + "subclassSource": "IllriggerRevised", + "level": 3, + "entries": [ + "You understand the power of striking from the shadows. Once per turn, when you hit an interdicted creature with a melee weapon attack and you have advantage on the attack roll, you can roll a number of d4s equal to your proficiency bonus and deal extra damage equal to the total you rolled. This damage increases by {@dice 1d4} if the target is in dim light or darkness." + ] + }, + { + "name": "Master of Disguise", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Shadowmaster", + "subclassSource": "IllriggerRevised", + "level": 3, + "header": 2, + "consumes": { + "name": "Invoke Hell" + }, + "entries": [ + "As an action, you can cast the {@spell disguise self} spell without expending a spell slot." + ] + }, + { + "name": "No Escape", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Shadowmaster", + "subclassSource": "IllriggerRevised", + "level": 3, + "header": 2, + "consumes": { + "name": "Invoke Hell" + }, + "entries": [ + "As a bonus action, you can call on the shadows to entrap a creature you can see within 30 feet of you. The target must make a Charisma saving throw, made with disadvantage if they are in dim light or darkness. On a failed save, the target's speed is halved and they can't willingly move more than 30 feet away from you. This effect ends for the target if you are {@condition incapacitated} or die or if the target is more than 30 feet away from you." + ] + }, + { + "name": "Belial's Interdiction", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Shadowmaster", + "subclassSource": "IllriggerRevised", + "level": 7, + "entries": [ + "You learn the following additional interdict boons at the noted illrigger levels. Once you learn an interdict boon granted by this feature, you always know it, and it doesn't count against the number of interdict boons you know.", + { + "type": "options", + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Veil of Lies|IllriggerRevised", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Hell's Assassin (Passive)|IllriggerRevised", + "preserve": { + "prerequisite": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Dark Malediction (Passive)|IllriggerRevised", + "preserve": { + "prerequisite": true + } + } + ] + } + ] + }, + { + "name": "Umbral Killer", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Shadowmaster", + "subclassSource": "IllriggerRevised", + "level": 11, + "entries": [ + "Shadows are your companion, aiding you in your exploits. You gain the following benefits:", + { + "type": "list", + "items": [ + "You gain {@sense darkvision} out to 60 feet. If you already have {@sense darkvision}, its range increases by 60 feet.", + "Your movement speed increases by 10 feet.", + "You have advantage on Dexterity ({@skill Stealth}) checks made to hide. Whenever you make a Dexterity saving throw to take only half damage from an effect, you instead take no damage if you succeed on the saving throw, and half damage if you fail." + ] + } + ] + }, + { + "name": "Doomed to the Shadows", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Shadowmaster", + "subclassSource": "IllriggerRevised", + "level": 15, + "entries": [ + "You have perfected your assassin's strike. The extra damage from your Strike from the Dark feature increases to a number of d8s equal to your proficiency bonus (instead of that number of d4s), and you deal an extra {@damage 2d8} damage if the target is in dim light or darkness (instead of an extra {@damage 1d4} damage).", + "In addition, when you deal damage using Strike from the Dark, you can use your reaction to burn a seal on the creature, causing them to be {@condition blinded} for 1 minute instead of dealing the seal's damage." + ] + } + ], + "foundrySubclassFeature": [ + { + "name": "Dispater's Blessing", + "source": "IllriggerRevised", + "className": "Illrigger", + "classSource": "IllriggerRevised", + "subclassShortName": "Painkiller", + "subclassSource": "IllriggerRevised", + "level": 3, + "entryData": { + "armorProficiencies": [ + { + "heavy": true + } + ] + } + } + ], + "optionalfeature": [ + { + "name": "Abating Seal", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 2, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "When a creature you can see damages you or an ally within 30 feet of you, you can expend a seal as a reaction to reduce the damage taken by the target by an amount equal to {@dice 1d10} + half of your illrigger level (rounded down)." + ] + }, + { + "name": "Acheron's Chain", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "When you use a bonus action to place or move a seal on a Large or smaller creature, you can activate this boon (no action required). You conjure infernal chains to grasp the target, forcing them to make a Strength saving throw. On a failed save, you can either pull the creature 10 feet toward you or cause them to be {@condition grappled} until the end of your next turn (escape DC equal to your interdict save DC)." + ] + }, + { + "name": "Axiomatic Seals (Passive)", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised" + }, + "subclass": { + "name": "Architect of Ruin", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "Asmodeus's secrets allow you to infuse your seals with manifest power. When you burn one or more seals to deal damage to a creature, you can activate this boon (no action required) to add your Charisma modifier (minimum of 1) to each seal's damage roll." + ] + }, + { + "name": "Bedevil", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 2, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "When you burn a seal on an interdicted creature, you can activate this boon (no action required). The target must subtract a number equal to your proficiency bonus from the result of the next saving throw they make before the end of their next turn." + ] + }, + { + "name": "Blood for Blood (Passive)", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 18, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised" + }, + "subclass": { + "name": "Sanguine Knight", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "Whenever an ally takes damage from an interdicted creature, that interdicted creature takes necrotic damage equal to your proficiency bonus." + ] + }, + { + "name": "Bravado", + "source": "IllriggerRevised", + "featureType": [ + "IllMastery" + ], + "entries": [ + "While you are not wearing any armor, your {@variantrule Armor Class|XPHB} equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit." + ] + }, + { + "name": "Brutal", + "source": "IllriggerRevised", + "featureType": [ + "IllMastery" + ], + "entries": [ + "When you hit a creature who is no more than one size larger than you with an attack you make with a melee weapon you are wielding with two hands, you can move the target 5 feet horizontally. If you choose, you can then spend your movement to move into the space they left." + ] + }, + { + "name": "By the Throat", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 13, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised" + }, + "subclass": { + "name": "Painkiller", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "When you use a bonus action to place or move a seal on a creature who is no more than one size larger than you, they must succeed on a Wisdom saving throw or be {@condition restrained} until the end of their next turn." + ] + }, + { + "name": "Conflagrant Channel", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "You can expend a seal as a bonus action to teleport up to 60 feet to an unoccupied space you can see." + ] + }, + { + "name": "Dark Malediction (Passive)", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 18, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised" + }, + "subclass": { + "name": "Shadowmaster", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "Interdicted creatures radiate darkness in a 10-foot radius. Mundane sources of light can't illuminate this darkness, but creatures with {@sense darkvision} can see through it. If any of this darkness overlaps with an area of light created by magic or psionics, the overlapping area of darkness is illuminated by the light." + ] + }, + { + "name": "Dis's Onslaught (Passive)", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 13, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "Each time you use a bonus action to place or move a seal, you can make one weapon attack as part of the same bonus action." + ] + }, + { + "name": "Dispater's Supremacy (Passive)", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 18, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised" + }, + "subclass": { + "name": "Painkiller", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "Your attacks against interdicted creatures score a critical hit on a roll of 18 through 20." + ] + }, + { + "name": "Eyes of the Gate", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "As an action, you can expend one or more seals to attempt to bind your awareness to a creature you can see within 60 feet of you. The target must make a Wisdom saving throw; they can willingly fail this save. On a failed save, you are bound to the target's awareness for a number of hours equal to the number of seals you expended, or until you use this boon on another creature. For the duration, while the target is within 300 feet of you, you can use an action to see and hear through their senses, gaining the benefit of any special senses the target possesses, and you continue to do so until you use your action to return to your normal senses. While perceiving through the target's senses, you are deaf and blind with regard to your own senses.", + "Additionally, for the duration, you can place seals, burn them, and use interdict boons as if you were in the creature's space, but doing so makes the creature aware of this bond. An aware creature can use their action to repeat the saving throw, ending the effects of this boon on a success." + ] + }, + { + "name": "Flash of Brimstone", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 13, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "When you place or move a seal, you can activate this boon (no action required) to magically teleport to an unoccupied space you can see within 5 feet of the target." + ] + }, + { + "name": "Foul Interchange", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised" + }, + "subclass": { + "name": "Sanguine Knight", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "As an action, you choose a creature you can see within 30 feet of you and expend a seal to end one of the following conditions afflicting them: {@condition blinded}, {@condition charmed}, dazed, {@condition deafened}, {@condition frightened}, {@condition paralyzed}, or {@condition poisoned}. Another creature you can see within 60 feet of you must succeed on a Constitution saving throw or suffer that same condition until the end of your next turn. If that creature is immune to the condition, they don't suffer the condition, but the condition ends for the original creature." + ] + }, + { + "name": "Hell Mage (Passive)", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 18, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised" + }, + "subclass": { + "name": "Architect of Ruin", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "When you or an ally within 30 feet of you succeed on a saving throw against a spell or other magical effect imposed by an enemy, you can immediately place one or more seals on that enemy, up to a number equal to your proficiency bonus." + ] + }, + { + "name": "Hell's Assassin (Passive)", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 13, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised" + }, + "subclass": { + "name": "Shadowmaster", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "Whenever you roll a 1 or 2 on a die to determine the damage of your seals or your weapon attacks against interdicted creatures, you can reroll the die and must use the new roll." + ] + }, + { + "name": "Hellish Frenzy", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 13, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "When you start your turn within 30 feet of an interdicted creature, you can expend a seal to become frenzied by the power of Hell until the start of your next turn. While frenzied, your movement speed is doubled, you have a +2 bonus to your AC, and you can make an extra weapon attack when you take the {@action Attack} action." + ] + }, + { + "name": "Hellsight", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 13, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "senses": [ + { + "truesight": 60 + } + ], + "entries": [ + "You can expend a seal as an action to gain {@sense truesight} out to 60 feet for 1 hour." + ] + }, + { + "name": "Impaling Shot", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 13, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "When you hit an interdicted creature with a ranged weapon attack, you can expend a seal as a bonus action to create a weak point in their defenses. Until the end of your next turn, the creature takes a penalty to AC equal to your proficiency bonus." + ] + }, + { + "name": "Incontrovertible (Passive)", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 18, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised" + }, + "subclass": { + "name": "Hellspeaker", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "Interdicted creatures have disadvantage on Wisdom and Charisma saving throws." + ] + }, + { + "name": "Inexorable", + "source": "IllriggerRevised", + "featureType": [ + "IllMastery" + ], + "entries": [ + "You gain a +1 bonus to saving throws for each hostile creature within 5 feet of you, to a maximum bonus of +5." + ] + }, + { + "name": "Iron Gaol", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 13, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "As an action, you can touch a creature and expend four seals to attempt to send that creature to Hell. The target must succeed on a Charisma saving throw or be pulled through a rift into the prisons of your archfiend's infernal city.", + "If the target is native to Hell, or if their level or challenge rating is 4 or lower, they remain there and must find their own way out. Otherwise, the target remains in the prison for 1 minute, after which they reappear in the space they left or in the nearest unoccupied space available; this target can repeat the saving throw at the end of each of their turns, ending the effect early on a success." + ] + }, + { + "name": "Last Word", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 13, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "When you are reduced to 0 hit points and have unplaced seals remaining, the hellfire in you refuses to die. You can expend up to 3 seals and release an explosion around you (no action required). Roll {@dice 3d6} per seal expended. Each creature of your choice within 30 feet of you must make a Dexterity saving throw. On a failed save, a creature takes fire damage equal to the total you rolled. On a successful save, a creature takes half as much damage. If this explosion damages at least one creature, you regain a number of hit points equal to the total you rolled." + ] + }, + { + "name": "Lies", + "source": "IllriggerRevised", + "featureType": [ + "IllMastery" + ], + "entries": [ + "You can choose one type of melee weapon, such as a battleaxe, greatsword, or spear. When you attack with that type of weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. You can choose a new weapon type, which replaces your previous choice, when you finish a long rest." + ] + }, + { + "name": "Lissome", + "source": "IllriggerRevised", + "featureType": [ + "IllMastery" + ], + "entries": [ + "When you hit a creature with a melee weapon attack, you can spend your movement to move 5 feet without provoking opportunity attacks." + ] + }, + { + "name": "Red Cant", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised" + }, + "subclass": { + "name": "Hellspeaker", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "When you make a Charisma check, you can expend a seal to treat a {@dice d20} roll of 9 or lower as a 10." + ] + }, + { + "name": "Sanguine Gift", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 13, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised" + }, + "subclass": { + "name": "Sanguine Knight", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "When a creature you can see within 30 feet of you regains hit points, you can expend a seal (no action required) and the creature regains additional hit points equal to your illrigger level." + ] + }, + { + "name": "Shadow Shroud", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "You can expend a seal as a bonus action to weave a mantle of semisolid shadows around yourself or a creature you touch. The target gains a +2 bonus to AC for 1 minute." + ] + }, + { + "name": "Slippery Ploy", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 13, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised" + }, + "subclass": { + "name": "Hellspeaker", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "When a creature targets you with an attack, spell, or other magical effect, you can place a seal on them as a reaction and force the creature to make a Charisma saving throw. On a failed save, the creature must choose a new target or lose the attack or effect." + ] + }, + { + "name": "Soul Eater", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 2, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "When you burn a seal on an interdicted creature, you can activate this boon (no action required) to gain temporary hit points equal to your illrigger level." + ] + }, + { + "name": "Soul's Doom", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 13, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "When you use a bonus action to place or move a seal, you can scorch the seals into the target's soul. For 1 minute, whenever that interdicted creature takes damage, they take extra damage equal to your proficiency bonus." + ] + }, + { + "name": "Spellbreaker", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 13, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised" + }, + "subclass": { + "name": "Architect of Ruin", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "When an interdicted creature you can see within 60 feet of you casts a spell, you can use your reaction to burn one or more of the seals on them. When you do, burning the seal deals no damage, and instead you cast {@spell counterspell} on them without expending a spell slot. Your spell's level increases by 1 for every additional seal you burn after the first." + ] + }, + { + "name": "Styx's Apathy", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 2, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "When you burn a seal on an interdicted creature, you can use your reaction to flood the target with an otherworldly chill. Until the end of the target's next turn, they can't take reactions." + ] + }, + { + "name": "Swift Retribution (Passive)", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 2, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "When an interdicted creature provokes an opportunity attack from you, you can make that attack without using your reaction, provided you're not {@condition incapacitated}. Once you benefit from this boon, you can't do so again until the start of your next turn." + ] + }, + { + "name": "Telekinetic Seal", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised" + }, + "subclass": { + "name": "Painkiller", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "When a creature you can see moves within 5 feet of you, you can use your reaction to place a seal on them. When you do, the target must succeed on a Wisdom saving throw or be either pushed back 15 feet or knocked {@condition prone} (your choice)." + ] + }, + { + "name": "Unfettered", + "source": "IllriggerRevised", + "featureType": [ + "IllMastery" + ], + "entries": [ + "When you use your Baleful Interdict to place or burn a seal, its range is 60 feet instead of 30 feet. When you gain the Infernal Conduit feature at 6th level, its range is 30 feet instead of touch.", + "In addition, making a ranged attack while within 5 feet of a hostile creature does not impose disadvantage on the attack roll." + ] + }, + { + "name": "Unleash Hell", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "When you burn one or more seals on an interdicted creature, you can use your reaction to unleash an explosion of hellish energy around them. Each creature of your choice within 5 feet of the target must make a Dexterity saving throw. On a failed save, a creature takes the same amount and type of damage as the seals dealt to the interdicted creature. On a successful save, a creature takes half as much damage." + ] + }, + { + "name": "Veil of Lies", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised" + }, + "subclass": { + "name": "Shadowmaster", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "As a bonus action, you can expend a seal to become {@condition invisible} for 10 minutes or until you attack or cast a spell." + ] + }, + { + "name": "Vengeful Shot", + "source": "IllriggerRevised", + "featureType": [ + "ItdBoon" + ], + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Illrigger", + "source": "IllriggerRevised", + "visible": true + } + } + } + ], + "entries": [ + "When a creature makes a ranged attack against you or an ally you can see within 30 feet of you, you can expend a seal as a reaction to make a ranged weapon attack against the attacker. If your attack hits, it deals extra damage equal to half your illrigger level (rounded down)." + ] + } + ], + "spell": [ + { + "name": "Aura of Desecration", + "source": "IllriggerRevised", + "page": 32, + "level": 4, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "emanation", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "Life-defiling energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Whenever creatures of your choice enter the area for the first time on a turn or start their turn there, they must make a Constitution saving throw. On a failed save, a creature takes {@damage 4d6} necrotic damage and can't regain hit points until the start of their next turn. On a successful save, a creature takes half as much damage and suffers no other effect." + ], + "classes": { + "fromClassListVariant": [ + { + "name": "Cleric", + "source": "PHB", + "definedInSource": "IllriggerRevised" + }, + { + "name": "Paladin", + "source": "PHB", + "definedInSource": "IllriggerRevised" + } + ] + }, + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "HL" + ] + }, + { + "name": "Hell's Lash", + "source": "IllriggerRevised", + "page": 32, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "the forked tongue of a serpent" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You lash a whip of crimson energy at a creature you can see within range, creating a conduit between you and the target. The target must succeed on a Constitution saving throw or take {@damage 4d4} fire damage and be tethered. A tethered creature takes {@damage 2d4} fire damage at the beginning of each of their turns. A tethered creature can repeat the saving throw at the end of each of their turns, ending the effect on a success.", + "For the duration, if the target is an interdicted creature, you can use your reaction to burn one of your seals on the creature. When you do, the creature makes their next saving throw to end this spell with disadvantage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by {@dice 2d4} for each slot level above 1st, and the subsequent damage increases by {@dice 1d4} for each slot level above 1st." + ] + } + ], + "classes": { + "fromClassListVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "IllriggerRevised" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "IllriggerRevised" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "IllriggerRevised" + } + ] + }, + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Hellfire", + "source": "IllriggerRevised", + "page": 33, + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You create an eruption of smoldering hellfire around a creature you can see within range. The target must succeed on a Charisma saving throw or take {@damage 1d4} fire damage plus {@damage 1d4} necrotic damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "Both of the spell's damage types increase by {@dice 1d4} when you reach 5th level ({@dice 2d4} each), 11th level ({@dice 3d4} each), and 17th level ({@dice 4d4} each)." + ] + } + ], + "classes": { + "fromClassListVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "IllriggerRevised" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "IllriggerRevised" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "IllriggerRevised" + } + ] + }, + "damageInflict": [ + "fire", + "necrotic" + ], + "savingThrow": [ + "charisma" + ], + "miscTags": [ + "SCL", + "SGT" + ] + }, + { + "name": "Infernal Challenge", + "source": "IllriggerRevised", + "page": 33, + "level": 2, + "school": "E", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You offer a creature a compelling challenge. If you have no allies within 5 feet of you, choose one creature within range who can see and hear you. They must succeed on a Charisma saving throw or answer your challenge and fight you. For the duration, you gain a +2 bonus to AC, the target has disadvantage on attack rolls against creatures other than you, and the first time the target tries to move away from you on a turn, they must succeed on a Charisma saving throw or their speed becomes 0 until the start of their next turn.", + "This spell ends if you end your turn more than 30 feet away from the target." + ], + "classes": { + "fromClassListVariant": [ + { + "name": "Paladin", + "source": "PHB", + "definedInSource": "IllriggerRevised" + } + ] + }, + "savingThrow": [ + "charisma" + ], + "miscTags": [ + "MAC" + ] + }, + { + "name": "Maligned Weapon", + "source": "IllriggerRevised", + "page": 33, + "level": 4, + "school": "V", + "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 + } + ], + "entries": [ + "You imbue a weapon you touch with an infernal blessing. Until the spell ends, the weapon extinguishes any mundane sources of light in a 30-foot radius. In addition, attacks made with the weapon deal an extra {@damage 2d6} necrotic damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.", + "As a bonus action on your turn while holding this weapon, you can end the spell early and cause the weapon to emit a burst of dark energy. Each creature of your choice who you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature takes {@damage 4d6} necrotic damage and is {@condition frightened} for 1 minute. On a successful save, a creature takes half as much damage and isn't {@condition frightened}. At the end of each of their turns, a {@condition frightened} creature can make a Wisdom saving throw, ending the effect on themself on a success." + ], + "classes": { + "fromClassListVariant": [ + { + "name": "Paladin", + "source": "PHB", + "definedInSource": "IllriggerRevised" + } + ] + }, + "damageInflict": [ + "necrotic" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT", + "UBA" + ] + }, + { + "name": "Mote of Hell", + "source": "IllriggerRevised", + "page": 33, + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "a piece of sulfur" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You manifest a pocket of Hell. A 15-foot-radius sphere of darkness, brimstone, and blasting heat appears, centered on a point within range and lasting for the duration. The cloud of hellfire echoes with the cries of damned souls that can be heard by creatures within 30 feet of it. No light, even magical light, can illuminate the cloud, and any creatures fully within that area are {@condition blinded}.", + "The cloud warps the timescape, making the cloud's area difficult terrain. A creature who starts their turn in that area takes {@damage 3d6} fire damage. A creature who ends their turn in that area must succeed on a Wisdom saving throw or take {@damage 3d6} psychic damage as the voices of the damned crowd their mind." + ], + "classes": { + "fromClassListVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "IllriggerRevised" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "IllriggerRevised" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "IllriggerRevised" + } + ] + }, + "damageInflict": [ + "fire", + "psychic" + ], + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Vengeful Blade", + "source": "IllriggerRevised", + "page": 34, + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": { + "text": "a melee weapon worth at least 1 gp", + "cost": 100 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then radiates a dark aura of energy until the start of your next turn. If the target makes an attack or casts a spell before then, the target takes {@damage 1d8} necrotic damage and the spell ends.", + "This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra {@damage 1d8} necrotic damage to the target on a hit, and the damage the target takes for making an attack or casting a spell increases to {@dice 2d8}. Both damage rolls increase by {@dice 1d8} at 11th level ({@dice 2d8} and {@dice 3d8}) and again at 17th level ({@dice 3d8} and {@dice 4d8})." + ], + "classes": { + "fromClassListVariant": [ + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "IllriggerRevised" + }, + { + "name": "Warlock", + "source": "PHB", + "definedInSource": "IllriggerRevised" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "IllriggerRevised" + } + ] + }, + "damageInflict": [ + "necrotic" + ], + "miscTags": [ + "AAD", + "SCL" + ] + }, + { + "name": "Wall of Death", + "source": "IllriggerRevised", + "page": 34, + "level": 4, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a chip of onyx" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create a wall of necrotic energy on a surface within range. You can make a wall up to 60 feet long, 20 feet high, and 1 foot thick, or can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature in its area must make a Constitution saving throw. A creature takes {@damage 4d8} necrotic damage on a failed save, or half as much damage on a successful one.", + "One side of the wall, selected by you when you cast this spell, deals {@damage 4d8} necrotic damage to each creature who ends their turn within 10 feet of that side or inside the wall. A creature takes the same damage when they enter the wall for the first time on a turn or end their turn there. The other side of the wall deals no damage.", + "Whenever a creature takes damage from the wall, you can use your reaction to gain temporary hit points equal to the amount of damage dealt." + ], + "classes": { + "fromClassListVariant": [ + { + "name": "Druid", + "source": "PHB", + "definedInSource": "IllriggerRevised" + }, + { + "name": "Sorcerer", + "source": "PHB", + "definedInSource": "IllriggerRevised" + }, + { + "name": "Wizard", + "source": "PHB", + "definedInSource": "IllriggerRevised" + } + ] + }, + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "THP" + ], + "hasFluffImages": true + } + ], + "spellFluff": [ + { + "name": "Wall of Death", + "source": "IllriggerRevised", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/IllriggerRevised/spells/Wall of Death.webp" + } + } + ] + } + ], + "item": [ + { + "name": "Bloodsbane", + "source": "IllriggerRevised", + "page": 39, + "type": "P", + "rarity": "very rare", + "entries": [ + "This oil is deceptively clear and smells faintly like parchment, dried ink, and a touch of sulfur. To unlock the oil's power, an additional component must be mixed in (as shown in the Bloodsbane Effects table); this component may have already been added, or the oil's user can acquire an unmixed oil and add the component as part of a short or long rest. These components are difficult to sense once diluted in the oil, and identifying this oil may require a keen nose or additional research.", + "The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil in this way takes 1 minute, during which time a willing creature must offer one drop of their blood, mixing it into the oil to activate its magic.", + "A creature hit with a weapon or ammunition coated in this oil must succeed on a DC 15 Constitution saving throw or suffer an effect depending on the oil's special component added. In addition, if the creature fails the saving throw and the blood in the oil came from an illrigger, the creature has a seal placed on them by that illrigger. This seal doesn't count against the number of seals granted by the illrigger's Baleful Interdict feature.", + { + "type": "table", + "caption": "Bloodsbane Effects", + "colStyles": [ + "col-2", + "col-10" + ], + "colLabels": [ + "Ingredient", + "Effect" + ], + "rows": [ + [ + "Mentha arvensis oil", + "The target is under the effects of the {@spell zone of truth} spell for 10 minutes." + ], + [ + "Nightshade oil", + "The target is {@condition paralyzed} for 1 minute." + ], + [ + "Bloodhound fur", + "The creature who offered their blood to the oil knows the direction and distance to the target for 24 hours." + ], + [ + "Rose oil", + "The target is under the effect of the {@spell charm person} spell for 1 hour. The creature they are {@condition charmed} by is the creature who offered their blood to the oil." + ] + ] + } + ], + "attachedSpells": [ + "charm person" + ], + "miscTags": [ + "CNS" + ], + "hasFluff": true + } + ], + "itemGroup": [ + { + "name": "True Name (*)", + "source": "IllriggerRevised", + "page": 38, + "type": "GV|DMG", + "rarity": "varies", + "reqAttune": "by a illrigger", + "entries": [ + "{@note * This item group has the same name and source as the item {@item True Name|IllriggerRevised}}." + ], + "items": [ + "True Name|IllriggerRevised", + "+1 True Name|IllriggerRevised", + "+2 True Name|IllriggerRevised", + "+3 True Name|IllriggerRevised" + ], + "hasFluff": true + } + ], + "magicvariant": [ + { + "name": "+1 True Name", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "+1 True Name ", + "source": "IllriggerRevised", + "page": 38, + "rarity": "rare", + "reqAttune": "by a illrigger", + "bonusWeapon": "+1", + "entries": [ + "This weapon is ornately decorated with elegant details in brimstone and obsidian. It smells of iron and incense. When you attune to this weapon, you must whisper your true name to it. The name sears across the weapon in Infernal runes, then fades.", + "The typical True Name, an uncommon item, empowers an illrigger's Baleful Interdict. Whenever you roll an 18, 19, or 20 on your attack roll with this weapon and place a seal on a creature as part of the attack, you can place an additional seal on that creature.", + "You gain a {=bonusWeapon} bonus to attack and damage rolls made using the weapon, and the damage dealt by your seals increases by {@dice 1d6}." + ] + }, + "hasFluff": true + }, + { + "name": "+2 True Name", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "+2 True Name ", + "source": "IllriggerRevised", + "page": 38, + "rarity": "very rare", + "reqAttune": "by a illrigger", + "bonusWeapon": "+2", + "entries": [ + "This weapon is ornately decorated with elegant details in brimstone and obsidian. It smells of iron and incense. When you attune to this weapon, you must whisper your true name to it. The name sears across the weapon in Infernal runes, then fades.", + "The typical True Name, an uncommon item, empowers an illrigger's Baleful Interdict. Whenever you roll an 18, 19, or 20 on your attack roll with this weapon and place a seal on a creature as part of the attack, you can place an additional seal on that creature.", + "You gain a {=bonusWeapon} bonus to attack and damage rolls made using the weapon, and the damage dealt by your seals increases by {@dice 2d6}. In addition, when you reduce an enemy to 0 hit points, you can choose to regain a seal (no action required). Once you regain a seal in this way, you can't do so again until the following dusk." + ] + }, + "hasFluff": true + }, + { + "name": "+3 True Name", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "+3 True Name ", + "source": "IllriggerRevised", + "page": 38, + "rarity": "legendary", + "reqAttune": "by a illrigger", + "bonusWeapon": "+3", + "entries": [ + "This weapon is ornately decorated with elegant details in brimstone and obsidian. It smells of iron and incense. When you attune to this weapon, you must whisper your true name to it. The name sears across the weapon in Infernal runes, then fades.", + "The typical True Name, an uncommon item, empowers an illrigger's Baleful Interdict. Whenever you roll an 18, 19, or 20 on your attack roll with this weapon and place a seal on a creature as part of the attack, you can place an additional seal on that creature.", + "You gain a {=bonusWeapon} bonus to attack and damage rolls made using the weapon, and the damage dealt by your seals increases by {@dice 3d6}. In addition, when you reduce an enemy to 0 hit points, you can choose to regain two seals and gain temporary hit points equal to your illrigger level (no action required). Once you regain seals and gain temporary hit points in this way, you can't do so again until the following dusk." + ] + }, + "hasFluff": true + }, + { + "name": "True Name", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "True Name ", + "source": "IllriggerRevised", + "page": 38, + "rarity": "uncommon", + "reqAttune": "by a illrigger", + "entries": [ + "This weapon is ornately decorated with elegant details in brimstone and obsidian. It smells of iron and incense. When you attune to this weapon, you must whisper your true name to it. The name sears across the weapon in Infernal runes, then fades.", + "The typical True Name, an uncommon item, empowers an illrigger's Baleful Interdict. Whenever you roll an 18, 19, or 20 on your attack roll with this weapon and place a seal on a creature as part of the attack, you can place an additional seal on that creature." + ] + }, + "hasFluff": true + } + ], + "itemFluff": [ + { + "name": "+1 True Name", + "source": "IllriggerRevised", + "_copy": { + "name": "True Name (*)", + "source": "IllriggerRevised" + } + }, + { + "name": "+2 True Name", + "source": "IllriggerRevised", + "_copy": { + "name": "True Name (*)", + "source": "IllriggerRevised" + } + }, + { + "name": "+3 True Name", + "source": "IllriggerRevised", + "_copy": { + "name": "True Name (*)", + "source": "IllriggerRevised" + } + }, + { + "name": "Bloodsbane", + "source": "IllriggerRevised", + "entries": [ + { + "type": "quote", + "entries": [ + "\"Once you unlock the secrets of brewin' Bloodsbane, set up shop in Dis and Styx. The servants of Dispater and Moloch can't get enough of it, especially the floral stuff. And I know a knight or a mage or two in Sutekh and Asmodeus's service who'll pay no small sum for a bottle or two with nightshade.", + "But if you share the means to make it with anyone, the last thing you'll smell will be parchment, sulfur, and something sweet.\"" + ], + "by": "Arzarach, Seven Cities merchant", + "skipMarks": true + } + ] + }, + { + "name": "True Name", + "source": "IllriggerRevised", + "_copy": { + "name": "True Name (*)", + "source": "IllriggerRevised" + } + }, + { + "name": "True Name (*)", + "source": "IllriggerRevised", + "entries": [ + { + "type": "quote", + "entries": [ + "\"The weapon known as True Name is inseparable from the history of the Seven Cities. Whenever two devils entered into a deal with one another, the offeree of the contract would seal their true name into its ornamentations, then the blade would remain in the possession of the offerer. Should the offeree fail to uphold their end of the contract, the offerer would magically learn the name from the blade, thus gaining power over they who betrayed the sacred pact.", + "Is there, thus, any blade with more potential? It is written that if an infernal soul could discover the true name of the weapon itself, they could draw from it every name sworn to it since the blade's creation. Imagine the power that individual would have over the Seven Cities. Imagine the proud devils who could do naught but fall to their knees.", + "I have sought the blade's name for centuries. With luck, when I find it, its bearer will not know the power they wield, and it will be mine.\"" + ], + "by": "Infernal Chancellor Lazivos's personal writings", + "skipMarks": true + }, + { + "type": "inset", + "name": "An Ancient True Name", + "entries": [ + "Since the illrigger has many viable playstyles, {@i True Name}'s shape and rarity are flexible, allowing the GM to bestow a weapon that best fits the illrigger in their party. We suggest tying this weapon into a greater story, such as a power squabble in the Seven Cities, a feud between two fiends, or even a devil trying to learn your illrigger's true name\u2014in Hell, a devil's true name can be spoken aloud to aid in summoning the fiend or to strip them of their power (see {@book Flee, Mortals!|FleeMortals} for these mechanics). Similar rules could apply to your infernal illrigger, if you wish.", + "Once a character claims {@i True Name}, they might quest to find its original name, thus learning the true names of many fiends in the hells and gaining great leverage. However, the weapon's wielder will undoubtedly encounter fiends who crave the weapon for themselves\u2014such as Infernal Chancellor Lazivos, a chancellor in the Seven Cities whose agents collect powerful relics to enable his election to the Court. You can find his stat block and more information about him in {@book Flee, Mortals!|FleeMortals}!" + ] + } + ] + } + ], + "monster": [ + { + "name": "Agent (Shadowmaster)", + "source": "IllriggerRevised", + "page": 0, + "size": [ + "M" + ], + "type": "humanoid", + "alignment": [ + "A" + ], + "ac": [ + { + "ac": 15, + "from": [ + "medium armor" + ] + } + ], + "hp": { + "special": "Seven times their level (number of d8 Hit Dice equal to their level)" + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 16, + "con": 10, + "int": 10, + "wis": 10, + "cha": 14, + "save": { + "str": "+PB", + "dex": "+PB", + "con": "+PB", + "int": "+PB", + "wis": "+PB", + "cha": "+PB" + }, + "skill": { + "acrobatics": "+3 plus PB", + "deception": "+2 plus PB", + "perception": "+0 plus PB", + "stealth": "+3 plus PB" + }, + "passive": "10 plus PB", + "languages": [ + "Common", + "Infernal" + ], + "pbNote": "equals the mentor's bonus", + "action": [ + { + "name": "Signature Attack (Daggers)", + "entries": [ + "{@atk mw} {@hit 3 plus PB} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}{@damage 2d4 plus PB} piercing damage. Beginning at 7th level, the agent can make this attack twice, instead of once, when they take the Attack action on their turn." + ] + }, + { + "name": "5th Level: Dark Strike (3/Day)", + "entries": [ + "As an action, the agent makes a signature attack, then places infernal seals on the target. The next time the target is hit by an attack, the seals burn darkly, dealing an extra {@damage PBd6} necrotic damage to the target." + ] + }, + { + "name": "7th Level: Seal Fate (1/Day)", + "entries": [ + "As an action, the agent makes two signature attacks against a creature. If one or both attacks hit, the target's speed is reduced to 0 and the target has disadvantage on attack rolls until the end of the agent's next turn." + ] + } + ], + "bonus": [ + { + "name": "3rd Level: Shadow Gate (3/Day)", + "entries": [ + "As a bonus action, the agent teleports up to 30 feet to an unoccupied space they can see. The next time the agent hits a creature with a signature attack before the end of their next turn, the attack deals an extra PB piercing damage." + ] + } + ], + "languageTags": [ + "C", + "I" + ], + "miscTags": [ + "MW" + ] + }, + { + "name": "Bloodletter (Sanguine Knight)", + "source": "IllriggerRevised", + "page": 0, + "size": [ + "M" + ], + "type": "humanoid", + "alignment": [ + "A" + ], + "ac": [ + { + "ac": 15, + "from": [ + "medium armor" + ] + } + ], + "hp": { + "special": "Eight times their level (number of d10 Hit Dice equal to their level)" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 10, + "con": 10, + "int": 10, + "wis": 10, + "cha": 14, + "save": { + "str": "+PB", + "dex": "+PB", + "con": "+PB", + "int": "+PB", + "wis": "+PB", + "cha": "+PB" + }, + "skill": { + "intimidation": "+2 plus PB", + "medicine": "+0 plus PB" + }, + "passive": 10, + "languages": [ + "Common", + "Infernal" + ], + "pbNote": "equals the mentor's bonus", + "action": [ + { + "name": "Signature Attack (Halberd)", + "entries": [ + "{@atk mw} {@hit 3 plus PB} to hit, reach 10 ft., one target. {@h}{@damage 1d10 plus PB} slashing damage. Beginning at 7th level, the bloodletter can make this attack twice, instead of once, when they take the Attack action on their turn." + ] + }, + { + "name": "3rd Level: Exsanguinate (3/Day)", + "entries": [ + "As an action, the bloodletter makes a signature attack, then grants an ally they can see within 30 feet of them {@dice PBd6} temporary hit points." + ] + } + ], + "reaction": [ + { + "name": "5th Level: Rubescent Protector (3/Day)", + "entries": [ + "When an ally the bloodletter can see within 10 feet of them is hit with an attack, the bloodletter can use their reaction to redirect the attack to themself, potentially causing the attack to miss. If the attacker is within 10 feet of the bloodletter, the bloodletter can then make a signature attack against the attacker." + ] + }, + { + "name": "7th Level: Fuilech (3/Day)", + "entries": [ + "When the bloodletter hits a creature with a signature attack, they can use their reaction to siphon the creature's vitality. For 1 minute, the bloodletter empowers up to three creatures they can see within 30 feet of them (potentially including themself), granting those creatures a bonus to saving throws equal to half the bloodletter's PB." + ] + } + ], + "languageTags": [ + "C", + "I" + ], + "miscTags": [ + "MLW", + "MW", + "RCH" + ] + }, + { + "name": "Deceiver (Architect of Ruin)", + "source": "IllriggerRevised", + "page": 0, + "size": [ + "M" + ], + "type": "humanoid", + "alignment": [ + "A" + ], + "ac": [ + { + "ac": 13, + "from": [ + "light armor" + ] + } + ], + "hp": { + "special": "Seven times their level (number of d8 Hit Dice equal to their level)" + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 12, + "con": 10, + "int": 12, + "wis": 10, + "cha": 16, + "save": { + "str": "+PB", + "dex": "+PB", + "con": "+PB", + "int": "+PB", + "wis": "+PB", + "cha": "+PB" + }, + "skill": { + "arcana": "+1 plus PB", + "deception": "+3 plus PB", + "persuasion": "+3 plus PB" + }, + "passive": 10, + "languages": [ + "Common", + "Infernal" + ], + "pbNote": "equals the mentor's bonus", + "action": [ + { + "name": "Signature Attack (Hellfire)", + "entries": [ + "{@atk ms,rs} {@hit 3 plus PB} to hit, reach 5 ft. or range 60 ft., one target. {@h}{@damage 1d4} necrotic damage plus {@damage 1d4} fire damage. Both of the spell's damage types increase by {@dice 1d4} when the deceiver reaches 5th level ({@dice 2d4} each), 11th level ({@dice 3d4} each), and 17th level ({@dice 4d4} each)." + ] + }, + { + "name": "3rd Level: Hell's Lash (3/Day)", + "entries": [ + "As an action, the deceiver lashes a whip of crimson energy between them and a creature they can see within 30 feet of them. The target must succeed on a {@dc 10 plus PB} Constitution saving throw or take {@damage PBd4} fire damage and be tethered. A tethered creature takes {@damage PBd4} damage at the beginning of each of their turns. A tethered creature can repeat the saving throw at the end of each of their turns, ending the effect on a success." + ] + }, + { + "name": "5th Level: Armor of Deception (3/Day)", + "entries": [ + "As an action, the deceiver weaves frightening illusions around a creature they can see within 60 feet of them. The illusions last for 1 minute. A creature who attacks the target while the illusions are active must succeed on a {@dc 10 plus PB} Wisdom saving throw or take {@damage PBd6} psychic damage and be {@condition frightened} until the end of their next turn. A creature who succeeds on the saving throw is immune to this effect for 24 hours." + ] + }, + { + "name": "7th Level: Mote of Hell (1/Day)", + "entries": [ + "As an action, the deceiver manifests a pocket of Hell, creating a 15-foot-radius sphere of brimstone and darkness centered on a point within 150 feet of them. That area becomes difficult terrain. A creature who starts their turn in that area or enters it for the first time on a turn takes {@damage PBd6} fire damage. A creature who ends their turn in that area must succeed on a {@dc 10 plus PB} Wisdom saving throw or take {@damage PBd6} psychic damage from the screams of the damned in their mind." + ] + } + ], + "languageTags": [ + "C", + "I" + ], + "miscTags": [ + "AOE", + "MA", + "RA" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ] + }, + { + "name": "Schemer (Hellspeaker)", + "source": "IllriggerRevised", + "page": 0, + "size": [ + "M" + ], + "type": "humanoid", + "alignment": [ + "A" + ], + "ac": [ + { + "ac": 13, + "from": [ + "light armor" + ] + } + ], + "hp": { + "special": "Seven times their level (number of d8 Hit Dice equal to their level)" + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 12, + "con": 10, + "int": 10, + "wis": 12, + "cha": 16, + "save": { + "str": "+PB", + "dex": "+PB", + "con": "+PB", + "int": "+PB", + "wis": "+PB", + "cha": "+PB" + }, + "skill": { + "deception": "+3 plus PB", + "insight": "+1 plus PB", + "persuasion": "+3 plus PB" + }, + "passive": 11, + "languages": [ + "Common", + "Infernal" + ], + "pbNote": "equals the mentor's bonus", + "action": [ + { + "name": "Signature Attack (Daggers)", + "entries": [ + "{@atk mw} {@hit 3 plus PB} to hit, reach 5 ft., one target. {@h}{@damage 2d4 plus PB} damage. Beginning at 7th level, the schemer can make this attack twice, instead of once, when they take the Attack action on their turn." + ] + }, + { + "name": "5th Level: Promises and Lies (1/Day)", + "entries": [ + "As an action, the schemer turns enemies into allies. Each creature within 30 feet of the schemer who can hear them and who understand Common or Infernal must succeed on a {@dc 10 plus PB} Charisma saving throw or be {@condition charmed} by the schemer for 1 minute. While {@condition charmed} in this way, a creature can't willingly harm any of the schemer's allies. A creature can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success." + ] + }, + { + "name": "7th Level: Turncoat (3/Day)", + "entries": [ + "As an action, the schemer chooses up to PB creatures they can see within 30 feet of them. Each target must succeed on a {@dc 10 plus PB} Charisma saving throw or make an attack against their nearest ally (no action required). A creature {@condition charmed} by the schemer automatically fails this saving throw." + ] + } + ], + "reaction": [ + { + "name": "3rd Level: Quick Trick (3/Day)", + "entries": [ + "When a creature targets the schemer or an ally within 30 feet of the schemer with an attack, spell, or other magical effect, the schemer can use their reaction to force that creature to make a {@dc 10 plus PB} Charisma saving throw. On a failed save, the creature must choose a new target or lose the attack or effect." + ] + } + ], + "languageTags": [ + "C", + "I" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "charmed" + ], + "savingThrowForced": [ + "charisma" + ] + }, + { + "name": "Tyrant (Painkiller)", + "source": "IllriggerRevised", + "page": 0, + "size": [ + "M" + ], + "type": "humanoid", + "alignment": [ + "A" + ], + "ac": [ + { + "ac": 18, + "from": [ + "heavy armor" + ] + } + ], + "hp": { + "special": "Eight times their level (number of d10 Hit Dice equal to their level)" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 10, + "con": 10, + "int": 10, + "wis": 10, + "cha": 14, + "save": { + "str": "+PB", + "dex": "+PB", + "con": "+PB", + "int": "+PB", + "wis": "+PB", + "cha": "+PB" + }, + "skill": { + "athletics": "+3 plus PB", + "intimidation": "+2 plus PB" + }, + "passive": 10, + "languages": [ + "Common", + "Infernal" + ], + "pbNote": "equals the mentor's bonus", + "action": [ + { + "name": "Signature Attack (Longsword)", + "entries": [ + "{@atk mw} {@hit 3 plus PB} to hit, reach 5 ft., one target. {@h}{@damage 1d8 plus PB} slashing damage. Beginning at 7th level, the tyrant can make this attack twice, instead of once, when they take the Attack action on their turn." + ] + }, + { + "name": "3rd Level: Shift Ranks (3/Day)", + "entries": [ + "As an action, the tyrant makes a signature attack and allows up to three allies within 30 feet of them who can hear them to move up to 10 feet without provoking opportunity attacks (no action required)." + ] + }, + { + "name": "7th Level: Choke (1/Day)", + "entries": [ + "As an action, the tyrant makes a signature attack; if the attack hits, the tyrant chokes the target with infernal magic. The target is {@condition grappled} (escape {@dc 10 plus PB}) and {@condition restrained} until the grapple ends." + ] + } + ], + "reaction": [ + { + "name": "5th Level: Devastation (3/Day)", + "entries": [ + "As an action, the tyrant makes a signature attack, and up to three allies within 30 feet of them who can hear them can use their reaction to make one weapon attack." + ] + } + ], + "languageTags": [ + "C", + "I" + ], + "miscTags": [ + "MLW", + "MW" + ], + "conditionInflict": [ + "grappled" + ] + } + ], + "book": [ + { + "name": "The Illrigger Revised", + "id": "IllriggerRevised", + "source": "IllriggerRevised", + "group": "homebrew", + "cover": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/IllriggerRevised/covers/IllriggerRevised.webp" + }, + "published": "2023-12-05", + "author": "MCDM Productions", + "contents": [ + { + "name": "The Illrigger Revised", + "headers": [ + "Introduction", + "Fiction", + "The Illrigger", + "Diabolic Contracts", + "New Spells", + "Retainers", + "Items", + "Credits" + ] + } + ] + } + ], + "bookData": [ + { + "id": "IllriggerRevised", + "source": "IllriggerRevised", + "data": [ + { + "type": "section", + "name": "The Illrigger Revised", + "id": "000", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/IllriggerRevised/book/000-00-001.cover.webp" + }, + "width": 1700, + "height": 2200 + }, + { + "type": "section", + "name": "Introduction", + "id": "001", + "entries": [ + { + "type": "quote", + "entries": [ + "Hey, everybody! James Introcaso here\u2014just kidding, it's Sadie Lowry.", + "Many in the MCDM community know my reputation for writing celestial-themed projects. I wrote six {@i ARCADIA} articles! There are memes about it! You can imagine my amusement when James scheduled a Discord call with me and broke the news: He wanted me to be the project lead for the infernal, Hell-centered revised illrigger. We had a good chuckle about that.", + "But I was thrilled to be involved in revising the illrigger! Our goals were twofold. First, we would bring the illrigger further in line with other fifth edition classes, following groundwork laid by the incredible Mario Ortegón. Second, we would expand the class, adding two new subclasses (the Hellspeaker and the Sanguine Knight), retainers, and magic items.", + "I {@i love} working on extraplanar material\u2013celestial or otherwise. When players are drawn to other planes, they're looking for something larger than life. They wander fey realms, looking for stories where fairy tales are true, promises can't be broken, and mischief and whimsy are as dangerous as violence and war. They walk the halls of the gods searching for a calling, the magic to purge evil and darkness, and a connection to a higher power.", + "In MCDM's timescape, Hell is a place to rise to power. Illriggers navigate politics and warmongering, infiltrate or obliterate flimsy mortal hierarchies, and crush Goodness and Light under a gold-trimmed heel. Illriggers can be chaotic or logical, evil or pragmatic, warmongering or cunning, but they share a remarkable position in the power struggles of the Seven Cities. Their archdevils grant them terrible abilities and trust that few others are given.", + "When players turn to the illrigger, they're typically trying to fulfill a fantasy about that power\u2013to lead armies, assassinate foes, manipulate politicians, or command blood as they gain prominence and infamy. Our team let that archetype\u2014the desire to gain and wield power\u2014guide us during the development process. The artists vividly captured scenes and brought them to life. The playtesters helped us ensure the fantasy {@i feels} right. Laura Hirsbrunner worked magic on the words to communicate that fantasy. And everything is under the strong vision of Matt Colville and James Introcaso, experts both in making a world feel truly epic and fantastical.", + "But we can only bring the story partway. The rest of an illrigger's tale happens at the table as the GM weaves nefarious plots around their party members and builds on that fantasy.", + "I feel very lucky to be even a small part of those stories I love so much\u2014stories where you make a promise you can never break, channel divine power through your very being, or rise as a threatening power player of Hell.", + "I hope the stories you tell are nefarious, diabolical, and larger than life.", + "Yours in vileness (for once)" + ], + "by": "Sadie Lowry", + "from": "The Illrigger Revised Lead Designer", + "skipMarks": true + } + ] + }, + { + "type": "section", + "name": "Fiction", + "id": "003", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/IllriggerRevised/book/001-00-002.battle.webp" + }, + "width": 1700, + "height": 2197 + }, + "{@i After a short battle, seven heroes from seven worlds wait impatiently in the library at the top of the Tower of Enchantment}.", + "{@i Magnus, human native of Orden, the Mundane World. Priest.}", + "{@i ERN-F8, memonek native of Axiom, the Plane of Uttermost Law. Paladin.}", + "{@i Uluoria, protean native of Primordius, the Sea of Eternal Change. Ranger.}", + "{@i Soranis, and his temporal duplicate, True Elf native of Arcadia. Wizard.}", + "{@i Zazamanc, fire dwarf native of Alloy, the City at the Center of the Timescape. Fighter.}", + "{@i Nuulus-Larr, dark elf native of the World Below, the Dark Under All. Thief.}", + "{@i Lady Dazran, human native of the Seven Cities of Hell. {@b Illrigger}.}", + { + "type": "hr" + }, + "There wasn't much left to do, except finishing it. Except everything.", + "Lady Dazran paced while the dark elf Larr fidgeted with a dagger and one Soranis flipped through the {@i chronos codex} while the other frowned and watched.", + "\"I'm going to pull the spear out,\" Magnus said to ERN-F8. The memonek knight nodded and braced herself.", + "Magnus's muscles tensed; his sinews went taut as he wrenched the sorcerous spear from Lady Fate's side. The living machine grunted and gritted her teeth.", + "The spear came free and Magnus held it as he watched the knight press her hand into her wounded side and grimace.", + "\"I guess it hurts,\" the priest said.", + "\"I am not an Inexorable,\" the humanoid-knight made of glass and ceramics and embossed brass said. \"I feel pain. And fear.\"", + "\"Almost human.\" Magnus smiled.", + "\"Are all healers in your world so insulting?\"", + "Lady Dazran threw a glance at the two copies of Soranis. \"Well?\" she demanded.", + "\"This book is...\" The timeless elf wizard held the tome open in one hand, pushed his long golden hair back with the other. \"If I had more time...\"", + "\"Isn't {@i that} the point?\" Uluoria asked, flowing upright from her perpetual crouch and standing next to the memonek. \"Why did we bother dying to get that thing\u2014\" The protean hunter gestured at the {@i codex}. \"\u2014if it didn't have the answers?\"", + "\"It almost certainly {@i does} have the answers, but...\" the first Soranis began.", + "\"... it's doubtful we have the right questions,\" the second Soranis finished. The only difference between the original and his temporal doppelganger was the trim of his long blue robes. ERN-F8 sighed.", + "\"The {@i codices} were crafted by terran wizards. Elves need no such tomes to master lore,\" the first Soranis explained.", + "\"Time. Time is the key,\" The second Soranis added. \"If this were a wode.... But here, cause rules effect.\"", + "\"Even two of us,\" the first Soranis said.", + "\"We could spend many months studying this tome and only learn a fraction of its secrets,\" the second Soranis said.", + "\"Weeks surely,\" the first one commented.", + "\"Oh, you flatter us.\" The second one bowed.", + "\"I thought it worked, we saw it work,\" Uluoria said. \"That's why there's...\" She gestured to the second Soranis. \"You're from the future. Don't you {@i know} what we did? Did we win or lose?!\" The tension, the inaction, was going to tear the already disparate group apart.", + "\"In my future\u2014\" The second Soranis looked from Uluoria to Lady F8. \"\u2014the Time Ender slumbers still.\"", + "\"Wonderful,\" Nuulus-Larr said, and the dark elf fished out a piece of pickled mushroom from a pouch.", + "\"Wait.\" Magnus held up a hand. He inhaled slowly, a metallic smell tinged the air. \"It's starting, get ready.\"", + "\"Finally.\" Lady Dazran stopped pacing, but stood on alert, fidgeting with the pommel of her great sword.", + "The first Soranis closed the {@i chronos codex} and Uluoria readied her bow.", + "A flash of light, and another portal opened. It stood like a black mirror fringed with bright blue crystals. There must have been a pressure differential between the library at the top of the tower and the world inside the portal, because air constantly rushed in, blowing their hair in the sudden breeze.", + "\"They did it,\" Magnus breathed out with a sigh. \"The kids did it.\"", + "\"They live.\" Zazamanc, the fire dwarf, growled, impressed. \"They live and their scheme succeeded.\"", + "\"They served their purpose,\" Lady Dazran said flatly. \"Now it is our turn.\" Ignoring the debate over the {@i codex}, Lady Dazran turned to the group. \"I will lead,\" she said.", + "\"You think so?\" Larr said with a sneer.", + "No one moved.", + "\"Well?\" Lady Dazran, Illrigger, asked. \"Why stand we here idle?\"", + "Larr threw a warning glance at ERN-F8. It did not go unnoticed or unheeded.", + "\"Maybe someone stays behind,\" the dark elf said.", + "\"Keep someone in reserve,\" Zazamanc agreed, but there was a darkness to his tone.", + "\"A {@i reserve}?\" Lady Dazran asked. \"Who?!\"", + "\"One of the Soranises, maybe,\" the memonek knight said. And then got round to it. Her gaze rested on the hellknight. \"You.\"", + "\"Me?! Don't be a fool, you wouldn't stand a...\" She stopped. She was brash, headstrong, utterly fearless. But she was not stupid. \"What is this? When have I given you cause to question my skill? Or is this another crisis of {@i conscience}?\"", + "\"It's not your skill we question,\" Lady Fate said. \"It's your loyalty.\"", + "She confronted the knight of Axiom. \"Is that what you fear? My {@i loyalty}? Hah!\" She surveyed the rest of the party. \"Is that why we skulk in this tower, in the shadows, out of sight, because you fear a betrayal?\" She sneered. \"A dramatic betrayal in a crucial moment?\"", + "The second Soranis looked at his comrades. Someone had to say it. \"You serve Dispater. A Lord of Hell. Who knows what you might do? I don't think... none of us think you {@i will} betray us. We just think...\"", + "Zazamanc finished it. \"We think you {@i could}.\"", + "\"Betray you! Hahaha. You insects.\" She took a step back and surveyed the group. \"You see loyalty as the truth, the truth of a person. That one,\" she said, pointing to Magnus the prelate of Cavall, \"is loyal to Cavall. That is his loyalty, so that is his {@i character}. This one\u2014\" She pointed to the dark elf. \"\u2014serves only {@i skill}. That is his loyalty and so that is his character.\"", + "\"I carry the seal of Dispater and thus you feel you know {@i my} character. But I have served with you these many weeks and what I have learned is that you have learned {@i nothing}.\"", + "She put her hand on her sword. \"You know nothing of loyalty or character. I will fight with you, I will risk death and worse with you. I carry Dispater's seal, but I {@i serve} Hell. Hell is my world, as real and vital to me as yours.", + "\"Beyond this portal, none of us know what we will find. I do not know what awaits. Only a creature powerful enough to collapse the entire {@i timescape} into one singular universe. What would happen to my world then? Yours? You question my loyalty when my {@i world} hangs in the balance?", + "\"I do not fear what is beyond because we are Heroes from Seven Worlds. Chosen by the gods! By fate! Yet we sit here like mice and quarrel and doubt and fear and that will be our undoing! We face a god! A god of dragons! A god of time magics!\" She pointed to the portal. \"And the only thing {@i it} fears... is {@i us}.\"", + "Lady Fate considered for a moment, then weighed in.", + "\"If we do not work together, we lose.\" The others appreciated this sentiment. \"I don't think there's anyone here with your battlefield experience or, frankly, your zeal for battle. I have no fear. Axiom will follow Hell. What says Arcadia?\"", + "The two true elves, standing a full head taller than anyone else in the group, looked at each other, and some unspoken thought passed between them. Then they turned to face the group.", + "\"We have seen Lady Dazran's devotion to victory. Arcadia has no doubts. We will follow Hell.\"", + "\"Quintessence?\"", + "The fire dwarf warrior took a step forward. \"We of Alloy are no strangers to working with the Seven Cities. Quintessence will follow Hell.\"", + "Lady Fate turned to Magnus, the cleric. The only other human besides Lady Dazran.", + "Magnus shrugged. \"She got us this far,\" he said. \"Hell leads. Orden will follow.\"", + "\"Primordius?\"", + "The shapeshifting protean hunter flowed into a new, more hideous form. \"I like not this formality. I do not wish to be led like a {@i thrazz} on a leash. But I like inaction even less. Therefore... Primordius, the Sea of Eternal Change, will follow Hell.\"", + "ERN-F8 turned to the dark elf assassin. \"What says the World Below?\" All eyes turned to Nuulus Larr.", + "Outnumbered, and unwilling to press her point, the dark elf outcast stood, pocketed her daggers and drew her rapier and short-sword.", + "\"I withdraw my earlier suspicion. Though I reserve the right to say 'I told you so.'\" Lady Dazran sneered. \"The World Below, the Dark Under All, will follow Hell.\"", + "The group stood at attention. Lady Dazran nodded. Lady Fate had always been the group's moral center, but none of them questioned who their battlefield commander was.", + "\"Then we will win,\" the hell knight said. \"If you follow where I lead, we will win. If you strike where my finger points, we will triumph. Where we walk, {@i death} will follow and when the last drop of blood is shed we {@i seven} will still be standing and they will be a memory. Because I serve Hell.\"", + "She drew her sword, the massive blade forged from a steel-devil's rib.", + "{@i \"And Hell demands victory!\"}", + "She approached the portal. \"Now. Ready yourselves. Put doubt behind you. As long as I am in front of you and the Time Ender before me, we are facing victory. You will not fear death, because so long as I live, you die only when I grant permission, and today I am not that {@i forgiving}. Listen for my {@i voice}. For when I call upon the Lord of War, when I unleash the {@i devastator}, then you shall all be servants of Hell. And Cthrion Uroniziir, Time Ender, the Wyrm of the World's End will find that black crystal onyx and time magics are no match for steel and spell....\"", + "Holding the massive steel-devil blade in her right hand, she clenched her left hand into a fist and a glowing, censorious {@i seal} manifested there.", + "\"...and {@i hellfire}.\"", + "{@b Lady Dazran, Illrigger, walked through the portal, and the Heroes of Seven Worlds followed}.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/IllriggerRevised/book/002-00-003.victory.webp" + }, + "width": 1700, + "height": 1166 + } + ] + }, + { + "type": "section", + "name": "The Illrigger", + "id": "004", + "entries": [ + { + "type": "inset", + "id": "005", + "name": "Content Warning", + "entries": [ + "This class contains a subclass called the Hellspeaker, which has themes of mental manipulation and mind control. In addition, the Sanguine Knight subclass contains effects that manipulate another creature's blood. Lastly, illriggers are typically evil-aligned characters\u2014and even those who aren't still serve evil creatures with dark agendas.", + "We recommend using the {@link MCDM Tabletop Safety Toolkit and Checklist|https://mcdm.gg/safetytoolkit} and adjusting as needed to ensure everyone at your table is comfortable." + ] + }, + "The archdevils who rule the Seven Cities of Hell scheme endlessly. Each eternally plots to bring the others to heel\u2014to ascend to the Throne of Hell, unite the Seven Cities and every infernal being living there, and lead an inexhaustible army of devils across the timescape until all worlds burn.", + "These archdevils' elite operatives are the illriggers. Knights, assassins, mages, and terror-commandos of Hell, illriggers command the battlefield, disrupt enemy factions, and carry out their archdevil's infernal will.", + { + "type": "entries", + "name": "The Order of Desolation", + "id": "006", + "entries": [ + "Millennia ago, the rulers of Hell did something remarkable: they cooperated. Together, they created the Order of Desolation\u2014knights sworn to serve Hell first, their patron archdevil second.", + "Those accepted into the Order of Desolation become comrades with every other illrigger, regardless of which archdevil they serve. Each archdevil has grand temples, underground fanes, secret societies, and sinister cults, all with leaders fanatically devoted to the archdevil who grants them their power. But the Order of Desolation stands above the petty political squabbles dividing the Seven Cities.", + "Members of the Order of Desolation, also known as the Desolate, are expected to be intelligent, resourceful, tactical, and manipulative. The order was founded to give the archdevils capable agents who could act independently across the timescape, free from the direct control of their patron.", + "An illrigger has many powerful abilities granted by their archdevil, but more precious is their patron's trust. Each illrigger is expected to sow discord, pain, strife, deceit, and fear without instruction or supervision. It's not unusual, therefore, for a Desolate to first rely on other order members\u2014regardless of which archdevil they serve\u2014before turning to an institution devoted to their own archdevil." + ] + }, + { + "type": "entries", + "name": "Creating an Illrigger", + "id": "007", + "entries": [ + "To create an illrigger, consult the following subsections, which give you hit points, proficiencies, and starting equipment. Then look at the Illrigger table to see which features you get at each level.", + { + "type": "entries", + "name": "Quick Build", + "id": "008", + "entries": [ + "You can make an illrigger quickly by following these suggestions. First, put your highest ability score in Strength (if you want to focus on melee weapons), Dexterity (if you want to focus on archery or {@itemProperty F||finesse} weapons), or Charisma (if you plan to choose the Architect of Ruin subclass). Your second highest ability score should be Constitution. Then, choose the soldier or outlander background from the core rules, or any background that gives proficiency in skills such as {@skill Athletics}, {@skill Deception}, {@skill Intimidation}, or {@skill Persuasion}." + ] + }, + { + "type": "entries", + "name": "Class Features", + "id": "00d", + "entries": [ + "See the {@class Illrigger|IllriggerRevised|class} entry." + ] + }, + { + "type": "entries", + "name": "Interdict Boons", + "id": "01d", + "entries": [ + "Your Interdiction feature grants you access to interdict boons, which are detailed below. Some boons specify a minimum illrigger level; the boons in the \"{@book 7th-Level Interdict Boons|IllriggerRevised|0|7th-Level Interdict Boons}\" section and the \"{@book 13th-Level Interdict Boons|IllriggerRevised|0|13th-Level Interdict Boons}\" section can't be learned until you are at least that level.", + { + "type": "entries", + "name": "2nd-Level Interdict Boons", + "id": "01e", + "entries": [ + "You can choose from these boons when you gain the Interdiction feature at 2nd level, or whenever you gain a new boon.", + { + "type": "list", + "columns": 3, + "items": [ + "{@optfeature Abating Seal|IllriggerRevised}", + "{@optfeature Bedevil|IllriggerRevised}", + "{@optfeature Soul Eater|IllriggerRevised}", + "{@optfeature Styx's Apathy|IllriggerRevised}", + "{@optfeature Swift Retribution (Passive)|IllriggerRevised}" + ] + } + ] + }, + { + "type": "entries", + "name": "7th-Level Interdict Boons", + "id": "024", + "entries": [ + "When you reach 7th level, the following interdict boons are added to your list of Interdiction options.", + { + "type": "list", + "columns": 3, + "items": [ + "{@optfeature Acheron's Chain|IllriggerRevised}", + "{@optfeature Conflagrant Channel|IllriggerRevised}", + "{@optfeature Eyes of the Gate|IllriggerRevised}", + "{@optfeature Shadow Shroud|IllriggerRevised}", + "{@optfeature Unleash Hell|IllriggerRevised}", + "{@optfeature Vengeful Shot|IllriggerRevised}" + ] + } + ] + }, + { + "type": "entries", + "name": "13th-Level Interdict Boons", + "id": "02b", + "entries": [ + "When you reach 13th level, the following interdict boons are added to your list of Interdiction options.", + { + "type": "list", + "columns": 3, + "items": [ + "{@optfeature Dis's Onslaught (Passive)|IllriggerRevised}", + "{@optfeature Flash of Brimstone|IllriggerRevised}", + "{@optfeature Hellish Frenzy|IllriggerRevised}", + "{@optfeature Hellsight|IllriggerRevised}", + "{@optfeature Impaling Shot|IllriggerRevised}", + "{@optfeature Iron Gaol|IllriggerRevised}", + "{@optfeature Last Word|IllriggerRevised}", + "{@optfeature Soul's Doom|IllriggerRevised}" + ] + } + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Diabolic Contracts", + "id": "034", + "entries": [ + "Those who walk the path of Hell may gain the powers of an illrigger purely through their own devotion. No oath is necessary, no mentor\u2014a fledgling illrigger might not even be aware the Order of Desolation exists. But true acceptance as a Desolate means swearing an oath to a specific ruler of Hell. This usually requires a senior member of the order to perform an elaborate ritual, but a dedicated illrigger might attract the attention of an archdevil by doing deeds of great treachery on their own.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/IllriggerRevised/book/005-00-011.skull-amulet.webp" + }, + "width": 850, + "height": 842, + "maxWidth": 320 + }, + "At some point on the illrigger's journey, be it through ritual or deed, they find themself face-to-face with one of the rulers of the Seven Cities. When they do, a contract must be signed in blood\u2014usually the knight's own. This binds the itinerant knight to the Order of Desolation and adds their name to the Lists of Hell.", + "Though this experience can be intimidating, the rulers of Hell are usually easy masters and ask little from their chosen. The busy rulers of the Seven Cities pay little heed to the daily lives of their illriggers. Even breaches of precepts are overlooked; as long as the knight sows discord and opposes the Celestial Host, they successfully advance Hell's agenda.", + { + "type": "list", + "columns": 3, + "items": [ + "{@class Illrigger|IllriggerRevised|Architect of Ruin|Architect of Ruin|IllriggerRevised}", + "{@class Illrigger|IllriggerRevised|Hellspeaker|Hellspeaker|IllriggerRevised}", + "{@class Illrigger|IllriggerRevised|Painkiller|Painkiller|IllriggerRevised}", + "{@class Illrigger|IllriggerRevised|Sanguine Knight|Sanguine Knight|IllriggerRevised}", + "{@class Illrigger|IllriggerRevised|Shadowmaster|Shadowmaster|IllriggerRevised}" + ] + } + ] + }, + { + "type": "section", + "name": "New Spells", + "id": "074", + "entries": [ + "The following spells are new and available to the Architect of Ruin. If your GM agrees, these spells are also available to the classes noted in each spell description.", + { + "type": "list", + "columns": 3, + "items": [ + "{@spell Aura of Desecration|IllriggerRevised}", + "{@spell Hell's Lash|IllriggerRevised}", + "{@spell Hellfire|IllriggerRevised}", + "{@spell Infernal Challenge|IllriggerRevised}", + "{@spell Maligned Weapon|IllriggerRevised}", + "{@spell Mote of Hell|IllriggerRevised}", + "{@spell Vengeful Blade|IllriggerRevised}", + "{@spell Wall of Death|IllriggerRevised}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/IllriggerRevised/book/011-00-012.glowing-scroll.webp" + }, + "width": 850, + "height": 1136 + } + ] + }, + { + "type": "section", + "name": "Retainers", + "id": "07d", + "entries": [ + "Rules for retainers appear in the \"{@book Retainers|FleeMortals|Retainers}\" section of {@book Flee, Mortals!|FleeMortals}! Using those rules, you can add the following illrigger retainers to your game.", + { + "type": "list", + "columns": 3, + "items": [ + "{@creature Agent (Shadowmaster)|IllriggerRevised}", + "{@creature Bloodletter (Sanguine Knight)|IllriggerRevised}", + "{@creature Deceiver (Architect of Ruin)|IllriggerRevised}", + "{@creature Schemer (Hellspeaker)|IllriggerRevised}", + "{@creature Tyrant (Painkiller)|IllriggerRevised}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/IllriggerRevised/book/013-00-014.deceiver-retainer.webp" + }, + "width": 850, + "height": 1337 + } + ] + }, + { + "type": "section", + "name": "Items", + "id": "07e", + "entries": [ + "The following new items are available for illrigger player characters and NPCs.", + { + "type": "list", + "columns": 3, + "items": [ + "{@item True Name|IllriggerRevised}", + "{@item Bloodsbane|IllriggerRevised}" + ] + } + ] + }, + { + "type": "section", + "name": "Credits", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "columns": 2, + "items": [ + { + "type": "item", + "name": "Design Director:", + "entry": "Matthew Colville" + }, + { + "type": "item", + "name": "Lead Designer:", + "entry": "Sadie Lowry" + }, + { + "type": "item", + "name": "Designers:", + "entry": "Lars Bakke, Mario Ortegón" + }, + { + "type": "item", + "name": "Development:", + "entry": "James Introcaso" + }, + { + "type": "item", + "name": "Lead Editor:", + "entry": "Laura Hirsbrunner" + }, + { + "type": "item", + "name": "Editor:", + "entry": "Joshua Yearsley" + }, + { + "type": "item", + "name": "Fiction:", + "entry": "Matthew Colville" + }, + { + "type": "item", + "name": "Sensitivity Consultant:", + "entry": "Basil Wright" + }, + { + "type": "item", + "name": "Executive Art Director:", + "entry": "Jason Hasenauer" + }, + { + "type": "item", + "name": "Cover Illustration:", + "entry": "Patrik Hell" + }, + { + "type": "item", + "name": "Illustration and Design:", + "entry": "Grace Cheung, Nick De Spain, Patrik Hell, Jason Hasenauer" + }, + { + "type": "item", + "name": "Graphic Design and Layout:", + "entry": "Gordon McAlpin" + }, + { + "type": "item", + "name": "Accessibility Consultant:", + "entry": "Chris Hopper" + } + ] + }, + { + "type": "entries", + "name": "MCDM Contractors", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Community Coordinator:", + "entry": "John Champion" + }, + { + "type": "item", + "name": "Customer Support:", + "entry": "Bobby McBride" + }, + { + "type": "item", + "name": "QA Senior Tester:", + "entry": "Spencer Hibnick" + }, + { + "type": "item", + "name": "Testers:", + "entry": "Nathan Clark, Cassandra \"Dig\" Crary, Alecson de Lima Junior, James Dewar, Anna Guimarães, Alex Hencinski" + } + ] + } + ] + }, + { + "type": "entries", + "name": "MCDM Productions", + "entries": [ + { + "type": "item", + "name": "Lars Bakke:", + "entry": "Development & Production" + }, + { + "type": "item", + "name": "Jerod Bennett:", + "entry": "Technology" + }, + { + "type": "item", + "name": "Grace Cheung:", + "entry": "Art" + }, + { + "type": "item", + "name": "Matthew Colville:", + "entry": "Writing & Design" + }, + { + "type": "item", + "name": "Nick De Spain:", + "entry": "Art & Outsource Management" + }, + { + "type": "item", + "name": "Jason Hasenauer:", + "entry": "Art & Art Direction" + }, + { + "type": "item", + "name": "James Introcaso:", + "entry": "Lead Game Designer" + } + ] + }, + { + "type": "entries", + "name": "Playtesters", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Playtest Coordinators:", + "entry": "Aaron Flavius West, AJ Metzger, Daniel Lane, David Lucas, davidqshull, EagleRuler, Ethan Dunning, Franklin H., Gina Devlin, Harley Kewish, Harper Blair Stone, Jake Sargent/ArchmageMC37, James L., Janek Dalkowski, Jarrad Tait, Jeanne Parker, Joel Russ, John Champion, John Previtera/Previterror, Liam Kearney, Madeleine Bray, Matthew Vansprang, Meg Hanna, Morgan \"Adys\" Fenwick, Roman Penna, Shane Parker" + }, + { + "type": "item", + "name": "Alpha Playtesters:", + "entry": "0XiDi, Aaron Pangilinan, Alaina Rhodes, Alex Chapman, Alex FP, Alpacnologia, Andre Haftevani, Andrea Aloisi, Anutham Suresh, Arek O. S., B. Roulston, Ben Wilks, Big Bill Hell's, Bonnie MacDonald, Bryce Beggs, Campbell M., Cat, Christopher Teale, Ckorsz, Clayton Graham/The Angry Celt, Corrupted Chaos, Cory Muraglio, Dan B., Dan Kesyer, Dard, Dave Rosser, David Mitolo/Vaddix, Desi Gillespie, Emmi K., Eric Sawchak, Esteban \"Eerie\" Llap, EvilDans, Flame Warp, ForgottenLands, Hal 9000, Harry Morris, Hazel Margaris, InShortSight, IU, Jacob McEwen, Jared \"Jay\" Busse, Jarrad/Potion Enthusiast, Jay Tallsquall,Jennifer Kretchmer, Jermiah Monk/Lyme, Joette, Jonathan Petillo, Joseph Carothers, Josh Goodwin, Kai Bumpus, Kane Sweeney, Kristen FP, Kyle Trammell/Willy_Trombone, LemonLupin, Lexie Bryan, Lucas Chiesa, Luke M., Malyn Kuntz, Mariam Owrang, Matt Holden, Matthew T., Megan J. Garry, Mr. Smith, N3sting, Nasse Williams, Natalie Boles, Nathan Hidding/Illidasi, Nicholas Renzetti, Omni, Phillip Ada, Prymal, Raphael N., Rob Matthews, Robert G., Robert Sachse, Ryan \"nonrabbit\" Green, Ryan Madden, rylog9, Sami Khan, Sami N., Shannon Schlarf, Skye McLaren Walton, Thomas \"ThomBone\" Hill, Tim Skiba, Tristan Postley, Vindelstock, William Pfeiffer, Yima, Zachary Paquette, Zero" + } + ] + } + ] + } + ] + } + ] + } + ] + } + ] +} From cb6a17e8b13bfb5fc43bd0078a9fc59d8dd1c43c Mon Sep 17 00:00:00 2001 From: SilverStrings5526 Date: Tue, 26 Nov 2024 13:43:27 -0800 Subject: [PATCH 10/40] Create SilentSoren; Endwalker Compendium - Final Version (#2277) --- ... Endwalker Compendium - Final Version.json | 26975 ++++++++++++++++ 1 file changed, 26975 insertions(+) create mode 100644 collection/SilentSoren; Endwalker Compendium - Final Version.json diff --git a/collection/SilentSoren; Endwalker Compendium - Final Version.json b/collection/SilentSoren; Endwalker Compendium - Final Version.json new file mode 100644 index 000000000..d29098c3e --- /dev/null +++ b/collection/SilentSoren; Endwalker Compendium - Final Version.json @@ -0,0 +1,26975 @@ +{ + "_meta": { + "sources": [ + { + "json": "FFXIVBeforetheFall", + "abbreviation": "FFXIV5E", + "full": "5th Edition D&D x Final Fantasy XIV - Classes and Races Compendium", + "authors": [ + "SilentSoren" + ], + "convertedBy": [ + "Lxran#2292", + "craigtrevor#1826" + ], + "url": "https://drive.google.com/file/d/1fqmOE-s5AYOCfi_J4URKAAnfK79os5MM/view", + "version": "Before the Fall Edition", + "color": "867d5a" + } + ], + "optionalFeatureTypes": { + "S:AA": "Sage; Aetheric Adaptations", + "DK:DA": "Dark Knight; Dark Arts", + "D:FS": "Dancer; Fighting Style", + "R:NN": "Rogue; Ninja Ninjutsus", + "GB:FS": "Gunbreaker; Fighting Style", + "BM:MM": "Blue Mage; Monster Mimicries", + "AT": "Arcanist Tactics", + "AT:S": "Arcanist Tactics; Summoner", + "AT:T": "Arcanist Tactics; Tactician", + "AT:N": "Arcanist Tactics; Nymian Scholar" + }, + "dateAdded": 1595181963, + "dateLastModified": 1713958692, + "edition": "classic" + }, + "book": [ + { + "name": "Final Fantasy XIV D&D Compendium", + "id": "FFXIV5E", + "source": "FFXIVBeforetheFall", + "author": "SilentSoren", + "group": "homebrew", + "published": "2020-11-26", + "cover": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FFXIV5E/Cover.png" + }, + "contents": [ + { + "name": "Preface" + }, + { + "name": "Races", + "ordinal": { + "type": "chapter", + "identifier": 1 + } + }, + { + "name": "Classes", + "ordinal": { + "type": "chapter", + "identifier": 2 + } + }, + { + "name": "Spells", + "ordinal": { + "type": "chapter", + "identifier": 3 + } + }, + { + "name": "Machinist Item Costs", + "ordinal": { + "type": "appendix", + "identifier": "A" + } + }, + { + "name": "Naming Info", + "ordinal": { + "type": "appendix", + "identifier": "B" + } + } + ] + } + ], + "bookData": [ + { + "id": "FFXIV5E", + "source": "FFXIVBeforetheFall", + "data": [ + { + "type": "section", + "name": "Preface", + "page": 3, + "entries": [ + "Starting with aknowledgements! Special Thanks to {@link /u/JamesMusicus|http://reddit.com/u/JamesMusicus} for his class and race creation templates and {@link /u/Stolksdorf|http://reddit.com/u/Stolksdorf} for their homebrewing tool at {@link naturalcrit.com/homebrew|https://homebrewery.naturalcrit.com/}. Further more thank you to the crew behind GM Binder who I am now hosting this document with! Thank you to Square Enix for producing Final Fantasy XIV. Specifically Akihiko Yoshida for the work he's done to create the art I am using. I have spent over two years enjoying the world you all have created and have enjoyed it immensely!", + "A huge thank you to {@link r/UnearthedArcana|https://reddit.com/r/UnearthedArcana} and {@link r/FFXIVBeforetheFall|https://reddit.com/r/FFXIVBeforetheFall} for their warm reception and feedback along with countless reddit users who've contributed with edits, ideas and proofreading. Also thank you to {@link r/FFXIVBeforetheFallxDnD|https://reddit.com/r/FFXIVBeforetheFallxDnD} the community that sprung up around this book. I had started setting things up there to host this document, went away from it for a few months and came back to find things in full swing, which was amazing to see! With all of your help, this project continues to drive forward.", + "Finally, thank you to my many friends who have helped in the play testing of this document.", + "It has been a long road developing this resource and I truly appreciate everyone's interest, assistance and continued passion around it. Thank you everyone and please enjoy!", + { + "type": "entries", + "name": "Utility Links", + "page": 3, + "entries": [ + { + "type": "list", + "items": [ + "Get Updates Here: {@link r/FFXIVBeforetheFallxDnD|https://reddit.com/r/FFXIVBeforetheFallxDnD}", + "PDF download of document (Not browser based): {@link PDF HERE!|https://drive.google.com/open?id=1fqmOE-s5AYOCfi_J4URKAAnfK79os5MM}", + "Browser View Link: {@link VIEW HERE!|https://www.gmbinder.com/share/-LsDqsNbupzeLhkTIcPv} {@b Please note that the website sometimes errors while rending. If text slides off the right side of the page try reloading.}", + "Past versions are housed {@link HERE|https://1drv.ms/f/s!AjoQU3ivE3hUahbUhIZVOc99pXM}:" + ] + } + ] + }, + { + "type": "entries", + "name": "Contact Me", + "page": 3, + "entries": [ + "you need to get in touch with me about whatever you need to know about this document, you can message me via Reddit, Imgur or email me at {@link Silentsorengames@gmail.com|mailto:Silentsorengames@gmail.com} or here {@link r/FFXIVBeforetheFallxDnD|https://reddit.com/r/FFXIVBeforetheFallxDnD}. I'll do my best to get back to you but don't have a lot of time to get to everyone in a timely matter." + ] + }, + { + "type": "entries", + "name": "Support Me?", + "page": 3, + "entries": [ + "I'll take a brief moment to shill for a moment here. If you'd like to show me some love, I've started streaming on Twitch and creating content for Youtube. If you'd like to hang out and see what I'm up to you can find me on Twitch at {@link https://www.twitch.tv/sorenofasgard} and on YouTube at {@link Soren of Asgard Ch.|https://www.youtube.com/channel/UCdpp8LHAQjOGHbrePHuazpw}. Thanks for swinging by!" + ] + }, + { + "type": "entries", + "name": "Legal Disclaimer", + "page": 3, + "entries": [ + "I do not own the rights or permissions to neither the Dungeons & Dragons franchise nor the Final Fantasy franchise. This is simply intended as a fan project to bring both of these loved properties together. Please don't sue me into oblivion." + ] + } + ] + }, + { + "type": "entries", + "name": "Races", + "page": 4, + "entries": [ + "The currently available races cover all playable races in the FFXIVBeforetheFall MMO along with the presumed race. Each race is able to fit into most fantasy worlds without trouble, I will include a quick blurb for each here.", + { + "type": "entries", + "name": "Au Ra", + "page": 4, + "entries": [ + "The {@race Au Ra|FFXIVBeforetheFall} hail from the east, and are marked by their scales and horns. These people have a stark difference in height between the the males and females of the species. The males tend to be much taller than the females and many other races, while the females on average are shorter than many of the other races. The dark scaled Xaela are nomads who travel the Azim Steppe and have developed a wide variety of customs which change from tribe to tribe. The light scaled Raen live largely integrated into modern society, giving up their nomadic ways for peaceful coexistence with the other races." + ] + }, + { + "type": "entries", + "name": "Elezen", + "page": 4, + "entries": [ + "The {@race Elezen|FFXIVBeforetheFall} are elves who hail from Eorzea who call the lands of Gridania and Ishgard their home. Taller than regular elves, they have naturally good eyesight and are well intuned with the land. Over time they split into two groups, the Wildwood whom are light skinned and dextrous, skilled with a bow and live in either dense forests or their highly religious city-state homeland. Their relatives the Duskwights live in a series of twisting tunnels and ruins underground, coming up only to hunt for food or pillage before returning to their cavernous homes." + ] + }, + { + "type": "entries", + "name": "Garlean", + "page": 4, + "entries": [ + "The {@race Garlean|FFXIVBeforetheFall|Garleans} are physically strong and highly intelligent people who call the land of Ilsabard their home. They are marked by their third {@i eye}, a gem like growth in the center of their forehead. Unfortunately for them, the Garleans as a whole have great difficulty channeling aether through their bodies, which despite their physicality and intelligence, found themselves bowing to many other magic wielding races. They were eventually able to develop technology to make up for this lack of magical aptitude and turned the tables, establishing the Garlean Empire in Ilsabard, a dominate force which sought to invade the land of Eorzea." + ] + }, + { + "type": "entries", + "name": "Hrothgar", + "page": 4, + "entries": [ + "The {@race Hrothgar|FFXIVBeforetheFall} are powerful, feline people from the Northeast who had struggles when meeting the other races of the world as they were unable to speak the common tongue. They call Ilsabard their homeland and they walk two distinct paths, one of servitude and the other of freedom. These distinct paths and ways of life led to the Helions, warm coloured Hrothgar who serve in the name of their Queen, and The Lost, cool coloured Hrothgar who value freedom above all else." + ] + }, + { + "type": "entries", + "name": "Hyur", + "page": 4, + "entries": [ + "The {@race Hyur|FFXIVBeforetheFall} have spread across the entirety of the world, making it difficult to trace what their homeland truly is. There are the average sized Midlanders, named for the elevation in which their sub species lived for many years, and the taller, more muscular highlanders, who lived in the high mountains for their declared homeland." + ] + }, + { + "type": "entries", + "name": "Lalafell", + "page": 4, + "entries": [ + "The {@race Lalafell|FFXIVBeforetheFall} immigrated from Southern islands to Eorzea forming two distinct groups based on the geography their ancestors settled in. The darker skinned Dunesfolk formed the city state of Ul'dah in the deserts of Thanalan, while the lighter skinned Planesfolk settled and farmed the lands of La Noscea, a large island off the mainland of Eorzea. Both of these naturally charming folk found great success as merchants through history." + ] + }, + { + "type": "entries", + "name": "Miqo'te", + "page": 4, + "entries": [ + "The {@race Miqo'te|FFXIVBeforetheFall} are a second group of feline people who traveled to Eorzea across a frozen sea long ago. These proud people find pride in their natural hunting ability and have split into two distinct ethnic groups who worship the sun and moon respectively. The Seekers of the Sun live in warmer clients in patriarchal societies while The Keepers of the Moon live in dense forests, their tribes centering on matriarchs." + ] + }, + { + "type": "entries", + "name": "Roegadyn", + "page": 4, + "entries": [ + "The {@race Roegadyn|FFXIVBeforetheFall} are large, hulking people who hail from the mountains and the sea. The Sea Wolves are known as famed pirates and settled the coastal city state Limsa Lominsa, while the Hellsguard live in villages atop mountains and volcanoes, acting as keepers of the land, believing such locations to be portals to other worlds." + ] + }, + { + "type": "entries", + "name": "Viera", + "page": 4, + "entries": [ + "The {@race Viera|FFXIVBeforetheFall} are lapine people who live in dense forests and act as the protectors of their home. With their more secluded nature, they generally avoid contact with the outside world, happily protecting the Golmore Jungles and Skatay Range, both found in the east. There are two distinct groups of Viera who developed slightly differently based on their homes, the Rava having darker skin while the Veena have far fairer skin, both groups blending into their respective environments better thanks to these adaptations." + ] + }, + "All races and their subraces can be found in the {@filter Races|races|source=FFXIVBeforetheFall} page." + ] + }, + { + "type": "section", + "name": "Classes", + "page": 25, + "entries": [ + { + "type": "table", + "caption": "Classes of Final Fantasy XIV", + "colLabels": [ + "Class", + "Description", + "Hit Die", + "Saving Throw Proficiencies", + "Armor and Weapon Proficiencies" + ], + "colStyles": [ + "col-2 text-center", + "col-4 text-center", + "col-1 text-center", + "col-2 text-center", + "col-3 text-center" + ], + "rows": [ + [ + "{@class Arcanist|FFXIVBeforetheFall}", + "A spellcaster who summons a familiar to assist them in battle", + "{@dice d6}", + "Intelligence & Wisdom", + "Daggers, darts, slings, quarterstaffs, light crossbows" + ], + [ + "{@class Astrologian|FFXIVBeforetheFall}", + "A spellcaster who uses tarot cards and draws power from the stars", + "{@dice d6}", + "Wisdom & Charisma", + "Daggers, darts, slings, quarterstaffs, light crossbows" + ], + [ + "{@class Black Mage|FFXIVBeforetheFall}", + "A mage who calls upon the power of the void to empower their spells.", + "{@dice d6}", + "Intelligence & Charisma", + "Daggers, darts, slings, quarterstaffs, light crossbows" + ], + [ + "{@class Blue Mage|FFXIVBeforetheFall}", + "A mage who creates links with monsters and draws magic from their essence", + "{@dice d8}", + "Dexterity & Intelligence", + "Light Armour, Simple Weapons, Long Swords, Scimitars, Short Swords" + ], + [ + "{@class Dancer|FFXIVBeforetheFall}", + "A supportive fighter who uses both magic and martial arts to control the battle field", + "{@dice d8}", + "Dexterity & Charisma", + "Daggers, Sickles, Darts, Light Crossbows, Whips" + ], + [ + "{@class Dark Knight|FFXIVBeforetheFall}", + "A knight who harnesses forbidden powers to protect the weak", + "{@dice d10}", + "Constitution & Charisma", + "All Armour, Shields, Simple and Martial Weapons" + ], + [ + "{@class Dragoon|FFXIVBeforetheFall}", + "A high flying warrior who specializes in fighting and utilizes the power of dragons", + "{@dice d10}", + "Strength & Dexterity", + "Light and Medium Armours, Simple and Marital Weapons" + ], + [ + "{@class Gunbreaker|FFXIVBeforetheFall}", + "A bodyguard who augments their weaponry with manatriggers to deliver powerful attacks", + "{@dice d10}", + "Strength & Dexterity", + "All Armour, Shields, Simple and Martial Weapons" + ], + [ + "{@class Machinist|FFXIVBeforetheFall}", + "A tinkerer who uses firearms and creates many devices and clockwork companions to do battle", + "{@dice d8}", + "Dexterity & Intelligence", + "Light armour, Simple Weapons, Pistols, Hunting Rifles, Revolvers and Muskets" + ], + [ + "{@class Red Mage|FFXIVBeforetheFall}", + "A mage who draws from the schools of white and black magic, weaving them together with swordplay", + "{@dice d8}", + "Dexterity & Charisma", + "Light Armor, Simple Weapons, Short Swords and Rapiers" + ], + [ + "{@class Reaper|FFXIVBeforetheFall}", + "A fighter who calls on an ally from the void to aide them in battle.", + "{@dice d10}", + "Strength & Wisdom", + "Light and Medium Armours, Simple and Martial Weapons" + ], + [ + "{@class Sage|FFXIVBeforetheFall}", + "A mage who uses advanced technologies to augment their spell casting.", + "{@dice d6}", + "Intelligence & Wisdom", + "Daggers, darts, slings, quarterstaffs, light crossbows" + ], + [ + "{@class Samurai|FFXIVBeforetheFall}", + "A fighter specializing in an eastern approach to combat.", + "{@dice d10}", + "Strength & Wisdom", + "Light, Medium Armour, Simple Weapons, Martial Weapons" + ], + [ + "{@class Warrior|FFXIVBeforetheFall}", + "A fighter who uses immense strength and bulk to overpower opponents.", + "{@dice d12}", + "Strength & Constitution", + "All armor, simple weapons, and martial weapons" + ], + [ + "{@class White Mage|FFXIVBeforetheFall}", + "A mage who borrows the power of nature to cast spells", + "{@dice d6}", + "Wisdom & Charisma", + "Daggers, darts, slings, quarterstaffs, light crossbows." + ] + ] + }, + "The world of Final Fantasy XIV offers a wide variety of classes in its world. Listed in the table below are the full classes who could stand on their own in the context of Dungeons & Dragons. If a class is not listed, it will still be represented in this book, but as an {@b archetype} of an existing class in the Player's Handbook. The archetypes in this book are as follows: {@class Bard|PHB|College of the Skysinger|Skysinger|FFXIVBeforetheFall}, {@class Rogue|PHB|Ninja|Ninja|FFXIVBeforetheFall}, {@class Paladin|PHB|Sultansworn|Sultansworn|FFXIVBeforetheFall}, {@class Monk|PHB|Rhalgr|Rhalgr|FFXIVBeforetheFall}", + "Full list of classes can be found in the {@filter Classes|classes|source=FFXIVBeforetheFall|other/text options=display class if any subclass is visible} page.", + { + "type": "entries", + "name": "Multiclassing", + "page": 26, + "entries": [ + "The tables below show the requirement to multiclass and the proficiencies gained when doing so.", + { + "type": "table", + "caption": "Multiclassing Prerequisites", + "colLabels": [ + "Class", + "Ability Score Minimum" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "{@class Arcanist|FFXIVBeforetheFall}", + "13 Intelligence" + ], + [ + "{@class Astrologian|FFXIVBeforetheFall}", + "13 Wisdom" + ], + [ + "{@class Black Mage|FFXIVBeforetheFall}", + "13 Intelligence" + ], + [ + "{@class Blue Mage|FFXIVBeforetheFall}", + "13 Intelligence" + ], + [ + "{@class Dancer|FFXIVBeforetheFall}", + "13 Charisma" + ], + [ + "{@class Dark Knight|FFXIVBeforetheFall}", + "13 Strength or Charisma" + ], + [ + "{@class Dragoon|FFXIVBeforetheFall}", + "13 Strength or Dexterity" + ], + [ + "{@class Gunbreaker|FFXIVBeforetheFall}", + "13 Strength" + ], + [ + "{@class Machinist|FFXIVBeforetheFall}", + "13 Dexterity or Intelligence" + ], + [ + "{@class Reaper|FFXIVBeforetheFall}", + "13 Wisdom" + ], + [ + "{@class Red Mage|FFXIVBeforetheFall}", + "13 Charisma" + ], + [ + "{@class Sage|FFXIVBeforetheFall}", + "13 Intelligence" + ], + [ + "{@class Samurai|FFXIVBeforetheFall}", + "13 Strength" + ], + [ + "{@class Warrior|FFXIVBeforetheFall}", + "13 Strength" + ], + [ + "{@class White Mage|FFXIVBeforetheFall}", + "13 Wisdom" + ] + ] + }, + { + "type": "table", + "caption": "Multiclassing Proficiencies", + "colLabels": [ + "Class", + "Proficiencies Gained" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "{@class Arcanist|FFXIVBeforetheFall}", + "—" + ], + [ + "{@class Astrologian|FFXIVBeforetheFall}", + "—" + ], + [ + "{@class Black Mage|FFXIVBeforetheFall}", + "—" + ], + [ + "{@class Blue Mage|FFXIVBeforetheFall}", + "Light Armor, Simple Weapons, Long Swords, Scimitars, Short Swords" + ], + [ + "{@class Dancer|FFXIVBeforetheFall}", + "Light Armor, Charkrams, Scimitars" + ], + [ + "{@class Dark Knight|FFXIVBeforetheFall}", + "Light Armor, Medium Armor, Shields, simple weapons, martial weapons" + ], + [ + "{@class Dragoon|FFXIVBeforetheFall}", + "Light Armor, Medium Armor, simple weapons, martial weapons, one skill from the class's skill list" + ], + [ + "{@class Gunbreaker|FFXIVBeforetheFall}", + "Light Armor, Medium Armor, simple weapons, martial weapons, one skill from the class's skill list" + ], + [ + "{@class Machinist|FFXIVBeforetheFall}", + "Light Armor, Pistols, Hunting Rifles, Revolvers, Muskets" + ], + [ + "{@class Red Mage|FFXIVBeforetheFall}", + "Light Armor, Medium Armor, simple weapons, martial weapons, one skill from the class's skill list" + ], + [ + "{@class Sage|FFXIVBeforetheFall}", + "—" + ], + [ + "{@class Samurai|FFXIVBeforetheFall}", + "Light Armor, Rapier, one skill from the class's skill list" + ], + [ + "{@class Warrior|FFXIVBeforetheFall}", + "Light Armor, Medium Armor, Shields, simple weapons, martial weapons" + ], + [ + "{@class White Mage|FFXIVBeforetheFall}", + "—" + ] + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Spells", + "page": 103, + "entries": [ + "{@homebrew For a list of all spells included in this brew, and spell lists of the classes and subclasses of this document, see the {@5etools Spells|spells.html} page.}" + ] + }, + { + "type": "section", + "name": "Machinist Item Costs", + "page": 112, + "entries": [ + "Below you will find a chart laying out the cost to replace lost or broken Machinist equipment. Additionally you'll find the cost of various fire arms and their ammunition.", + { + "type": "table", + "caption": "Firearms", + "outro": [ + "The Machinist doesn't have access to weapons with the reload properties due to the relative strength of them as a weapon. Ask your DM about making use of these weapons in your campaign. I suggest avoiding them." + ], + "colLabels": [ + "Item", + "Cost", + "Damage", + "Weight", + "Properties" + ], + "colStyles": [ + "col-2 text-center", + "col-1", + "col-2", + "col-1", + "col-6" + ], + "rows": [ + [ + "{@i Martial Ranged Weapon}", + "", + "", + "", + "" + ], + [ + "{@item Pistol|DMG}", + "250gp", + "{@dice 1d10} piercing", + "3lb.", + "Ammunition (range 30ft./90ft.), loading" + ], + [ + "{@item Revolver|DMG}", + "-", + "{@dice 2d8} piercing", + "3lb.", + "Ammunition (range 40ft./120ft.), reload (6 shots)" + ], + [ + "{@item Musket|DMG}", + "500gp", + "{@dice 1d12} piercing", + "10lb.", + "Ammunition (range 40ft./120ft.), loading, two-handed" + ], + [ + "{@item Renaissance Bullets (10)|DMG|Bullets (10)}", + "3gp", + "", + "2lb.", + "" + ], + [ + "{@i Equipment}", + "", + "", + "", + "" + ], + [ + "Sounding Sentry", + "50gp", + "", + "1lb.", + "" + ], + [ + "Emergency Rescue", + "150gp", + "", + "1lb.", + "" + ], + [ + "Cloaking Device", + "500gp", + "", + "1lb.", + "" + ], + [ + "Gauss Barrel", + "50gp", + "", + "1lb.", + "" + ], + [ + "Hawkeye Goggles", + "50gp", + "", + "1lb.", + "" + ], + [ + "Sensory Input Headpiece", + "50gp", + "", + "1lb.", + "" + ] + ] + } + ] + }, + { + "type": "section", + "name": "Naming Info", + "page": 113, + "entries": [ + { + "type": "entries", + "name": "Miqo'te Tribes", + "page": 113, + "entries": [ + "There are 26 tribes within the Seeker's of the Sun, here is a list to help you decide what tribe your Miqo'te came from.", + "See {@variantrule Miqo'te Tribes|FFXIVBeforetheFall|the table here}." + ] + }, + { + "type": "entries", + "name": "Roegadyn Words", + "page": 113, + "entries": [ + "The Roegadyn name themselves by pairing up two words from their language, usually a descriptor and then a noun. A noun is turned into a descriptive word by adding a I to the end of the noun. Here is a list of known Roegadyn Words to help you select a name. This is an incomplete list.", + "See {@variantrule Roegadyn Names|FFXIVBeforetheFall|the table here}." + ] + }, + { + "type": "entries", + "name": "Xaela Tribes of the Azim Steppe", + "page": 119, + "entries": [ + "A Xaela's last name is the name of their tribe, rather than having a formal family name. They wear this name as a badge of honour and fight to protect their families. Each tribe has its own cultural ideas.", + "The Azim Steppe is an amazing large region of land where 51 known tribes are said to wander. It is not impossible for new tribes to form or disappear as people leave tribes to form their own or are assimilated into other groups.", + "See {@variantrule Xaela Tribes of the Azim Steppe|FFXIVBeforetheFall|the table here}." + ] + }, + { + "type": "entries", + "name": "Garlean Hierarchy", + "page": 121, + "entries": [ + "The society of Garlemand is one of strict order where one's position is worn as a badge within their name. Below is listed the known Titles and their position's role within the Empire from the Emperor down to their slaves.", + "See {@variantrule Garlean Hierarchy|FFXIVBeforetheFall|the table here}." + ] + } + ] + } + ] + } + ], + "action": [ + { + "name": "Prayer", + "source": "FFXIVBeforetheFall", + "page": 100, + "time": [ + { + "unit": "bonus", + "number": 1 + } + ], + "entries": [ + "When you use Prayer you gain a charge of Confession. When you use prayer while you already have a charge of confession, you double the number of charges you currently have, then gain 1 charge.", + "You may hold a number of confession charges equal to your proficiency bonus. You must be in combat to use prayer, your confession charges fade away after spending 1 minute outside of combat." + ] + }, + { + "name": "Focus", + "source": "FFXIVBeforetheFall", + "page": 102, + "time": [ + { + "unit": "bonus", + "number": 1 + } + ], + "entries": [ + "When you use focus, you gain 1 charge of Sen. If you are currently holding a charge of Sen, you double the number of Sen charges you currently have and then gain 1 Sen charge.", + "You can store a maximum number of Sen charges equal to your proficiency bonus. Your Sen charges fade after spending 1 minute outside of combat." + ] + } + ], + "language": [ + { + "name": "Auri", + "source": "FFXIVBeforetheFall", + "page": 6, + "entries": [ + "The language of {@race Au Ra|FFXIVBeforetheFall}. The Auri language does not include gender or numbered nouns or verbs, causing an Au Ra to mislabel things sometimes when speaking another language." + ] + }, + { + "name": "Garlean", + "page": 11, + "source": "FFXIVBeforetheFall" + }, + { + "name": "Roegadyn", + "page": 22, + "source": "FFXIVBeforetheFall" + }, + { + "name": "Viera", + "page": 24, + "source": "FFXIVBeforetheFall" + } + ], + "table": [ + { + "name": "Machinist Item Costs", + "source": "FFXIVBeforetheFall", + "page": 112, + "outro": [ + "The Machinist doesn't have access to weapons with the reload properties due to the relative strength of them as a weapon. Ask your DM about making use of these weapons in your campaign. I suggest avoiding them." + ], + "colLabels": [ + "Item", + "Cost", + "Damage", + "Weight", + "Properties" + ], + "colStyles": [ + "col-2 text-center", + "col-1", + "col-2", + "col-1", + "col-6" + ], + "rows": [ + [ + "{@item Pistol|DMG}", + "250gp", + "{@dice 1d10} piercing", + "3lb.", + "Ammunition (range 30ft./90ft.), loading" + ], + [ + "{@item Revolver|DMG}", + "-", + "{@dice 2d8} piercing", + "3lb.", + "Ammunition (range 40ft./120ft.), reload (6 shots)" + ], + [ + "{@item Musket|DMG}", + "500gp", + "{@dice 1d12} piercing", + "10lb.", + "Ammunition (range 40ft./120ft.), loading, two-handed" + ], + [ + "{@item Renaissance Bullets (10)|DMG|Bullets (10)}", + "3gp", + "", + "2lb.", + "" + ], + [ + "Sounding Sentry", + "50gp", + "", + "1lb.", + "" + ], + [ + "Emergency Rescue", + "150gp", + "", + "1lb.", + "" + ], + [ + "Cloaking Device", + "500gp", + "", + "1lb.", + "" + ], + [ + "Gauss Barrel", + "50gp", + "", + "1lb.", + "" + ], + [ + "Hawkeye Goggles", + "50gp", + "", + "1lb.", + "" + ], + [ + "Sensory Input Headpiece", + "50gp", + "", + "1lb.", + "" + ] + ] + } + ], + "variantrule": [ + { + "name": "Xaela Tribes of the Azim Steppe", + "page": 117, + "source": "FFXIVBeforetheFall", + "entries": [ + "A Xaela's last name is the name of their tribe, rather than having a formal family name. They wear this name as a badge of honor and fight to protect their families. Each tribe has its own cultural ideas.", + "The Azim Steppe is an amazingly large region of land where 51 known tribes form or disappear as people leave tribes to form their own or are assimilated into other groups.", + { + "type": "table", + "caption": "Xaela Tribes", + "colLabels": [ + "Tribe", + "Distinguishing Information" + ], + "colStyles": [ + "col-1 text-center", + "col-11 text-center" + ], + "rows": [ + [ + "Adarkim", + "The largest of the Xaela tribes. While not the most skilled at battle, they overwhelm with numbers, taking losses in stride, knowing that a future victory over a weaker tribe will replenish their ranks." + ], + [ + "Angura", + "A small tribe which keeps mainly to the mountainous region of northeastern Othard. The glare reflected by the everlasting glaciers upon which they travel has rendered this tribe's skin color a deep rusty tone." + ], + [ + "Arulaq", + "A tribe thought lost 200 years ago, only recently discovered once again living in a secluded valley in the mountainous north." + ], + [ + "Avagnar", + "Though defeated and absorbed by the Adarkim, several of the proud tribe's members still secretly use its ancestral name, knowing that it could mean death if they are discovered." + ], + [ + "Bairon", + "A middle-sized tribe of the southern deserts and masters of survival in the driest of climes, the Bairon are all trained from a very young age to collect and drink their own bodily fluids, allowing them the ability to venture deep into places no other tribe will." + ], + [ + "Bayaqud", + "A tribe of the steppe's western edges. Women from the Bayaqud tribe will traditionally take several husbands, as did the tribe's founding matron 2000 years ago." + ], + [ + "Bolir", + "A small tribe that earns its living by collecting the dung of the beastkin herds which roam the steppes. The dung is dried, turned into charcoal in temporary kilns, and sold to other tribes." + ], + [ + "Borlaaq", + "A tribe of all women. While breeding with men from other tribes is allowed, if a male is born into the tribe, he is given up within a year of birth." + ], + [ + "Buduga", + "An all-male tribe which only increases its ranks through battle and kidnapping." + ], + [ + "Dalamiq", + "One of only a few Xaela tribes which has abandoned the nomadic lifestyle and built a small village on an islet in the middle of a two-malm-wide span of the great inner river. It is said they once worshipped the now-fallen lesser moon." + ], + [ + "Iriq", + "A tribe that follows the Borlaaq, taking on any male children given up by the female warriors and raising them as their own." + ], + [ + "Jhungid", + "The second largest Xaela tribe. Mortal enemies with the Kharlu, the Jungid will spend the greater part of the year subjugating smaller tribes to swell their own ranks in preparation for an annual battle with the Kharlu--the winner gaining control over a large part of the eastern coastlands." + ], + [ + "Kharlu", + "The third largest Xaela tribe. Mortal enemies with the Jungid, the Kharlu will spend the greater part of the year subjugating smaller tribes to swell their own ranks in preparation for an annual battle with the Jungid--the winner gaining control over a large part of the eastern coastlands." + ], + [ + "Khatayin", + "A tribe which largely remains unseen, hunting goats in the mountains for nine moons of the year. The remaining three are spent at the foot of the great north range, where they survive off the dried meat they stocked." + ], + [ + "Malqir", + "A western steppe tribe characterized by its unique leader-choosing ritual which, instead of the usual test of brawn, is a game of Kharaqiq--a chess-like game played on a circular board divided into three rings." + ], + [ + "Mankhad", + "A costal tribe which fights with blow-darts made from bones dipped in the poison of the pufferfish. So practiced with the pipes are the tribe, that they can disable a target from 200 paces." + ], + [ + "Mierqid", + "A desert tribe which, over the course of a year, travels between over a hundred secret buried caches of supplies restocked with each annual visit." + ], + [ + "Noykin", + "Master trainers of the wild horses which populate the majority of steppe. It is said that the horsewives of the Noykin can break any beast if given but a week." + ], + [ + "Olkund", + "Selective breeding has seen the average height of the central steppe-dwelling Olkund tribe males reach over two and a half yalms. The females, for whatever reason, remain of an average height." + ], + [ + "Dazkar", + "Household duties such as cooking, cleaning, and childrearing are handled by the males of the Dazkar who, other than when on the move, rarely ever leave their family's yurts. Female Dazkar are tasked with hunting, and are known across the steppe as being some of the most accurate archers in the realm." + ], + [ + "Oronir", + "All members of the Oronir tribe believe themselves to be direct descendants of Azim, the tribe's god of the sun." + ], + [ + "Oroq", + "The Oroq create sleds made of reeds dipped in horse fat to help move their possessions and young children about the inner grasslands." + ], + [ + "Qerel", + "The warriors of this tribe all wear complete suits of armor crafted from the bones of steppe tigers which they kill with their own hands upon their coming of age." + ], + [ + "Torgud", + "This desert tribe does not wear any clothes, choosing instead to cover their bodies almost entirely in a white paint created from mud, lime, and bone meal. The paint helps to reflect the relentless desert sun." + ], + [ + "Tumet", + "The children of the Tumet, upon seeing their tenth summer, are tied to a sacred tree while the remainder of the tribe packs up and moves to their next location. Those children who manage to break free from their bonds and catch up with the tribe at that next location, are given a name and allowed into the tribe." + ], + [ + "Ugund", + "When members of this tribe die, their heads are removed from their bodies and placed in a jar of fermented goat milk. Once the liquid has been drunk by the head (in other words, evaporated), the head is then buried under an anthill so that the tiny workers can carry the spirit to the afterlife. The journey is thought to be a terrible one, the road filled with ghosts of the damned, so ensuring the spirit is drunk helps ease the journey." + ], + [ + "Uyagir", + "One of a handful of Xaela tribes which have given up the nomadic lifestyle. The Uyagir reside in a system of limestone caves on the northern edge of the southern deserts which are believed to have been dug by a race of giant oliphant-like beetles which were placed on the land by the gods to punish the elder tribes that had grown too greedy." + ], + [ + "Dhoro", + "An elusive tribe that avoids contact with most other tribes. Lookouts are posted all about their camps with orders to flee given the moment an outsider is spotted." + ], + [ + "Orben", + "A tribe that rides up and down the great inner river on boats woven from reeds and reinforced with scales from their own skin." + ], + [ + "Ejinn", + "A river tribe that chooses to swim from place to place rather than walk or take boats. It is said that members of the Ejinn can hold their breaths for up to a quarter bell, and will often migrate while almost completely submerged in order to avoid contact with hostile tribes." + ], + [ + "Dotharl", + "An extremely violent tribe with members who revel in massacre and are taught from a young age not to fear death. While they are quick to attack other tribes, mortality rates are high, ensuring that their numbers never grow too high." + ], + [ + "Hotgo", + "A tribe recently massacred by the Dotharl. The only members surviving are those who left the tribe to travel on their own and were not present during the killing. The Hotgo were known for their vibrant face paints which members would constantly change depending on their current mood." + ], + [ + "Sagahl", + "A tribe which sees all beastkin as equals with man, therefore refuses to eat or use them as beasts of burden. As a result, the diet of the Sagahl mainly consists of steppe shrubs and vilekin." + ], + [ + "Kahkol", + "A tribe made up of orphans and refugees from tribes defeated or destroyed. Many choose to combine the name of their old tribe with Kahkol." + ], + [ + "Kha", + "Unlike most of the Xaela, the Kha live on the fringes of the Xaela lands, actively seeking contact with non Auri peoples, introducing many aspects of those cultures into their own." + ], + [ + "Mol", + "A small tribe of devout worshippers of the elder gods, the Mol will consult with their deities (via a shaman conduit) before making any tribe-related decisions, from the direction of their next migration, to the beasts they will hunt each day for food." + ], + [ + "Gesi", + "The Gesi are masters of the slingspear, a mid-sized javelin carved from mammoth bone which, instead of being thrown by hand, is flung with a leather sling to improve range, speed, and killing power." + ], + [ + "Kagon", + "The Kagon are a nocturnal desert tribe who worship Nhaama, goddess of the moon and mortal enemy of Azim, god of the sun. Instructed by their goddess that to step into the sun is to succumb to the evil of Azim, they spend the daylight hours in their tents, only emerging to hunt and migrate at night. The result is an uncharacteristically pale skin for a group of people living in an almost eternally fair-weather locale." + ], + [ + "Goro", + "The Goro believe horses to be perfect beings, and each male and female, upon their coming of age, is married to a horse of the opposite sex. Reproductive mates are chosen by lots." + ], + [ + "Gharl", + "Before each migration, the Gharl will fill a sacred urn with the soil of the place they just camped. This soil is then dumped upon arriving at the next location. This tradition has been carried out for thousands of years, leading people to believe that most the steppe is now all of one soil." + ], + [ + "Dataq", + "The Dataq cover quite possibly the most area in their migrations, for they rarely stop in one area for longer than a few bells. Sleeping is all done in the saddle, and tents are only used when the rains are heavy and unbearable." + ], + [ + "Haragin", + "The legends of this coastal tribe tell of a group of their ancestors who crafted a giant ship and sailed out across the endless eastern ocean. The explorers are said to have returned with tales of a terrible island covered in massive grey monoliths and inhabited by fire-breathing steel demons." + ], + [ + "Ura", + "This mountain-dwelling tribe is one of the few which instead of hunting, mine the precious ores of the peaks and trade them with the steppe tribes for food." + ], + [ + "Moks", + "A tribe invisible for the fact that its members are spread out across many different tribes (unbeknownst to those tribes). Communication between its members is done on the rare occasion when two tribes meet, through an ancient set of hand signals only recognizable by those who know what they are looking for." + ], + [ + "Geneq", + "In addition to the standard language used by most of the Xaela in cross-tribe communication, the Geneq employ a complex system of whistles and clicks which resemble the cloud- and wavekin of the steppe." + ], + [ + "Horo", + "To those who live the meager lifestyles of the steppedwellers, being overweight is a symbol of affluence and power. To appear heavier than one in their station, the members of Horo will drink copious amounts of water to bloat their bellies." + ], + [ + "Himaa", + "For reasons unknown, one out of every three pregnancies amongst the Himaa result in twins. As a result, over half the tribe's members have a doppelganger. This can prove an advantage during attacks, as it confuses the enemy into believing the dead have risen." + ], + [ + "Malaguld", + "One of the only tribes that accepts people of the Raen--those that have been exiled, or those who have fled persecution--into their circle." + ], + [ + "Urumet", + "This desert tribe has the queer custom of travelling with their elders carried upon their shoulders. It is believed that in the flat desert, this gives the tribe the advantage of being able to see farther." + ], + [ + "Qalli", + "Also known as the songbirds of the steppe, the Qalli communicate through song, attaching a melody to their words to further add emotion to the meaning." + ], + [ + "Qestir", + "This tribe refuses to speak, believing that all words are lies, and that a man's actions are the purest form of communication." + ] + ] + } + ] + }, + { + "name": "Garlean Hierarchy", + "source": "FFXIVBeforetheFall", + "page": 119, + "entries": [ + "The society of Garlemand is one of strict order where one's position is worn as a badge within their name. Below is listed the known Titles and their position's role within the Empire from the Emperor down to their slaves.", + { + "type": "table", + "colLabels": [ + "Title", + "Function" + ], + "colStyles": [ + "col-1 text-center", + "col-11 text-center" + ], + "rows": [ + [ + "Zos", + "Supreme leader of the Garlean Empire" + ], + [ + "Yae", + "Any member of the royal family in line for the throne" + ], + [ + "Wir", + "Any member of the royal family not in line for the throne" + ], + [ + "Van", + "Commander of one or many legions" + ], + [ + "Tol", + "Secondary Command within a legion" + ], + [ + "Sas", + "Commander of a fort or base of operations" + ], + [ + "Rem", + "Commander of one of a legion's cohorts" + ], + [ + "Quo", + "Commander of a mid-sized unit of at least 100 soldiers" + ], + [ + "Pyr", + "Watch Commander or Veteran soldier" + ], + [ + "Oen", + "Regular Infantry" + ], + [ + "Nan", + "Head of Magitek Research or an engineer specializing in Magitek" + ], + [ + "Mal", + "High Commander of Field Engineers or Field Medics" + ], + [ + "Lux", + "Commander of a unit of Medics or Field Engineers" + ], + [ + "Kir", + "Veteran field medic or engineer" + ], + [ + "Jen", + "Field Medic or Engineer" + ], + [ + "Iyl", + "Leader of the senate" + ], + [ + "Het", + "Various Magistrates of High Standing" + ], + [ + "Goe", + "Local Ruler of Imperial Territory or Commander of operatives" + ], + [ + "Fae", + "Senators who work to elect Magistrates" + ], + [ + "Eir", + "High level civil servants" + ], + [ + "Dus", + "Low level civil servants" + ], + [ + "Cen", + "Artisans and manufacturers" + ], + [ + "Bas", + "Merchants and workers who gather raw materials" + ], + [ + "Aan", + "Slaves and the people of annexed territory" + ] + ] + } + ] + }, + { + "name": "Roegadyn Names", + "source": "FFXIVBeforetheFall", + "page": 111, + "entries": [ + "The Roegadyn name themselves by pairing up two words from their language, usually a descriptor then a noun. A noun is turned into a descriptive word by adding an \"I\" to the end of the noun. Here is a list of known Roegadyn words to help you select a name. This is an incomplete list.", + { + "type": "table", + "caption": "Roegadyn Translations", + "colLabels": [ + "Roegadyn", + "Common" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Abar", + "Lone/Alone" + ], + [ + "Abyl", + "Rage" + ], + [ + "Aent", + "Duck" + ], + [ + "Aerg", + "Ambitious" + ], + [ + "Aerm", + "Poor" + ], + [ + "Aerst", + "First" + ], + [ + "Agat", + "Amber" + ], + [ + "Agynn", + "Beginning" + ], + [ + "Ahct", + "River" + ], + [ + "Ahl", + "Eel" + ], + [ + "Ahld", + "Old" + ], + [ + "Ahr", + "Eagle" + ], + [ + "Ahrm", + "Arm" + ], + [ + "Aht", + "Eight" + ], + [ + "Ahtyn", + "Judge" + ], + [ + "Ahtza", + "Eighty" + ], + [ + "Ais", + "Ice" + ], + [ + "Alyr", + "Alder" + ], + [ + "Anka", + "Anchor" + ], + [ + "Ansa", + "Scythe" + ], + [ + "Aren", + "Harvest" + ], + [ + "Ask", + "Ash" + ], + [ + "Awyr", + "Absent" + ], + [ + "Baen", + "Bone" + ], + [ + "Bara", + "Bare/Naked" + ], + [ + "Benn", + "Leg" + ], + [ + "Bera", + "Berry" + ], + [ + "Berk", + "Mountain" + ], + [ + "Bhald", + "Bold/Brave" + ], + [ + "Bhaln", + "Plague" + ], + [ + "Bhar", + "Bear" + ], + [ + "Bhir", + "Ale" + ], + [ + "Bhrat", + "Meat" + ], + [ + "Blaet", + "Blood" + ], + [ + "Blan", + "Darkness/Dark" + ], + [ + "Blau", + "Lead" + ], + [ + "Blei", + "Pale" + ], + [ + "Bloe", + "Blue" + ], + [ + "Bluom", + "Flower" + ], + [ + "Blyn", + "Blind" + ], + [ + "Blyss", + "Blossom" + ], + [ + "Borg", + "Castle" + ], + [ + "Born", + "Boar" + ], + [ + "Braen", + "Break" + ], + [ + "Brem", + "Bramle" + ], + [ + "Broda", + "Brother" + ], + [ + "Broen", + "Brown" + ], + [ + "Broes", + "Chest" + ], + [ + "Brot", + "Bread" + ], + [ + "Bryda", + "Bride" + ], + [ + "Bryn", + "Spring" + ], + [ + "Brytt", + "Bridle" + ], + [ + "Byld", + "Make" + ], + [ + "Bylda", + "Maker" + ], + [ + "Byrg (Byrgin)", + "Protect" + ], + [ + "Bylg", + "Fertile" + ], + [ + "Byrm", + "Tree" + ], + [ + "Byrt", + "Axe" + ], + [ + "Caepf", + "Slate" + ], + [ + "Caer (Caerig)", + "Sad" + ], + [ + "Ceig", + "Sail" + ], + [ + "Ceil", + "Rope" + ], + [ + "Cwaen", + "Pine" + ], + [ + "Cwin", + "Wine" + ], + [ + "Daeg", + "Soldier" + ], + [ + "Dani", + "Narrow" + ], + [ + "Denkyr", + "Thinking" + ], + [ + "Denn", + "Thin" + ], + [ + "Dhem", + "Dusk" + ], + [ + "Doen", + "Thunder" + ], + [ + "Doer", + "Dry" + ], + [ + "Does", + "Two" + ], + [ + "Dornn", + "Thorn" + ], + [ + "Dorpf", + "Village" + ], + [ + "Draeg", + "Carry" + ], + [ + "Draga", + "Carrier" + ], + [ + "Drys", + "Three" + ], + [ + "Dyn", + "People" + ], + [ + "Dyrf", + "Farm" + ], + [ + "Dyrst", + "Thirsty/Thirst" + ], + [ + "Eidin", + "Oath" + ], + [ + "Eifa", + "Bitter" + ], + [ + "Elak", + "Elk" + ], + [ + "Elil", + "Exiled/Foreign" + ], + [ + "Ent", + "End" + ], + [ + "Erna", + "Earnest" + ], + [ + "Ewan", + "Even" + ], + [ + "Eyha", + "Oak" + ], + [ + "Eyhil", + "Acorn" + ], + [ + "Eyn", + "One" + ], + [ + "Eynli", + "Eleven" + ], + [ + "Eyri", + "Wandering" + ], + [ + "Edz", + "Eat" + ], + [ + "Faeld", + "Field" + ], + [ + "Faez", + "Fat" + ], + [ + "Falk", + "Falcon" + ], + [ + "Farr", + "Bull" + ], + [ + "Fatyr", + "Father" + ], + [ + "Fedar", + "Feather" + ], + [ + "Fhet", + "Fight" + ], + [ + "Fhil", + "Yellow" + ], + [ + "Fhis (Fhisk)", + "Fish" + ], + [ + "Fhruh", + "Early" + ], + [ + "Fian", + "Enemy" + ], + [ + "Firk", + "Explore" + ], + [ + "Flaz", + "Flat" + ], + [ + "Flekk", + "Spotted" + ], + [ + "Floeg", + "Fly" + ], + [ + "Floer", + "Lead" + ], + [ + "Floh", + "Flea" + ], + [ + "Foer", + "Four" + ], + [ + "Foet", + "Foot" + ], + [ + "Fohc", + "Fox" + ], + [ + "Folg", + "Bird" + ], + [ + "Frae", + "Free" + ], + [ + "Froe(a)", + "Lady" + ], + [ + "Frusk", + "Frog" + ], + [ + "Frut", + "Fruit" + ], + [ + "Fryd", + "Peace/ful" + ], + [ + "Fryn", + "Friend" + ], + [ + "Fyr", + "Fire" + ], + [ + "Fyril", + "Lost" + ], + [ + "Fyst", + "Fist" + ], + [ + "Gaez", + "Goat" + ], + [ + "Ganz", + "Perfect" + ], + [ + "Gara", + "Skin" + ], + [ + "Garr", + "Choir" + ], + [ + "Geim", + "Jewel" + ], + [ + "Geiss (Geyss)", + "Ghost" + ], + [ + "Germa", + "Conjurer" + ], + [ + "Gheb", + "Give" + ], + [ + "Ghim", + "Modest" + ], + [ + "Glac", + "Bell" + ], + [ + "Glaz", + "Glass" + ], + [ + "Goht", + "God" + ], + [ + "Gohta", + "Goddess" + ], + [ + "Graeb", + "Grave" + ], + [ + "Greh", + "Calm" + ], + [ + "Grein", + "Bronze" + ], + [ + "Grina", + "Howl" + ], + [ + "Grym", + "Cruel" + ], + [ + "Gryne", + "Green" + ], + [ + "Guht", + "Good" + ], + [ + "Guld", + "Gold" + ], + [ + "Guol", + "Glorious" + ], + [ + "Gybal", + "Skull" + ], + [ + "Gybet", + "Prayer" + ], + [ + "Gyft", + "Sell" + ], + [ + "Hael", + "Healthy" + ], + [ + "Haemr", + "Hammer" + ], + [ + "Haer", + "Grand" + ], + [ + "Haerz", + "Heart" + ], + [ + "Hald", + "Kind" + ], + [ + "Halp", + "Side" + ], + [ + "Hana", + "Hemp/Hempen" + ], + [ + "Hanth", + "Hand" + ], + [ + "Harr", + "Hair" + ], + [ + "Hart", + "Hard" + ], + [ + "Hast (Hastal)", + "Hazel" + ], + [ + "Helb", + "Half" + ], + [ + "Herl", + "Elder" + ], + [ + "Hezz", + "Hot" + ], + [ + "Himal", + "Sky" + ], + [ + "Hint", + "Behind" + ], + [ + "Hirsk", + "Agile" + ], + [ + "Holas", + "Bald" + ], + [ + "Holl", + "Hollow" + ], + [ + "Holsk", + "Fast" + ], + [ + "Horsk (Horsam)", + "Obedient" + ], + [ + "Hort", + "Treasure" + ], + [ + "Hund (Hundr)", + "Dog" + ], + [ + "Hwab", + "Hawk" + ], + [ + "Hwyz", + "Know" + ], + [ + "Hyll", + "Hell" + ], + [ + "Hylt", + "Forest" + ], + [ + "Hym", + "Heaven" + ], + [ + "Hyr", + "Army" + ], + [ + "Hyrt", + "Autumn" + ], + [ + "Ingil (Inghil)", + "Angel" + ], + [ + "Isil", + "Island" + ], + [ + "Itar", + "Knight" + ], + [ + "Iyrn", + "Iron" + ], + [ + "Jaeg", + "Hunt" + ], + [ + "Jarr", + "Year" + ], + [ + "Jho", + "And" + ], + [ + "Jungh", + "Young" + ], + [ + "Keim", + "Violet/Purple" + ], + [ + "Kelt", + "Cold" + ], + [ + "Kest", + "Chestnut" + ], + [ + "Keten", + "Chain(ed)" + ], + [ + "Khan", + "Laugh" + ], + [ + "Khezl", + "Kettle" + ], + [ + "Khra", + "Crane" + ], + [ + "Khus", + "Chaste" + ], + [ + "Kilb", + "Calf" + ], + [ + "Kirz", + "Candle" + ], + [ + "Klet", + "Burdock" + ], + [ + "Klin (Klind)", + "Child" + ], + [ + "Klyn", + "Small" + ], + [ + "Klyng", + "Brook" + ], + [ + "Kneh", + "Near" + ], + [ + "Knod", + "Knot/Knotty" + ], + [ + "Koel", + "Coeurl" + ], + [ + "Koen", + "King" + ], + [ + "Koena (Koenyb)", + "Queen" + ], + [ + "Krepf", + "Claw" + ], + [ + "Kroem", + "Bent" + ], + [ + "Kryd", + "Chalk" + ], + [ + "Kryst", + "Crystal" + ], + [ + "Kupf", + "Copper" + ], + [ + "Kympf", + "Champion" + ], + [ + "Kynd", + "Virgin" + ], + [ + "Kyrss", + "Cherry" + ], + [ + "Laent", + "Land" + ], + [ + "Lago", + "Lament" + ], + [ + "Lahz", + "Salmon" + ], + [ + "Lamm", + "Lame/Injured" + ], + [ + "Leita", + "Bringer" + ], + [ + "Liht", + "Light" + ], + [ + "Lleid", + "Pain" + ], + [ + "Loef", + "Leaf" + ], + [ + "Loet", + "Loud" + ], + [ + "Loetr", + "Pure" + ], + [ + "Loez", + "Short" + ], + [ + "Loh", + "Cloth/Clothes" + ], + [ + "Lon(a)", + "Gatherer" + ], + [ + "Lora", + "Laurel" + ], + [ + "Lorh", + "Rabbit" + ], + [ + "Loug", + "Leech" + ], + [ + "Lubb (Lubd)", + "Poison" + ], + [ + "Lydir", + "Leather" + ], + [ + "Lyna", + "Linen" + ], + [ + "Lyng", + "Long" + ], + [ + "Maeti", + "Mighty" + ], + [ + "Maga", + "Stomach" + ], + [ + "Mann", + "Man" + ], + [ + "Marm", + "Marble" + ], + [ + "Merl", + "Sea" + ], + [ + "Mhar", + "Horse" + ], + [ + "Mhas", + "Scar" + ], + [ + "Mhol", + "Salamander/Eft" + ], + [ + "Mhus", + "Mouse" + ], + [ + "Moeg", + "Able" + ], + [ + "Moen", + "Moon" + ], + [ + "Moer", + "Kill" + ], + [ + "Moht", + "Mind" + ], + [ + "Murl", + "Wall" + ], + [ + "Myna", + "Love" + ], + [ + "Mynd", + "Mouth" + ], + [ + "Myrgan", + "Morning" + ], + [ + "Myst", + "Mistletoe" + ], + [ + "Myte", + "Middle" + ], + [ + "Nagl", + "Nail" + ], + [ + "Nahct", + "Night" + ], + [ + "Nazz", + "Damp/Wet" + ], + [ + "Nebb", + "Fog" + ], + [ + "Nedyr", + "Low" + ], + [ + "Niu", + "New" + ], + [ + "Noez", + "Walnut" + ], + [ + "Nort", + "North" + ], + [ + "Nortyr", + "Northern" + ], + [ + "Nyst", + "Nest" + ], + [ + "Nyun", + "Nine" + ], + [ + "Oebb", + "Above" + ], + [ + "Oefyr", + "Sacrifice" + ], + [ + "Oeya", + "Eye" + ], + [ + "Ofan", + "Clear" + ], + [ + "Opyl", + "Apple" + ], + [ + "Orn", + "Maple" + ], + [ + "Ost", + "East" + ], + [ + "Ostyr", + "Eastern" + ], + [ + "Oura", + "Ear" + ], + [ + "Pfar", + "Walking" + ], + [ + "Pfef", + "Pepper" + ], + [ + "Pfrew", + "Joy" + ], + [ + "Pfrym", + "Plum" + ], + [ + "Pfym", + "Five" + ], + [ + "Pfyn", + "Finger" + ], + [ + "Phati", + "Late" + ], + [ + "Rael", + "Doe" + ], + [ + "Raen (Raeng)", + "Circle" + ], + [ + "Raet", + "Chariot" + ], + [ + "Ramm", + "Ram" + ], + [ + "Rhen", + "Clean" + ], + [ + "Rhet", + "Law" + ], + [ + "Rheti", + "Straight/Lawful" + ], + [ + "Rhit", + "Right" + ], + [ + "Rhot", + "Red" + ], + [ + "Rhyl", + "Plentiful" + ], + [ + "Roegan (Roega)", + "Rain" + ], + [ + "Roeh", + "Rough" + ], + [ + "Ronth", + "Run" + ], + [ + "Ronn", + "Current" + ], + [ + "Rostn", + "Rusty" + ], + [ + "Ruht", + "Smoke" + ], + [ + "Ryhhe", + "Empire" + ], + [ + "Rymm", + "Frost" + ], + [ + "Ryss", + "Giant" + ], + [ + "Saelb (Sylbei)", + "Sage" + ], + [ + "Saelz", + "Salt" + ], + [ + "Saem", + "Seed" + ], + [ + "Saes", + "Six" + ], + [ + "Sald", + "Luck" + ], + [ + "Sath", + "Knife" + ], + [ + "Satz", + "Dance" + ], + [ + "Seik", + "Lake" + ], + [ + "Sfeik", + "Lake" + ], + [ + "Skaen", + "Beautiful" + ], + [ + "Skaet", + "Shadow" + ], + [ + "Skal", + "Servant" + ], + [ + "Skapf", + "Sheep" + ], + [ + "Skarn", + "Horrible" + ], + [ + "Skoef", + "Poetry(Poet)" + ], + [ + "Skoen", + "Shining" + ], + [ + "Skrat", + "Goblin" + ], + [ + "Skrib", + "Write" + ], + [ + "Skyf", + "Ship" + ], + [ + "Skylt", + "Shield" + ], + [ + "Slae", + "Dull" + ], + [ + "Slaf", + "Sleeping" + ], + [ + "Slett", + "Plain" + ], + [ + "Smyd", + "Smith" + ], + [ + "Snoe", + "Snow" + ], + [ + "Some (Soemr)", + "Summer" + ], + [ + "Solk", + "Blessed" + ], + [ + "Spaer", + "Sparrow" + ], + [ + "Spyr", + "Spear" + ], + [ + "Stael", + "Still" + ], + [ + "Sterr", + "Strong" + ], + [ + "Sthal", + "Steel" + ], + [ + "Sthan", + "Stand" + ], + [ + "Stral", + "Arrow" + ], + [ + "Stymm", + "Voice" + ], + [ + "Styr (Styrn)", + "Star" + ], + [ + "Styrm", + "Storm" + ], + [ + "Sund", + "South" + ], + [ + "Sundyr", + "Southern" + ], + [ + "Sunn", + "Sun" + ], + [ + "Swaen", + "Mushroom" + ], + [ + "Swar", + "Black" + ], + [ + "Sweig", + "Herd" + ], + [ + "Swerd", + "Sword" + ], + [ + "Swoz", + "Sweet" + ], + [ + "Swyg", + "Silent" + ], + [ + "Swyn", + "Round" + ], + [ + "Swyr", + "Big" + ], + [ + "Swys (Swysta)", + "Sister" + ], + [ + "Sygg", + "Victory" + ], + [ + "Syhr", + "Fearless" + ], + [ + "Syk", + "Sick" + ], + [ + "Sylb", + "Silver" + ], + [ + "Syn", + "Son" + ], + [ + "Syng", + "Song" + ], + [ + "Syngi", + "Singing" + ], + [ + "Synt", + "Sand" + ], + [ + "Syvin", + "Seven" + ], + [ + "Syz", + "Sit" + ], + [ + "Syzn", + "Sitting" + ], + [ + "Thor", + "Torn" + ], + [ + "Thosin", + "Grey" + ], + [ + "Thota", + "Daughter" + ], + [ + "Thuba", + "Mage" + ], + [ + "Thubyr", + "Magic" + ], + [ + "Thuv", + "Dove" + ], + [ + "Toeg", + "Secret" + ], + [ + "Toff", + "Deep" + ], + [ + "Toum", + "Dream" + ], + [ + "Trach", + "Dragon" + ], + [ + "Trachyn", + "Dragon" + ], + [ + "Tragg", + "Slow" + ], + [ + "Trahg", + "Lazy" + ], + [ + "Troe (Troeb)", + "Confused" + ], + [ + "Troeg", + "Monster" + ], + [ + "Tu", + "Dew" + ], + [ + "Twyr", + "Dwarf" + ], + [ + "Tyl", + "Valley" + ], + [ + "Tymb", + "Dumb" + ], + [ + "Tyrb (Terbin)", + "Cyclone" + ], + [ + "Tyrn", + "Tower" + ], + [ + "Ubyl", + "Evil" + ], + [ + "Ulm", + "Elm" + ], + [ + "Und", + "Wave" + ], + [ + "Unsyn", + "Innocent" + ], + [ + "Unta", + "Other" + ], + [ + "Urs", + "Auroch" + ], + [ + "Usyn", + "Ashen" + ], + [ + "Uwil", + "Owl" + ], + [ + "Waeb", + "Weave" + ], + [ + "Waek", + "Battle" + ], + [ + "Waem", + "Warm" + ], + [ + "Waen (Waent)", + "Wind" + ], + [ + "Waht", + "Guard" + ], + [ + "Wakk", + "Awake/Woken" + ], + [ + "Wall", + "Boil" + ], + [ + "Wann", + "Empty" + ], + [ + "Ward", + "Watch" + ], + [ + "Warg", + "Truth" + ], + [ + "Wast", + "Sharp" + ], + [ + "Webb", + "Silk" + ], + [ + "Wein", + "Woad" + ], + [ + "Weitz", + "Wheat" + ], + [ + "Whas", + "Wax" + ], + [ + "Whei", + "Soft" + ], + [ + "Wilf", + "Wolf" + ], + [ + "Wilt", + "Wild" + ], + [ + "Winst", + "Left" + ], + [ + "Wint", + "Winter" + ], + [ + "Wist", + "West" + ], + [ + "Wistyr", + "Western" + ], + [ + "Woerd", + "Word" + ], + [ + "Wolk", + "Cloud" + ], + [ + "Woll", + "Wool" + ], + [ + "Wunt", + "Under" + ], + [ + "Wuot", + "Berserk" + ], + [ + "Wurt (Wurth)", + "Herb" + ], + [ + "Wyb", + "Woman" + ], + [ + "Wyda", + "Willow" + ], + [ + "Wyn", + "Daughter (used in last name only)" + ], + [ + "Wyrk", + "Work" + ], + [ + "Wyrka", + "Worker" + ], + [ + "Wyrn", + "Snake" + ], + [ + "Wyss", + "Wise" + ], + [ + "Wyta", + "Water" + ], + [ + "Wyzn", + "White" + ], + [ + "Ybolg", + "Enraged" + ], + [ + "Zaen", + "Ten" + ], + [ + "Zaes", + "Right" + ], + [ + "Zahr", + "Tear" + ], + [ + "Zant", + "Tooth" + ], + [ + "Zedyr", + "Cedar" + ], + [ + "Zent", + "Send" + ], + [ + "Zirn", + "Fury/Furious" + ], + [ + "Zoer", + "Sour" + ], + [ + "Zwelf", + "Twelve" + ], + [ + "Zwyn", + "Twin" + ] + ] + } + ] + }, + { + "name": "Miqo'te Tribes", + "source": "FFXIVBeforetheFall", + "page": 111, + "entries": [ + "There are 26 tribes within the Seekers of the Sun, here is a list to help you decide which tribe your Miqo'te came from.", + { + "type": "table", + "caption": "Seekers of the Sun Tribes", + "colLabels": [ + "Tribe Letter", + "Associated Creature" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "A'", + "Antelope" + ], + [ + "B'", + "Boar" + ], + [ + "C'", + "Coeurl" + ], + [ + "D'", + "Dodo" + ], + [ + "E'", + "Eft" + ], + [ + "F'", + "Bear" + ], + [ + "G'", + "Gryphon" + ], + [ + "H'", + "Gigantoad" + ], + [ + "I'", + "Buffalo" + ], + [ + "J'", + "Jackal" + ], + [ + "K'", + "Hipparion" + ], + [ + "L'", + "Viper" + ], + [ + "M'", + "Marmot" + ], + [ + "N'", + "Aldgoat" + ], + [ + "O'", + "Mole" + ], + [ + "P'", + "Basilisk" + ], + [ + "Q'", + "Puk" + ], + [ + "R'", + "Raptor" + ], + [ + "S'", + "Zu" + ], + [ + "T'", + "Condor" + ], + [ + "U'", + "Drake" + ], + [ + "V'", + "Vulture" + ], + [ + "W'", + "Wolf" + ], + [ + "X'", + "Lynx" + ], + [ + "Y'", + "Jaguar" + ], + [ + "Z'", + "Ziz" + ] + ] + } + ] + } + ], + "race": [ + { + "name": "Au Ra", + "source": "FFXIVBeforetheFall", + "page": 5, + "speed": 30, + "size": [ + "M" + ], + "ability": [ + { + "wis": 2 + } + ], + "languageProficiencies": [ + { + "common": true, + "@language auri|FFXIVBeforetheFall": true + } + ], + "skillProficiencies": [ + { + "perception": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Despite their extraordinary physical features, the Au Ra live about as long as any of the other races of Eorzea, reaching physical maturity around the age of 16, and living to be around 80 years old." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "The Au Ra as a whole do not tend to neither good nor evil, or towards law or chaos. The Xaela tend strongly towards the chaotic lives of nomads outside of the laws of civilized city states, while the Raen enjoy the order provided by the law. Often times an Au Ra finds themselves to be the product of their upbringing." + ] + }, + { + "name": "Size", + "type": "entries", + "entries": [ + "There is a large size disparity between men and women of the Au Ra. Males range anywhere from 6 and a half to 7 feet tall with lean build dwarfing the females who rarely grow taller than 5 feet. Your size is Medium." + ] + }, + { + "name": "Speed", + "type": "entries", + "entries": [ + "Your base walking speed is 30ft." + ] + }, + { + "name": "Cranial Horns", + "type": "entries", + "entries": [ + "You gain proficiency in the {@skill Perception} skill." + ] + }, + { + "name": "Scaled Bodies", + "type": "entries", + "entries": [ + "When unarmored, your AC is equal to 11 + your Dexterity modifier." + ] + }, + { + "name": "Languages", + "type": "entries", + "entries": [ + "You can speak, read and write Common and Auri. The Auri language does not include gender or numbered nouns and verbs, causing an Au Ra to mislabel things sometimes when speaking another language." + ] + } + ], + "fluff": { + "_raceFluff": { + "name": "Au Ra", + "source": "FFXIVBeforetheFall" + } + }, + "hasFluff": true + }, + { + "name": "Elezen", + "source": "FFXIVBeforetheFall", + "page": 8, + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "int": 2 + } + ], + "languageProficiencies": [ + { + "common": true, + "other": true + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Though Elezen are one of the longest standing races, they do not live much longer than anyone else. They reach physical maturity around age 18 and live into their nineties." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Wildwood Elezen lean towards lawful alignments, be it their upbringing to protect the forest or life within the religious walls of Ishgard. Duskwight's have embraced the wild way of living, leaning towards chaotic alignments, viewing laws as arbitrary things." + ] + }, + { + "name": "Size", + "type": "entries", + "entries": [ + " Elezen are known for their tall slender bodies. Men can reach a maximum 6 feet 8 inches and rarely are shorter than 6 foot 3 inches. Women reach a maximum of 6 and a half feet and rarely shorter than 6 feet tall. Your size is Medium." + ] + }, + { + "name": "Speed", + "type": "entries", + "entries": [ + "Your base walking speed is 30ft." + ] + }, + { + "name": "Superb Hearing", + "type": "entries", + "entries": [ + "You gain advantage when making a {@skill Perception} check using your hearing." + ] + }, + { + "type": "entries", + "name": "Languages", + "page": 9, + "entries": [ + "You can speak, read and write Common and one extra language of your choice." + ] + } + ], + "fluff": { + "_raceFluff": { + "name": "Elezen", + "source": "FFXIVBeforetheFall" + } + }, + "hasFluff": true + }, + { + "name": "Garlean", + "source": "FFXIVBeforetheFall", + "page": 10, + "ability": [ + { + "str": 2, + "int": 1 + } + ], + "size": [ + "M" + ], + "speed": 30, + "traitTags": [ + "Tool Proficiency" + ], + "languageProficiencies": [ + { + "common": true, + "@language garlean|FFXIVBeforetheFall": true, + "other": true + } + ], + "skillProficiencies": [ + { + "investigation": true, + "perception": true, + "choose": { + "from": [ + "athletics", + "acrobatics", + "sleight of hand", + "stealth", + "arcana", + "history", + "nature", + "religion", + "animal handling", + "insight", + "medicine", + "survival", + "deception", + "intimidation", + "performance", + "persuasion" + ], + "count": 1 + } + } + ], + "toolProficiencies": [ + { + "anyArtisansTool": 1 + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Garleans live as long as the other races of Eorzea, reaching maturity around 18 years old and living on average to the age of 80." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Garleans lend toward a lawful alignment as their roots trace back to a highly ordered Empire where title and rank held were held in high regard." + ] + }, + { + "name": "Size", + "type": "entries", + "entries": [ + "Garlean males on average tend to stand anywhere from 6 to 7 feet tall while their female counterparts tend to reach anywhere from 5 and a half to 5 feet tall. Your size is medium." + ] + }, + { + "name": "Speed", + "type": "entries", + "entries": [ + "Your base walking speed is 30ft." + ] + }, + { + "name": "Languages", + "type": "entries", + "entries": [ + "You can speak, read and write Common, Garlean and one extra language of your choice." + ] + }, + { + "name": "Imperial Education", + "type": "entries", + "entries": [ + "You gain proficiency in one skill of your choice and one set of artisan tools of your choice." + ] + }, + { + "name": "Optional Racial Trait", + "type": "inset", + "entries": [ + { + "name": "Magically Inert", + "type": "entries", + "entries": [ + "You are unable to cast magic of your own power and require the aid of technology to do so." + ] + }, + "In the world of Final Fantasy XIV, the Garleans have a great deal of difficulty manipulating aether, which caused them a great deal of strife in the past. It is not impossible for a Garlean to gain the ability to do so, and half garleans have no trouble at all thanks to their mixed blood.", + "When playing a casting class as a Garlean should have their casting focus flavoured to account for this. For example a Garlean Wizard could have a staff which recharges magic energy over time and uses that charged staff to cast spells. Their spell slots recovering when the staff recharges at the end of a long rest." + ] + }, + { + "name": "Spatial Insight", + "type": "entries", + "entries": [ + "You gain proficiency in the {@skill Investigation} skill." + ] + }, + { + "name": "Third Eye", + "type": "entries", + "entries": [ + "You gain proficiency in the {@skill Perception} skill. Additionally, ranged weapon attacks you make have an increased normal range of 10 ft." + ] + } + ], + "fluff": { + "_raceFluff": { + "name": "Garlean", + "source": "FFXIVBeforetheFall" + } + }, + "hasFluff": true + }, + { + "name": "Hrothgar", + "source": "FFXIVBeforetheFall", + "page": 12, + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "str": 2 + } + ], + "traitTags": [ + "Powerful Build", + "Natural Weapon" + ], + "languageProficiencies": [ + { + "common": true, + "any": 1 + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Hrothgar tend to live about as long as most of their neighbouring races. They reach physical maturity around age 18 and live into their nineties." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Helions lean towards lawful alignments, be it their upbringing to obey their Queen's wishes and uphold her rule in her lands. The Lost have embraced life on the road and lean towards a more chaotic alignment. As always there are oddities within every group with Helions who shirk their servitude or members of The Lost putting down roots." + ] + }, + { + "name": "Size", + "type": "entries", + "entries": [ + "Hrothgar are known to have tall, powerful frames marked by muscle and fur. At their tallest the Hrothgar stand at 7ft. tall while their low average heights sit around 6ft. 4 inches tall. Generally they weigh over 260lbs. Your size is medium." + ] + }, + { + "name": "Speed", + "type": "entries", + "entries": [ + "Your base walking speed is 30ft." + ] + }, + { + "name": "Powerful Build", + "type": "entries", + "entries": [ + "You count as one size larger when you are determining your carrying capacity and also the weight you are able to push, drag or lift." + ] + }, + { + "name": "Claws", + "type": "entries", + "entries": [ + "Your sharp claws are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal slashing damage equal to {@dice 1d6} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike." + ] + }, + { + "name": "Keen Smell", + "type": "entries", + "entries": [ + "You have advantage on {@skill Perception} checks that rely on smell." + ] + }, + { + "name": "Languages", + "type": "entries", + "entries": [ + "You can speak, read and write Common and one additional language of your choice." + ] + } + ], + "fluff": { + "_raceFluff": { + "name": "Hrothgar", + "source": "FFXIVBeforetheFall" + } + }, + "hasFluff": true + }, + { + "name": "Hyur", + "source": "FFXIVBeforetheFall", + "page": 14, + "speed": 30, + "size": [ + "M" + ], + "traitTags": [ + "Tool Proficiency", + "Skill Proficiency" + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "artisan's tools", + "gaming set", + "musical instrument" + ], + "count": 1 + } + } + ], + "skillProficiencies": [ + { + "any": 2 + } + ], + "languageProficiencies": [ + { + "common": true, + "any": 2 + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 1, + "amount": 1 + } + } + ], + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Hyur tend to live for approximately 75 years, reaching sexual maturity around age 16 and full maturity around 20 years old." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Overall the Hyur are a highly variable race, so it stands to reason that the Hyur tend to not lean towards neither good nor evil. The same could be stated about their impressions of law and chaos. They comfortably fall in line with the culture in which they are raised, but are generally good-hearted." + ] + }, + { + "name": "Size", + "type": "entries", + "entries": [ + "Hyur tend to range in height from 5 feet to 6 and a half feet tall depending on their heritage. Midlanders struggle to pass 6 feet while highlanders easily pass it. Your size is Medium." + ] + }, + { + "name": "Speed", + "type": "entries", + "entries": [ + "Your base walking speed is 30ft." + ] + }, + { + "name": "Languages", + "type": "entries", + "entries": [ + "You can speak, read and write Common and two other languages of your choice." + ] + }, + { + "name": "Spread of Culture", + "type": "entries", + "entries": [ + "You gain proficiency with a set of artisan's tools, gaming set or musical instrument of your choice." + ] + }, + { + "name": "Versatility", + "type": "entries", + "entries": [ + "You gain proficiency in two skills of your choice." + ] + } + ], + "fluff": { + "_raceFluff": { + "name": "Hyur", + "source": "FFXIVBeforetheFall" + } + }, + "hasFluff": true + }, + { + "name": "Lalafell", + "source": "FFXIVBeforetheFall", + "page": 16, + "speed": 25, + "size": [ + "S" + ], + "ability": [ + { + "cha": 2 + } + ], + "languageProficiencies": [ + { + "common": true, + "other": true + } + ], + "fluff": { + "_raceFluff": { + "name": "Lalafell", + "source": "FFXIVBeforetheFall" + } + }, + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "These smallfolk are able to live just as long as the other races. Lalafells reach physical maturity around the age of 18, and live until their mid eighties." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Generally speaking, Lalafells lean towards a good natured alignment, though some shrewd business men may push far away from this approach to life. Neither the Plainsfolk or Dunesfolk have a inclination to law or chaos, with individuals falling into all categories." + ] + }, + { + "name": "Size", + "type": "entries", + "entries": [ + "Lalafells are a diminutive people who see no difference in height due to gender. Their heights on average range from 2 feet and 8 inches to just over 3 feet. Your size is Small." + ] + }, + { + "name": "Speed", + "type": "entries", + "entries": [ + "Your base walking speed is 25ft." + ] + }, + { + "name": "Languages", + "type": "entries", + "entries": [ + "You can speak, read and write Common and one other language." + ] + }, + { + "name": "Cunning", + "type": "entries", + "entries": [ + "You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic." + ] + }, + { + "name": "Lalafellin Nimbleness", + "type": "entries", + "entries": [ + "You can move through the space of any creature that is of a size larger than yours." + ] + } + ], + "hasFluff": true + }, + { + "name": "Miqo'te", + "source": "FFXIVBeforetheFall", + "page": 18, + "size": [ + "M" + ], + "speed": 30, + "darkvision": 60, + "ability": [ + { + "dex": 2 + } + ], + "languageProficiencies": [ + { + "common": true, + "other": true + } + ], + "skillProficiencies": [ + { + "perception": true + } + ], + "fluff": { + "_raceFluff": { + "name": "Miqo'te", + "source": "FFXIVBeforetheFall" + } + }, + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Miqo'te tend to live secluded, healthy lives reaching physical maturity around the age of 16, and living to be around 80 years old." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Miqo'te who live within a traditional tribal setting lean towards a lawful alignment, adhering to the laws of their people. Those who are born or live in more diverse settings tend to lean in no particular direction." + ] + }, + { + "name": "Size", + "type": "entries", + "entries": [ + "Miqo'te are a proud people with powerful leg muscles. Their slender builds distract from how powerful their bodies really are. On average males tend to range in height from 5 feet to 5 and a half feet tall, while females range from 4 feet 9 inches to 5 feet 3 inches Your size is Medium." + ] + }, + { + "name": "Speed", + "type": "entries", + "entries": [ + "Your base walking speed is 30ft." + ] + }, + { + "name": "Darkvision", + "type": "entries", + "entries": [ + "Your eyes have adapted to help you see in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey." + ] + }, + { + "type": "entries", + "name": "Predation", + "page": 19, + "entries": [ + "You gain proficiency in the {@skill Perception} skill." + ] + }, + { + "name": "Language", + "type": "entries", + "entries": [ + "You can speak, read and write Common and one language of your choice. When speaking Common, your pronunciation of \"r\" sounds are sometimes extended with a purr." + ] + } + ], + "hasFluff": true + }, + { + "name": "Roegadyn", + "source": "FFXIVBeforetheFall", + "page": 21, + "speed": 30, + "size": [ + "M" + ], + "ability": [ + { + "con": 2 + } + ], + "traitTags": [ + "Powerful Build" + ], + "languageProficiencies": [ + { + "common": true, + "@language roegadyn|FFXIVBeforetheFall": true + } + ], + "fluff": { + "_raceFluff": { + "name": "Roegadyn", + "source": "FFXIVBeforetheFall" + } + }, + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Though physically larger than the other races, the Roegadyn do not live any longer; reaching full maturity around the age of 20 and living into their eighties." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "Roegadyn have no heavy leaning towards good or evil. The Sea Wolves value the chaotic nature of adventuring and lean towards this alignment, while the Hellsguard look to laws of their ancestors to guard the sacred volcanoes they've lived near for ages." + ] + }, + { + "name": "Size", + "type": "entries", + "entries": [ + "Roegadyns are a massive people who grow much taller than their fellow races. Males grow as tall as 7 and a half feet tall, while women can grow to be 7 foot 3 inches tall. Despite your powerful builds and great height, your size is Medium." + ] + }, + { + "name": "Speed", + "type": "entries", + "entries": [ + "Your base walking speed is 30ft." + ] + }, + { + "name": "Brave", + "type": "entries", + "entries": [ + "You have advantage on saving throws against being {@condition frightened}." + ] + }, + { + "name": "Powerful Build", + "type": "entries", + "entries": [ + "You count as one size larger when you are determining your carrying capacity and also the weight you are able to push, drag or lift." + ] + }, + { + "name": "Languages", + "type": "entries", + "entries": [ + "You can speak, read and write Common and Roegadyn." + ] + } + ], + "hasFluff": true + }, + { + "name": "Viera", + "source": "FFXIVBeforetheFall", + "page": 23, + "size": [ + "M" + ], + "speed": 35, + "ability": [ + { + "dex": 2 + } + ], + "languageProficiencies": [ + { + "common": true, + "@language viera|FFXIVBeforetheFall": true + } + ], + "fluff": { + "_raceFluff": { + "name": "Viera", + "source": "FFXIVBeforetheFall" + } + }, + "entries": [ + { + "name": "Age", + "type": "entries", + "entries": [ + "Viera reach physical maturity at the same pace as all the other races, but once reaching adulthood live roughly three times as long as the other races, approximately 240 years." + ] + }, + { + "name": "Alignment", + "type": "entries", + "entries": [ + "The Trueblooded Viera tend toward a Lawful nature, as they have a strict code of staying within the woods and living their lives, while adventurers who leave home tend towards a more Chaotic alignment as they're a people who live outside of tradition." + ] + }, + { + "name": "Size", + "type": "entries", + "entries": [ + "The Rava are tall and lithe people who reach an average height just over 6ft. tall, while the Veena are shorter, with an average height around 5ft. 8 inches tall. Your size is Medium." + ] + }, + { + "name": "Speed", + "type": "entries", + "entries": [ + "Your base walking speed is 35ft." + ] + }, + { + "name": "Lapine Hop", + "type": "entries", + "entries": [ + "Your maximum high jump and long jump distances are 10ft. higher than how it would be normally calculated." + ] + }, + { + "name": "Lucky", + "type": "entries", + "entries": [ + "When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll." + ] + }, + { + "name": "Mask of the Wild", + "type": "entries", + "entries": [ + "You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena." + ] + }, + { + "name": "Speak with Small Beasts", + "type": "entries", + "entries": [ + "Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts." + ] + }, + { + "name": "Languages", + "type": "entries", + "entries": [ + "You can speak, read and write Common and Viera" + ] + } + ], + "hasFluff": true + } + ], + "raceFluff": [ + { + "name": "Au Ra", + "source": "FFXIVBeforetheFall", + "entries": [ + { + "type": "quote", + "entries": [ + "We Xaela are nomads who roam and live off the land. My tribe was no different. Yet though we did no harm to those whose lands we traversed, they treated us as vermin. In their ignorance, they feared us, and that fear manifested as spite and violence.", + "My loved ones and I were cursed at, spat upon, beaten, and worse. It was out of the desire to protect them that I began my research." + ], + "by": "Alaqa the Witch" + }, + "The Au Ra are a misunderstood people due to their physical appearance. Their scaled bodies and horns led many to fear them, believing them to be descendants of dragons or demons. This fear led to hate, which gave way to violence, leaving these proud people fewer in number across much of the world. These conditions have led the Au Ra to value their families beyond all else.", + { + "name": "Variable Size", + "type": "entries", + "entries": [ + "Au Ra are characterized by their curved horns and intricate patterning of scales across their bodies. Sleek and powerful tails extend out from behind the Au Ra. There is a striking difference in height between the males and females of the race, the men ranging from just over 6 feet tall to 7 and a half feet tall, while the women are dwarfed, rarely coming close to 6 feet tall. Their faces contain sharp features and piercing eyes." + ] + }, + { + "name": "Divided By Blood", + "type": "entries", + "entries": [ + "The Auri creation myth tells the tale of two beings, the dawn father and the dusk mother. The two kinds of Au Ra have beliefs about their connection to these beings. The dark scaled Xaela are a nomadic people who believe that the blood of the dusk mother courses through their veins.", + "On the Azim Steppe, their traditional garb varied widely from tribe to tribe. Each group had a special way to adorn themselves which had meaning to their group. Outside of the tribal roots, Auri tend to blend into the fashion style of the region they live.", + "The Xaela view themselves as free spirit folk, who roam the lands hunting, gathering, and battling against other roaming tribes, in honour of their ancestors. The light scaled Raen have instead decided to assimilate into Eastern society, though they are a minority, their loyalty and service has been a great boon to the culture they've ingrained themselves in." + ] + }, + { + "name": "Peaks, Valleys and Plains", + "type": "entries", + "entries": [ + "The Auri homeland is known as Othard, a region to the far east. A majority of their homeland is covered by sprawling plains known as the Azim Steppe which dominates the region. The Xaela clans travel across this sea of grasslands in close knit tribes. The northern and western reaches of Othard are shielded with high mountain peaks and deep valleys shrouded in mist. It is from these mists that the Raen originally hailed. Today most live in civilized society or hidden villages allowing them to live peaceful lives." + ] + }, + { + "name": "For My Family", + "type": "entries", + "entries": [ + "An Au Ra may set off on an adventure for any number of reasons, a thirst of adventure, defense of their tribe or a mission for a master could send them on their path. This could go as far as searching for lost family members, or seeking revenge for a slight against their family.", + "It was consideration for their families which helped define the two bloodlines of the Au Ra. The Xaela sought to keep their traditional ways and use power to protect their families. The Raen felt that a peaceful livelihood amongst the other races of the world was the best approach to protect their community." + ] + }, + { + "type": "inset", + "name": "A Valuable Ally", + "entries": [ + "The Au Ra are steadfast allies once they are befriended. Once an Au Ra calls you their friend, you are considered family to them. Their experiences with other races are fewer in number than most, but can appreciate the culture of the new lands.", + { + "type": "entries", + "name": "Hyur", + "entries": [ + "\"Every Hyur is different in their own way. They're an ambitious people who work hard for their future. We can live alongside them easily.\"" + ] + }, + { + "type": "entries", + "name": "Miqo'te", + "entries": [ + "\"Miqo'te don't differ much from us. We both have an appreciation for what the natural world can provide us with. I'm sure our tribes would clash if they crossed paths in Othard though.\"" + ] + } + ] + }, + { + "name": "Au Ra Names", + "type": "entries", + "entries": [ + "The Au Ra approach names in two strikingly different ways. The Xaela see many names shared across tribes, but there are as many spellings for the same name as there are tribes. Xaela take the name of their tribe as their surname. The Raen name themselves in their tongue in a way that their name carries meaning. Only those belonging to the ruling and warrior class of society legally have surnames, while commoners may take a surname, it is not legally recognized. Raen who are in power often take surnames related to their feats in battle, while commoners take names related to their profession. Those from outside the Hingan culture tend to use names common in their home region.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Male Raen Names", + "type": "item", + "entry": "Tosetu, Keimei, Rakuyo, Hien, Genbu, Fugetsu, Unzan, Masatsuchi, Izuna, Sagan, Karaku, Chikamasa, Rokuyari, Tanehiro, Yoshikore, Hidetake, Norishig." + }, + { + "name": "Female Raen Names", + "type": "item", + "entry": "Yachiyo, Kikyo, Awayuki, Narumi, Azami, Kurenai, Tsubaki, Chidori, Suzume, Mizuki, Ibuki." + }, + { + "name": "Male Xaela Names", + "type": "item", + "entry": "Arslang, Agasiletai, Chaghagan, Chuacenur, Bayan, Luvsan, Bujeg, Kahlja, Charakha, Khaishan, Chigu, Jebke, Cirina, Narangerel, Ogul, Altan." + }, + { + "name": "Female Xaela Names", + "type": "item", + "entry": "Boragchin, Narengawa, Chotan, Qoyar, Khorchi, Ogul, Checheyigen, Altun, Eji, Baguchi, Odchigin, Khorghosun, Yesun, Ariunbold, Bayar." + }, + { + "name": "Clan Names", + "type": "item", + "entry": "Adarkim, Bolir, Dalamiq, Khatayin, Oronir, Malqir, Khatayin, Ura, Goro, Oroq" + }, + { + "name": "Family Names", + "type": "item", + "entry": "Yuzuka, Obinata, Yuzuka, Yatsurugi, Rokuyari, Godo, Tabito, Yumishi, Musa." + } + ] + } + ] + }, + { + "type": "inset", + "name": "Xaela Tribes", + "entries": [ + "An extended list of the 51 Xaela Tribes has been provided in the {@variantrule Xaela Tribes of the Azim Steppe|FFXIVBeforetheFall|Appendix F for this document on page 116}." + ] + } + ] + }, + { + "name": "Elezen", + "source": "FFXIVBeforetheFall", + "entries": [ + { + "type": "quote", + "entries": [ + "For centuries, our nation has been punished for the sins of our forefathers. If our punishment is to end, I believe we must right the wrongs of antiquity and move forward as a nation united. Needless to say, my father did not share this opinion." + ], + "by": "Ser Aymeric de Borel, Lord Commander of the Holy See" + }, + "The Elezen are a race divided within themselves, and their often arrogant attitudes keep the other races at an arms reach. The Wildwood live off the lush forests, using their keen eyes to hunt and gather in the dense woods. The Duskwights in contrast are notorious for thievery and pillaging, being the victims of prejudice within the Twelveswood. The Ishgardians have done away with the forest and founded an oligarchy and city state in Northern Eorzea.", + { + "name": "Elegance and Pride", + "type": "entries", + "entries": [ + "Long legs, slender bodies, pointed ears and sharp features are all marks of an Elezen. Only rivaling their otherworldly appearance is the poise with which they carry themselves. Their tall, thin frames only differ within the race by the colour of their skin. " + ] + }, + { + "name": "Difference of Opinion", + "type": "entries", + "entries": [ + "The Elezen race is divided due to their pride. The Wildwood and Duskwights found they could not coexist and distanced themselves from one another. The Wildwood believing they are the true rulers of the forests in which they live and hold dominion. The Duskwights, who historically made their homes in the cavern systems of the forests have rejoined the surface but are eyed with great prejudice by their Wildwood brethren. The Ishgardians were a separate group of Elezen who founded a city state in the North and have a totally unique culture of their own, closed off from the rest of the world." + ] + }, + { + "name": "The Woods and the North", + "type": "entries", + "entries": [ + "The forest which the Elezen live is the Black Shroud, a massive forest brought to order by the Wildwood, who protect the forest from poachers and other threats which would encroach on it. Duskwights, who disregard the need to protect the forest and hunt to their content. Looking to the Northern city state of Ishgard, towering spires, homes and a grand cathedral hide behind their giant gates. Living conditions in Ishgard are rough, as the poor go hungry in the lower levels of the city, while the wealthy live in exuberance, looking down on the less fortunate citizens, ruled by the religious teachings of the Holy See." + ] + }, + { + "name": "Honour and Vengeance", + "type": "entries", + "entries": [ + "An Elezen may set out on an adventure for many different reasons. An Ishgardian hungry for revenge against the dragons may set out to seek greater strength, while a Wildwood may take up arms to defend their forest home from an encroaching threat against the Black Shroud. Duskwights may set out to gain honour and riches to support their family or to prove to the world they are more than just a thief. Perhaps you seek glory in battle, and head out to find this fame." + ] + }, + { + "type": "inset", + "name": "Arrogance or Confidence?", + "entries": [ + "The Elezen strongly believe in their abilities and their birthrights. Many races may see this as arrogance, but if you are able to see past their haughty attitudes, you will find a steadfast and reliable ally.", + { + "type": "entries", + "name": "Au Ra", + "entries": [ + "\"We Ishgardians have made a grave mistake. Despite their heretical appearance, we should not have let fear guide out hands. I hope we can make amends one day.\"" + ] + }, + { + "type": "entries", + "name": "Hyur", + "entries": [ + "\"We were the first people of the woods, regardless of what they believe. Why the forest sends their chosen through the Hyur is beyond me, but I suppose we can be friends.\"" + ] + }, + { + "type": "entries", + "name": "Miqo'te", + "entries": [ + "\"They are skilled hunters, perhaps too skilled. We share the woods with these people in service to the forest. But the Keepers who break off from the clans and become poachers are as deadly as they come.\"" + ] + } + ] + }, + { + "name": "Elezen Names", + "type": "entries", + "entries": [ + "Both the Wildwood and Duskwight clans of elezen spell their names very similarly. Men's names are longer and always in {@i -loix, -aux, -mont,} or {@i -geant}. A female's name will always end in {@i -ne, -ette, -elle,} or {@i -ie}.", + "Despite the similarity in their first names, the Elezen tribes over time claimed sur names for either side. These surnames will never cross clans, but only those who live within the race will know the difference.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Male Elezen Names", + "type": "item", + "entry": "Adeux, Beichault, Dreauchant, Eauplaux, Etrent, Gloffaux, Jodeaux, Joyent, Ulmant, Ulwex." + }, + { + "name": "Female Elezen Names", + "type": "item", + "entry": "Adreanne, Iflione, Eaupline, Eranne, Etrene, Moriene, Peronne, Cummone, Phivonne, Paxeonne." + }, + { + "name": "Elezen Surnames", + "type": "item", + "entry": "Breaunojuste, Douvionne, Feajorins, Ghon, Glauvefand, Grurubont, Nahame, Prihaux, Shogamie, Zuhepane" + } + ] + } + ] + } + ] + }, + { + "name": "Garlean", + "source": "FFXIVBeforetheFall", + "entries": [ + { + "type": "quote", + "entries": [ + "Only a man of power can rightly steer the course of civilization. And in this land of creeping mendacity, that one truth will prove its salvation." + ], + "by": " Gaius van Baelsar, Legatus of the XIV Legion" + }, + "The Garleans, who share the name of their Empire, are a people who had suffered greatly before finding the means to fight back, in doing so becoming conquerers in their own right. Garleans value advancement and ability, while looking down on those who are happy to sit in stagnation, and its this dogged dedication which has allowed them great success in the world.", + { + "type": "entries", + "name": "Physical Description", + "entries": [ + "The Garleans are a hearty people whose life under the imperial rule has provided them with strong bodies and minds. Their most striking feature though is the pearl like third eye which sits in the center of their forehead. This special third eye provides Garleans with improved spatial recognition. These two great assets were met only with a damning disadvantage, an extreme difficulty when manipulating magic. Though there are Garleans capable of overcoming even this obstacle who go on to master aetherial manipulation as well." + ] + }, + { + "type": "entries", + "name": "Displaced Conquerers", + "entries": [ + "The Garleans are a race of people who found themselves at a disadvantage in the world. Once living in the southern, warm reaches of Ilsabard, the Garleans found themselves forced north over time. Eventually they were forced to cross treacherous peaks which divided the north and south, leading to them settle in lands with long, bitter winters and short growing periods. Their misfortune would eventually lead to a great boon in the form of ceruleum, a fuel which they were able to take advantage of start a golden era of technology for themselves." + ] + }, + { + "type": "entries", + "name": "Advent of Magitek", + "entries": [ + "As nearly all Garleans are unable to manipulate aether in their bodies, they found themselves defeated time and time again by those with an aptitude for magic. That was until the discovery of ceruleum, which after experimentation and engineering led the to the birth of magitek. This came in the creation of many machines and devices which could mimic magical effects and swung the pendulum in the Garleans favour. Within 50 years of the discovery they'd managed to form a vast empire which spanned three quarters of the great continents of Aldenard." + ] + }, + { + "type": "entries", + "name": "Why They Adventure", + "entries": [ + "Garleans may adventure for a variety of reasons, but two stand out amongst all the possibilities. The first would be for the benefit of their empire, to act as an ambitious patriot who seeks to better Garlemand's position in the world through hard work. The other may be to seek freedom from the chains of their society, coming from a rigid hierarchy where moving upwards is only possible by military activity leaves a bad taste in many people's mouths, so in the name of freedom and peace some Garleans may break away from their homeland and chase their dreams." + ] + }, + { + "type": "inset", + "name": "Conquerers", + "entries": [ + "The Garleans and the Garlean Empire have incurred the disdain of many races across the land. Those who are within the Empire are often patriotic within the homeland, while hateful in the annexed regions. As such most races who are not Garleans have a hatred for them until they prove their intentions are good." + ] + }, + { + "name": "Garlean Names", + "type": "entries", + "entries": [ + "Garlean names often declare one's title within the Empire as their middle name. Otherwise their traditional names find their roots in Latin, having both a first and last name.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Male Garlean Names", + "type": "item", + "entry": "Aulus, Cid, Faust, Gaius, Ignatius, Kaius, Maxima, Nael, Nero, Noah, Quentin, Regula, Solus, Vitus, Zenos" + }, + { + "name": "Female Garlean Names", + "type": "item", + "entry": "Adora, Alma, Belva, Cella, Elysia, Gloria, Julia, Livia, Lucia, Minerva, Octavia, Rheya, Silvia, Vesta" + }, + { + "name": "Garlean Middle Names", + "type": "item", + "entry": "van (Legatus), quo (Centurio), pyr (Assistant to Centurio), oen (veteran soldier), lux (head field engineer/medic), kir (veteran field engrineer/medic), jen (field engineer/medic), dus (civil servant), cen (artisan), bas (merchant), aan (person from annexed lands)" + }, + { + "name": "Garlean Surnames", + "type": "item", + "entry": "Arvina, Asina, Baelsar, Brutus, Darnus, Gabranth, Galvus, Garlond, Hydrus, Junius, Lexentale, Messalla, Priscus, Scaeva" + } + ] + } + ] + }, + { + "type": "inset", + "name": "The Hierarchy", + "entries": [ + "A proper list of all known positions in the Garlean Empire can be found in Appendix F at the end of this resource on page 118." + ] + } + ] + }, + { + "name": "Hrothgar", + "source": "FFXIVBeforetheFall", + "entries": [ + { + "type": "quote", + "entries": [ + "During the Third Astral Era, Queen Gunnhildr united the fragmented tribes of Hrothgar to rise up and drove off the Allagans, eventually going on to found the nation of Bozja." + ], + "by": "Misija" + }, + "Hrothgar had a difficult start in the world initially, lacking knowledge of the common tongue of the land, they often found themselves at odds with their more well spoken races of the world. In time these fiercely misunderstood people managed to learn the language of the land and peace was brokered between them and the other races. Afterwards, a friendly neighbourly relationship formed between their home nation of Bozja and the rest of the world.", + { + "type": "entries", + "name": "Claws, Fur and Fury", + "entries": [ + "The Hrothgar are a powerful people who boast broad frames, feline reflexes and fierce appearances which are marked by their sharp claws and pointed fangs. Their race suffers from having a large disproportion between the males and females of their kind, which males make up a staggering number of their kin. This has also led to the Hrothgar to adopt a matriarchy in their homeland which rallied many, but drove many away as well, leading to them becoming known as The Lost." + ] + }, + { + "type": "entries", + "name": "A Question of Servitude", + "entries": [ + "The Hrothgar split into two distinct groups of people over their ways of life coming into conflict. The Helions, who are easily identified by the warm colours of their fur, were found mainly in the southern parts of their homeland and their lives revolved around their Queen. General most Helions are devout servants to their Queen.", + "In comparison The Lost boasted a more free spirited, nomadic life style, wanting to live their lives unbound by the whims of a Queen. As they live as nomads they often practice various professions from seasonal work, to mercenary, to merchant. Often they avoid professions which will force them to put roots down. Their fur is often coloured in cool hues, which is said to reflect their independence and the choice to leave the warm embrace of their Queen." + ] + }, + { + "type": "entries", + "name": "War Torn Homeland", + "entries": [ + "The Hrothgar hail from a tropical region in Southern Ilsabard known as Bozja. Born of an intense struggle against the allagan empire centuries ago, Bozja is lead by Queen Gunnhildr, a title bestowed upon the woman with the greatest aptitude for a rare power of future sight, who goes on to select her successor. Due to a severe accident that leveled the capital city, Bozja has become a war torn land controlled by the Garlean Empire, dutifully fought for by a resistance of patriots trying to save their homeland" + ] + }, + { + "type": "entries", + "name": "It's My Life", + "entries": [ + "The Hrothgar have seen their kind split based on lifestyle choices between servitude and freedom. This ideological decision drives these people forward, the Helions setting off on adventure in the name of their Queen to protect her or their homeland, while for The Lost adventure is a key part of their existence, needing to constantly travel to survive." + ] + }, + { + "type": "inset", + "name": "Newly Formed Bonds", + "entries": [ + "The Hrothgar found themselves largely at odds with the other races of the world initially. Once they had mastered their tongue things generally smoothed over.", + { + "type": "entries", + "name": "Au Ra", + "entries": [ + "\"We see a lot of ourselves in the Au Ra, both Helions and The Lost alike. We can appreciate the path they walk.\"" + ] + }, + { + "type": "entries", + "name": "Roegadyn", + "entries": [ + "\"They're powerful and boisterous, not unlike ourselves. They could be great friends or great rivals depending on the day.\"" + ] + }, + { + "type": "entries", + "name": "Viera", + "entries": [ + "\"They too seem to experience issues within their kind when it comes to their opposite sex. Seems strange that usually the females only ever show themselves.\"" + ] + } + ] + }, + { + "name": "Hrothgar Names", + "type": "entries", + "entries": [ + "Hrothgar names generally are shared between the Helions and the Lost, the difference in their naming stemming from traditional family names. The Helion clans are always three syllable names which begin with A, while the Lost always end their name in \"-asch.\"", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Male Hrothgar Names", + "type": "item", + "entry": "Borimir, Deyan, Grugur, Mikac, Ludevit, Novak, Semir, Sudimir, Svante, Taman" + }, + { + "name": "Female Hrothgar Names", + "type": "item", + "entry": "Anja, Gunnhildr, Hana, Jana, Katarina, Maja, Milena, Petra, Teodora" + }, + { + "name": "Helion Family Names", + "type": "item", + "entry": "Amilan, Aredna, Arodica, Asvana, Astana" + }, + { + "name": "The Lost Family Names", + "type": "item", + "entry": "Irryasch, Mildasch, Ovasch, Petyasch, Piryasch, Zelasch" + } + ] + } + ] + } + ] + }, + { + "name": "Hyur", + "source": "FFXIVBeforetheFall", + "entries": [ + { + "type": "quote", + "entries": [ + "Thal's Balls... I'd forgotten what it was like to feel so alive! Not since leaving the Bloodsands have I had the privilege. Not since the Bull of Ala Mhigo hung up his swords. Back then, the outcome might have been different. But I do not begrudge you your victory. I know how far you have come, how much you have endured. Our fight only confirmed it. We shall have to do this again one day, when time allows." + ], + "by": "Raubahn Aldynn, The Bull of Ala Mhigo" + }, + "Around 1000 years ago, the Hyur spread across the land in a great migration from the north. They made their homes wherever they could set their footing. Some took to the mountains, while others found a foot hold in any city which would accept them. Today the Hyur are one of the most populous races in the world.", + { + "name": "Of Average Build", + "type": "entries", + "entries": [ + "The Hyur are a race of average sized humanoids whom one may view as an average group of people, lacking distinguishing features such as pointed ears, immense size or horns. Over time Hyur have diverged into two distinct groups, the Midlanders and Highlanders. Midlanders are widespread across the land and come in all shapes and colours, becoming prevalent in all cities. Highlanders in comparison are taller than their Midlander counterparts, boasting a more powerful, muscular build." + ] + }, + { + "name": "A Matter of Location", + "type": "entries", + "entries": [ + "The differences between the Midlanders and Highlanders was born from their homes long ago. The Highlanders are named for living at a high elevation, mountains in particular.", + "These tough living conditions lead to a heartier, more physically powerful people. The Midlanders lived at sea level and across the world, which minimized changes due to life in extreme conditions." + ] + }, + { + "name": "People of the World", + "type": "entries", + "entries": [ + "Hyur as a whole make up a large percentage of the population in the world. Over a thousand years ago the Hyur immigrated in massive waves from their homelands and made their homes wherever their feet hit the ground. Highlanders are a special case within the Hyur, famed for their mountainous city of Ala Mhigo. In recent years, the Ala Mighans were forced from their homes to immigrate across the world, mixing into the cities across the world themselves." + ] + }, + { + "name": "Glory and Prosperity", + "type": "entries", + "entries": [ + "The Hyur are a hardworking and ambitious people, no matter what walk of life they come from. It is for this reason that for every Hyur in the world, there could be a different reason to seek adventure. Some may head out on the road for the value of the journey itself, while others may do so in search of riches. Some Hyur may be adventuring on another's behalf, perhaps their family sitting at home, or to defend their people from an imminent threat. In a world with so many possibilities, it does not take much convincing to bring a Hyur to action." + ] + }, + { + "type": "inset", + "name": "Breadth of Bonds", + "entries": [ + "Hyur are prevalent throughout the world, and because of this most will welcome a Hyur into their lives without prejudice. Overall the Hyur are met with courtesy wherever they wander.", + { + "type": "entries", + "name": "Elezen", + "entries": [ + "\"For a long time we didn't see eye to eye, but for the time being we are friends.\"" + ] + }, + { + "type": "entries", + "name": "Lalafell", + "entries": [ + "\"The Plainsfolk are a wonderful people. so earnest in their lives. The Dunesfolk, will rob you blind with your thanks.\"" + ] + }, + { + "type": "entries", + "name": "Miqo'te", + "entries": [ + "\"They're a quiet folk who keep to themselves, but I can respect their skill. I have no qualms with them." + ] + } + ] + }, + { + "type": "entries", + "name": "Hyur Names", + "entries": [ + "The names of the Hyur are in the common tongue of the land. Midlander may take names which are appropriate for the culture in which they live while Highlanders take names which have a harshness in their pronunciation. As a surname, Midlanders will often take a descriptive name for their physical traits or profession. Highlanders prefer to earn their surnames in battle, using feats of martial prowess or names with violent imagery.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Male Midlander Names", + "type": "item", + "entry": "Odard, Redwald, Kenward, Herebert, Acwuld, Edward, Roderic, Eadwine" + }, + { + "name": "Female Midlander Names", + "type": "item", + "entry": "Rowena, Hilda, Agatha, Hrodwyn, Goldyna, Hounild, Edusa, Beyhild, Mathilda, Tonild, Somerhild, Rimilde" + }, + { + "name": "Male Highlander Names", + "type": "item", + "entry": "Sigmundr, Arnar, Armond, Varin, Bard, Hordr, Ogmundr, Hallgrim, Thordr, Raubahn" + }, + { + "name": "Female Highlander Names", + "type": "item", + "entry": "Marte, Cathrine, Yngvildr, Helene, Kolgrima, Katie, Myrun, Kaolin, Kaia, Kamilla" + }, + { + "name": "Midlander Surnames", + "type": "item", + "entry": "Taylor, Faulkner, Browne, Parker, Forrest, River, Miller, Draper, Fletcher, Hill, Thatcher" + }, + { + "name": "Midlander Surnames", + "type": "item", + "entry": "Fury, Burne, Savage, Stronge. Strongaxe, Blood, Furor, Shatterfist, Strongblade, Ironwill" + } + ] + } + ] + } + ] + }, + { + "name": "Lalafell", + "source": "FFXIVBeforetheFall", + "entries": [ + { + "type": "quote", + "entries": [ + "But I will see them suffer no longer. The victory feast shall provide the stage on which I declare the dissoultion of the sultanate. 'Tis mine intent that the ruling class of our golden city should take its place beside the common man in a fair and equitable republic. No more shall this nation bow to the whims of a privileged few." + ], + "by": "Nanamo Ul Namo, Sutana of Ul'Dah" + }, + "The Lalafell are generally a cheery race of people. Long ago the Lalafells lived as masters of agriculture and spread across the land along trade routes, selling their produce becoming one of the most widespread races there is. In time the Dunesfolk went as far as establishing their own desert city-state known as Ul'Dah. These tiny folk are highly ambitious and are not afraid to take hold of opportunity when it appears before them.", + { + "name": "Tiny Yet Mighty", + "type": "entries", + "entries": [ + "Lalafell anatomy sees these kindly people rarely growing to be 3 feet tall. Their short bodies are rotund, with short feeble looking legs. But appearances can be deceiving as Lalafells bodies are highly efficient, allowing them to travel long distances on their short legs.", + "The Plainsfolk have larger, pointed ears which greatly improved their hearing, while the Dunesfolk developed a film which covers their eyes, protecting them from the sun and sand of the desert. Additionally, out of tradition, Dunesfolk sometimes place gemstones associated with their zodiac sign on their foreheads." + ] + }, + { + "name": "Products of the Land", + "type": "entries", + "entries": [ + "The Lalafellin homelands produced two types of people, from which they take their names. The Plainsfolk started off as agriculturalists living their lives on their farms, eventually trading their goods across the land, leading for lalafells to spread across the world. The Dunesfolk began and remain as desert dwelling folk, their bodies adapting to the harsh conditions." + ] + }, + { + "name": "Rolling Plains and Towering Dunes", + "type": "entries", + "entries": [ + "The Lalafell can trace their ancestry back to two key area. The Plainsfolk began as farmers on fertile lands across the southern seas, farming the fertile lands of their namesake. The Dunesfolk were not so lucky to have farmable land and instead turned to animal husbandry. Traditionally Dunesfolk built their homes on the backs of beasts of burden, traveling with their herds. Eventually the Dunesfolk founded a great city of wealth, where many Dunesfolk live today." + ] + }, + { + "name": "Family and Fortune", + "type": "entries", + "entries": [ + "Lalafells care deeply for their small families and would do anything for them. They may set out on an adventure to support their families or in their defense. Not all Lalafells have such pure goals though as many contain a great deal of ambition in their tiny bodies. Merchants travel all over the land, researchers seeking knowledge in secret places, sellswords bravely take on jobs to prove themselves. Lalafells may be small, but they take on the world in a big way." + ] + }, + { + "type": "inset", + "name": "Good Relations All Around", + "entries": [ + "Thanks to their charming demeanors and financial ties across the world, Lalafells are one of the few races who can say it is on good terms with nearly everyone. Most Lalafells are kindly and outgoing, allowing them to seem like the younger sibling of all the races." + ] + }, + { + "name": "Lalafell Names", + "type": "entries", + "entries": [ + "Both the Plainsfolk and the Dunesfolk name themselves using set rhyming schemes, ruled by rhythm and repetition. Syllables are combining in various combinations to form playful sounding names. This means that Lalafells generally do not have surnames unless they come from royalty, which adds their family name in the middle. Each gender and subrace of Lalafell have their own rule set detailed below. Each letter indicates a syllable or pair of syllables.", + { + "type": "table", + "caption": "Lalafell Naming Convention", + "colLabels": [ + "Gender and Subrace", + "Rhyming Scheme" + ], + "colStyles": [ + "col-6 text-center", + "col-6 " + ], + "rows": [ + [ + "Male Plainsfolk", + "AB-CB" + ], + [ + "Female Plainsfolk", + "ABB-AB" + ], + [ + "Male Dunesfolk", + "AAB-CCB" + ], + [ + "Female Dunesfolk", + "AAB-AB" + ] + ] + }, + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Male Plainsfolk Names", + "type": "item", + "entry": "Budadi Yidadi, Egul Sagul, Erelo Forelo, Elehul Pedulehul, Gusis Shisis" + }, + { + "name": "Female Plainsfolk Names", + "type": "item", + "entry": "Icucu Icu, Badada Bada, Usoso Uso, Kikuku Kiku" + }, + { + "name": "Male Dunesfolk Names", + "type": "item", + "entry": "Wowokima Chichikima, Sheshehici Rorohici, Hihihebo Ruruhebo, Tutushuhu Kukushuhu, Gogoreba Susureba" + }, + { + "name": "Female Dunesfolk Names", + "type": "item", + "entry": "Ejaja Eja, Babayi Bayi, Rerega Rega, Chochosha Chosha, Bobochu Bochu, Lelepu Lepu" + } + ] + } + ] + } + ] + }, + { + "name": "Miqo'te", + "source": "FFXIVBeforetheFall", + "entries": [ + { + "type": "quote", + "entries": [ + "The Nunh that I once fought also believed that his strrrength would save him. He was wrong, and I am now Nunh. Many years ago I joined the Company of Heroes to hone my skills instead of challenging my predecessor before I was ready. Even when I was young I understood that victorrrry goes to the patient, the cunning, the pragmatic." + ], + "by": "U'odh Nunh, leader of the Drake Tribe" + }, + "The Miqo'te are an aloof people who value their independence from the world. Centuries ago the Miqo'te migrated, Seekers spreading across the world in low numbers while Keepers finding dense forests as a new home. Traditionally they avoid the other races, but over time more and more Miqo'te have integrated into society with pockets of die hard traditional Miqo'te tribes surviving out in the world.", + { + "name": "Lithe Hunters", + "type": "entries", + "entries": [ + "The Miqo'te are a feline race with large catlike ears, fanged teeth and long tails. They have a highly tuned sense of smell and powerful legs, which have allowed them to become natural hunters. The Seekers of the Sun's ears are wider with thicker fur, while the Keepers of the Moon's ears are longer and stylized, with shorter fur. Futhermore, the eyes of the Seekers has developed such that the pupils are slit light, to help guard their eyes from the exposure of the sun, while the Keepers' pupils have become large and rounded. Many more women are born into the tribes and clans of the Miqo'te people." + ] + }, + { + "name": "Of Suns and Moons", + "type": "entries", + "entries": [ + "The Seekers or the Sun and Keepers of the Moon are two distinct ethnicities falling under the Miqo'te. Their cultures differ greatly down to the social structures of their groups. The Seekers live in male dominant societies centered around an alpha male known as the Nuhn, and worship the god Azeyma. In contrast the Keepers live in a matriarchal society and worship the goddess Menphina." + ] + }, + { + "name": "Arid Sands and Dense Woods", + "type": "entries", + "entries": [ + "The hot, arid deserts of Southern Thanalan are home to one of the most famed tribes of the Seekers of the Sun. Seekers can be found anywhere across the world, barring cold regions with a harsh winter climate. Those who integrate into larger cities tend to discard their tribal ties and take up the social norms of the city in which they live. Keepers of the Moon have taken to the dense forests away from the heat of the sun." + ] + }, + { + "name": "Adventure Calls", + "type": "entries", + "entries": [ + "The Miqo'te tend to differ on their approach to life depending on their ethnicity. The Seekers of the Sun are bold individuals who are quick to jump into action, but also become bored easily. This natural need for excitement may call a Miqo'te to action, leading them out into the world to explore. Those from traditional tribes may leave their tribe seeking to start their own clan of Seekers, becoming the alpha of their group.", + "Keepers are guarded and brooding, which may stall them from setting out on a journey, but when the need arises to protect family, friends or their home, a Keeper will stop at nothing to protect that which they cherish." + ] + }, + { + "type": "inset", + "name": "Reserved Watchers", + "entries": [ + "Miqo'te tend to keep to themselves, trying to avoid contact with races outside their own, Even in highly populated cities, individual Miqo'te lead isolated lives, preferring to stay aloof." + ] + }, + { + "name": "Miqo'te Names", + "type": "entries", + "entries": [ + "Seekers of the sun use a simple naming convention. Male names are one or two syllables and preceded by a letter which is associated with the tribe. The extra aitches (H) we see in names such as represent a slight hissing/spitting sound that is made when the name is pronounced by the catlike Miqo'te. Many of the other races in Eorzea cannot accurately reproduce this sound, so the aitches (H) end up going silent when read. They do not take a family name, but instead are given the name Tia at birth. A Tia may change their surname to Nunh by challenging the tribes breeding male and defeating him in battle. If successful the two trade titles. Female seekers' first names are given in the same way with three or more syllables, but the surname is the first name of the breeding male who sired her.", + "The tribal prefix often gets dropped in casual conversation and with close friends and family.", + "The female Keepers use one to two syllable first names without a tribal prefix due to their small communities. Additionally in their culture the mother's surname is passed on to the children. The males born into the Keepers' communities take both of their mother's names, adding a suffix to the end of their first name to indicate their birth order counting the males. It is rare that more than 3 suffixes are needed.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Male Seeker Names", + "type": "item", + "entry": "I'wheto, S'ciwah, Q'tuja, P'fhemeh, I'chelu, B'cuhguh, S'tohm, S'ghut, M'bod, I'phur." + }, + { + "name": "Female Seeker Names", + "type": "item", + "entry": "C'nhamfaule, C'qhaalkamo, D'mhagsoo, G'ganni, H'yhaafoqu, J'gidhiju, K'jotnhu, L'keknhegu, M'yhaiabdu, N'zhamroli" + }, + { + "name": "Male Keeper Names", + "type": "item", + "entry": "Axah'a, Gohkoh'to, Luhga'li, Mahgeh'sae, Mucih'ra, Nohpu'ir, Sahxa'wo, Suleh'ya, Vehse'zi, Wizo'tan." + }, + { + "name": "Female Keeper Names", + "type": "item", + "entry": "Nuhmu, Ota, Pehbi, Vehba, Yaba, Miko, Fafoh, Cehxi, Xarih, Ecih" + }, + { + "name": "Keeper Surnames", + "type": "item", + "entry": "Dagnheive, Dopsha, Gauvro, Jadnhapo, Jhendaka, Khutnauyu, Phemfa, Mhento, Rheibfuqe, Ruyhaia." + } + ] + }, + { + "name": "Seekers of the Sun Tribes", + "type": "inset", + "entries": [ + "For a full list of the Seekers of the Sun tribes, see {@variantrule Miqo'te Tribes|FFXIVBeforetheFall|appendix F on page 111}." + ] + } + ] + } + ] + }, + { + "name": "Roegadyn", + "source": "FFXIVBeforetheFall", + "entries": [ + { + "type": "quote", + "entries": [ + "They sought to secure a place to breed and multiply, that their kind might survive. Self-preservation, as you say. But we have as much right to live and thrive as they. If our own survival is threatened, are we to lay down our arms and welcome oblivion? Nay." + ], + "by": "Admiral Merlwyb Bloefhiswyn" + }, + "The Roegadyn are a physically powerful race of people with a thirst for life which few can rival. They live loudly with boisterous voices, larger than life goals and an unflinching approach to danger. Roegadyns are fearless explorers who long ago were the greatest pirates to sail the seas. Adventure is in their blood.", + { + "name": "Size Matters", + "type": "entries", + "entries": [ + "Roegadyn are enormous humanoids with a hulking muscular build. Men and women alike grow to tower over the other races. Partly due to their size, Roegadyn as a whole love competitions of strength and courage, challenging one another to push themselves and their bravery.", + "Their faces have fierce features and large flat noses. Due to their large size, Roegadyn tend to wear durable, flexible clothing which allows them to move easily." + ] + }, + { + "name": "Maritime Reavers, Volcanic Hermits", + "type": "entries", + "entries": [ + "The Sea Wolves live up to their names through a storied history on the ocean. Most Sea Wolf communities can be found on the coast, as most make their living from the sea.", + "Be it sailing, naval service or mercenary work, the Sea Wolves continue to feel most at home when adventuring on board a ship. The Hellsguard in comparison live in land around the volcanic mountains of Abalathia. Here they guard the material plane from undead spirits trying to return home." + ] + }, + { + "name": "The Great Seas and Abalathia", + "type": "entries", + "entries": [ + "The Roegadyn as an entire race hail from the Northern Seas, their name translating to people of the rain. These sea faring people can be found living in coastal cities over the world living as sailors, mercanaries and pirates.", + "The Hellsguard live around the volcanoes of the Abalathia mountains, believing their home to be a sacred place related to the afterlife. Those Hellsguard who choose to leave their mountain homes can be found in large cities near these mountains, making a living as sellswords or chasing deeper knowledge of magic." + ] + }, + { + "name": "In Their Nature", + "type": "entries", + "entries": [ + "The Roegadyn people are a boisterous race, seeking out challenges to test their power and bravery.", + "They rarely need much convincing to head into the heat of battle for a cause they believe in, though coin may help speed them along. Sea Wolves have a long history of pirating, looting and battle on ships of all sorts, giving them a deep seeded thirst for adventure.", + "Hellsguard grow up in solitude away from society, having no city to call their own. They may decide to head off in search of a more engaging existence by heading down their mountain and seeing what else the world has to offer." + ] + }, + { + "type": "inset", + "name": "On Your Merit", + "entries": [ + "Both the Sea Wolves and the Hellsguard do not carry preconceived notions about other races, but rather judge each person they meet by their own standards. Sea Wolves may value people who show courage, while Hellsguard appreciate those who think before acting." + ] + }, + { + "name": "Roegadyn Names", + "type": "entries", + "entries": [ + "Sea Wolves and Hellsguard follow very different rules when it comes to naming conventions. Sea Wolves all derive their names by combining two words from their ancient Roegadyn Language. Women of the Sea Wolves also derive their names by combining two words, but the second word is always one of the eight words. Sea Wolves form their surnames by taking their parent's name and adding a third word, {@i syn} for males and {@i wyn} for females, indicating they are a son or daughter respectively.", + "Hellsguard on the other hand avoid their ancient language and use the common tongue. Their names are formed using two words as well, often drawing inspiration from nature. Women of the Hellsguard tend to use plant imagery in their names as well, but are not restricted to do so. Nearly all Hellsguard abandon their family names, refusing to be defined by their past ancestors in the past.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Male Sea Wolf Names", + "type": "item", + "entry": "Klynnahct, Flazfolg, Roehahtyn, Broenstymm, Haergeiss, Nedyrsatz, Unsynfarr" + }, + { + "name": "Female Sea Wolf Names", + "type": "item", + "entry": "Rhotbryda, Hezzwyb, Rhenbryda, Grynegeim, Ketenbryda, Skaenswys, Swozthota, Wyznthota, Rhotbryda, Trahggeim" + }, + { + "name": "Male Hellsguard Names", + "type": "item", + "entry": "Aware Sun, Major Wind, Blue Yew, Grateful Forest, Surprised Cavern, Bright Island, Flawed Lake, Fearless Oak, Dirt Snow, Stark Crow" + }, + { + "name": "Male Hellsguard Names", + "type": "item", + "entry": "Soft Pea, Obedient Apple, Honored Eclipse, Orange Autumn, Silly Feather, Carefree Locust, Secret Lavender, Careful Vapor, Optimistic Blossom, Innocent Daffodil" + } + ] + } + ] + }, + { + "type": "inset", + "name": "Roegadyn Language", + "entries": [ + "Check {@variantrule Roegadyn Words|FFXIVBeforetheFall|Appendix F for a list of Roegadyn words on page 110}." + ] + } + ] + }, + { + "name": "Viera", + "source": "FFXIVBeforetheFall", + "entries": [ + { + "type": "quote", + "entries": [ + "The Viera may begin as part of the Wood, but it is not the only end thet we may choose." + ], + "by": "Fran the Sky Pirate" + }, + "The Viera are a beautiful and mysterious folk, shrouded in mystery as many spend most of their lives in the Woodlands they call home. Their tall, slender bodies adorned with rabbitlike traits creates an air of grace amongst them. Long, high angled feet require high-heeled shoes and dextrous clawed fingers help to draw a striking image of the Viera.", + { + "type": "entries", + "name": "Separate Paths", + "entries": [ + "The Viera are a race of both males and females, but outside of necessary meetings to keep their race continuing onwards and taking the male children who have reached adulthood, they lead separate lives. The males of the Viera live secretive, lonely lives in which they shun everyone, even their own kin to fully pursue their sacred role as a Wood-warder. The Wood-warders patrol the Golmore Jungle and ensure no outsiders reach their former homes. That isn't to say the women are defenseless though, as the female Viera are as capable as the men, but turn their attention to defend their young and homes." + ] + }, + { + "name": "People of the Wood", + "type": "entries", + "entries": [ + "The word Viera itself means \"people of the wood\" and true to their name, in different forests of Dalmasca. Both the Rava and the Veena boast tall, lithe frames and graceful traits of rabbits. The Rava make their home in the Golmore Jungle and grew to have umber skin and dark hair, allowing them to more easily blend in with the forest. In stark contract the Veena have very light skin and fair hair help them blend in with the Skatay Range they call home. On average the Veena are shorter than their Ravan counterparts." + ] + }, + { + "name": "Of Jungles and Forests", + "type": "entries", + "entries": [ + "Both the Rava and Veena clans make their homes exclusively in the Golmore Jungle, or the primeval forests which line the southwestern foothills of the Skatay Range, respectively. Both locations are large, sprawling canopies of forest which provide them with all the Viera need to survive. In addition to the thick forest canopy, the Skatay Range boasts white mountains which the Veena has grown to use as a secondary home. Both the Rava and Veena guard their homes with violence and without prejudice, anyone who enters their forest homes may be privy to a hostile reception." + ] + }, + { + "name": "The Green Word", + "type": "entries", + "entries": [ + "The Viera's set of laws are considered to be the laws of the forest in which they live. The Viera take jobs under this set of laws and restrict themselves from having contact with the world outside of their forest. Among many other restrictions the Viera subject themselves to, some find their ways off putting. If a Viera chooses to leave the forest they are considered an outsider from that day forward. These strict laws often drive Viera with a fire in their heart away to seek adventure." + ] + }, + { + "type": "inset", + "name": "Loyal To Others", + "entries": [ + "The Viera are a race of people who warm to others slowly, keeping other races at an arms length and keeping their own kind divided even further. But once someone manages to break through this hesitation they'll find a stalwart ally.", + { + "name": "Au Ra", + "type": "entries", + "entries": [ + "\"Their nomadic life style and deep traditions is quite similar to ourselves and the Green Law. I may find their way of doing things strange but I can appreciate their way of life all the same.\"" + ] + }, + { + "name": "Miqo'te", + "type": "entries", + "entries": [ + "\"The Miqo'te seem to be great hunters, I can't help but wonder who the better between us would be. I respect their ability.\"" + ] + } + ] + }, + { + "name": "Viera Names", + "type": "entries", + "entries": [ + "Viera names are often short in nature, normally only 4 characters long. The letter \"J\" is used as a vowel in their tongue creating confusion at times for those who are not familiar with the Viera language. Despite close attention to purity in their bloodlines, the Viera do not worry about lineage and do not have family names.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "name": "Male Viera Names", + "type": "item", + "entry": "Atan, Morn, Tjln, Frin" + }, + "{@i Unsure as to true examples of male names but will give some example names until official material is released.}", + { + "name": "Female Viera Names", + "type": "item", + "entry": "Fran, Jote, Mjrn, Kryn, Ktjn" + } + ] + } + ] + } + ] + } + ], + "subclass": [ + { + "name": "Death's Blade", + "source": "FFXIVBeforetheFall", + "page": 5, + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "shortName": "Death's Blade", + "subclassFeatures": [ + "Death's Blade|Reaper|FFXIVBeforetheFall|Death's Blade|FFXIVBeforetheFall|3", + "Wraith Walk|Reaper|FFXIVBeforetheFall|Death's Blade|FFXIVBeforetheFall|7", + "Reaper's Rend|Reaper|FFXIVBeforetheFall|Death's Blade|FFXIVBeforetheFall|11", + "Hands of Death|Reaper|FFXIVBeforetheFall|Death's Blade|FFXIVBeforetheFall|15" + ] + }, + { + "name": "Grim Keeper", + "source": "FFXIVBeforetheFall", + "page": 5, + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "shortName": "Grim Keeper", + "subclassFeatures": [ + "Grim Keeper|Reaper|FFXIVBeforetheFall|Grim Keeper|FFXIVBeforetheFall|3", + "Death Perception|Reaper|FFXIVBeforetheFall|Grim Keeper|FFXIVBeforetheFall|7", + "Ravenous Rending|Reaper|FFXIVBeforetheFall|Grim Keeper|FFXIVBeforetheFall|11", + "Reaper Art: Void Guardian|Reaper|FFXIVBeforetheFall|Grim Keeper|FFXIVBeforetheFall|15" + ] + }, + { + "name": "Doomsinger", + "source": "FFXIVBeforetheFall", + "page": 5, + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "shortName": "Doomsinger", + "additionalSpells": [ + { + "innate": { + "3": { + "_": [ + "toll the dead#c" + ] + } + } + } + ], + "subclassFeatures": [ + "Doomsinger|Reaper|FFXIVBeforetheFall|Doomsinger|FFXIVBeforetheFall|3", + "Keeper of Shadowy Secrets|Reaper|FFXIVBeforetheFall|Doomsinger|FFXIVBeforetheFall|7", + "Twisting Fate|Reaper|FFXIVBeforetheFall|Doomsinger|FFXIVBeforetheFall|11", + "Reaper Art: Elusive Death|Reaper|FFXIVBeforetheFall|Doomsinger|FFXIVBeforetheFall|15" + ] + }, + { + "name": "Ninja", + "source": "FFXIVBeforetheFall", + "page": 82, + "className": "Rogue", + "classSource": "PHB", + "shortName": "Ninja", + "subclassSpells": [ + "Ice Knife", + "Darkness", + "Fireball", + "Lightning Bolt", + "Ice Storm", + "Haste", + "doton|FFXIVBeforetheFall", + "suiton|FFXIVBeforetheFall" + ], + "additionalSpells": [ + { + "innate": { + "3": { + "_": [ + "ice knife", + "darkness" + ] + }, + "9": { + "_": [ + "fireball", + "Lightning Bolt" + ] + }, + "13": { + "_": [ + "Ice Storm", + "Haste", + "doton|FFXIVBeforetheFall", + "suiton|FFXIVBeforetheFall" + ] + } + } + } + ], + "subclassFeatures": [ + "Ninja|Rogue||Ninja|FFXIVBeforetheFall|3", + "Infiltrator|Rogue||Ninja|FFXIVBeforetheFall|9", + "Trick Attack|Rogue||Ninja|FFXIVBeforetheFall|13", + "Kassatsu|Rogue||Ninja|FFXIVBeforetheFall|17" + ] + }, + { + "name": "Way of Rhalgr", + "source": "FFXIVBeforetheFall", + "page": 76, + "className": "Monk", + "classSource": "PHB", + "shortName": "Rhalgr", + "subclassFeatures": [ + "Way of Rhalgr|Monk||Rhalgr|FFXIVBeforetheFall|3", + "Embodied Element|Monk||Rhalgr|FFXIVBeforetheFall|6", + "Forbidden Chakra|Monk||Rhalgr|FFXIVBeforetheFall|11", + "Perfect Balance|Monk||Rhalgr|FFXIVBeforetheFall|17" + ] + }, + { + "name": "Oath of the Sultansworn", + "source": "FFXIVBeforetheFall", + "className": "Paladin", + "classSource": "PHB", + "shortName": "Sultansworn", + "page": 77, + "subclassSpells": [ + { + "className": "Paladin", + "classSource": "PHB" + }, + "Heroism", + "Detect Poison and Disease", + "Calm Emotions", + "Find Traps", + "Haste", + "Clairvoyance", + "Fire Shield", + "Locate Creature", + "Mass Cure Wounds", + "Legend Lore" + ], + "additionalSpells": [ + { + "expanded": { + "1": [ + "heroism", + "detect poison and disease" + ], + "2": [ + "calm emotions", + "find traps" + ], + "3": [ + "haste", + "clairvoyance" + ], + "4": [ + "fire shield", + "locate creature" + ], + "5": [ + "mass cure wounds", + "legend lore" + ] + } + } + ], + "subclassFeatures": [ + "Oath of the Sultansworn|Paladin||Sultansworn|FFXIVBeforetheFall|3", + "Aura of the Divine Veil|Paladin||Sultansworn|FFXIVBeforetheFall|7", + "Shield Oath|Paladin||Sultansworn|FFXIVBeforetheFall|15", + "Hallowed Ground|Paladin||Sultansworn|FFXIVBeforetheFall|20" + ] + }, + { + "name": "College of the Skysinger", + "source": "FFXIVBeforetheFall", + "className": "Bard", + "classSource": "PHB", + "page": 38, + "subclassFeatures": [ + "College of the Skysinger|Bard|PHB|Skysinger|FFXIVBeforetheFall|3", + "Scars of History|Bard|PHB|Skysinger|FFXIVBeforetheFall|6", + "Wanderer's Ballad|Bard|PHB|Skysinger|FFXIVBeforetheFall|14" + ], + "shortName": "Skysinger" + }, + { + "name": "Savant", + "source": "FFXIVBeforetheFall", + "page": 4, + "shortName": "Savant", + "subclassFeatures": [ + "Savant|Sage|FFXIVBeforetheFall|Savant|FFXIVBeforetheFall|2", + "Aetheric Intensity|Sage|FFXIVBeforetheFall|Savant|FFXIVBeforetheFall|6", + "Sundering Shots|Sage|FFXIVBeforetheFall|Savant|FFXIVBeforetheFall|10", + "Overcharge: Indignation|Sage|FFXIVBeforetheFall|Savant|FFXIVBeforetheFall|14" + ], + "className": "Sage", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Erudite", + "source": "FFXIVBeforetheFall", + "page": 4, + "shortName": "Erudite", + "subclassFeatures": [ + "Erudite|Sage|FFXIVBeforetheFall|Erudite|FFXIVBeforetheFall|2", + "Aether Wall|Sage|FFXIVBeforetheFall|Erudite|FFXIVBeforetheFall|6", + "Aetheric Armour|Sage|FFXIVBeforetheFall|Erudite|FFXIVBeforetheFall|10", + "Overcharge: Impenetrable|Sage|FFXIVBeforetheFall|Erudite|FFXIVBeforetheFall|14" + ], + "className": "Sage", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Philosopher", + "source": "FFXIVBeforetheFall", + "page": 4, + "shortName": "Philosopher", + "subclassFeatures": [ + "Philosopher|Sage|FFXIVBeforetheFall|Philosopher|FFXIVBeforetheFall|2", + "Aetheric Adaptation|Sage|FFXIVBeforetheFall|Philosopher|FFXIVBeforetheFall|6", + "Efficient Absorption|Sage|FFXIVBeforetheFall|Philosopher|FFXIVBeforetheFall|10", + "Overcharge: Aetherial Drain|Sage|FFXIVBeforetheFall|Philosopher|FFXIVBeforetheFall|14" + ], + "className": "Sage", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Tactician", + "shortName": "Tactician", + "source": "FFXIVBeforetheFall", + "page": 31, + "subclassFeatures": [ + "Tactician|Arcanist|FFXIVBeforetheFall|Tactician|FFXIVBeforetheFall|2", + "Strategic Preparation|Arcanist|FFXIVBeforetheFall|Tactician|FFXIVBeforetheFall|6", + "Chain Stratagem|Arcanist|FFXIVBeforetheFall|Tactician|FFXIVBeforetheFall|10", + "Carbuncle's Sacrifice|Arcanist|FFXIVBeforetheFall|Tactician|FFXIVBeforetheFall|14" + ], + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Summoner", + "shortName": "Summoner", + "source": "FFXIVBeforetheFall", + "page": 31, + "subclassFeatures": [ + "Summoner|Arcanist|FFXIVBeforetheFall|Summoner|FFXIVBeforetheFall|2", + "Channeled Casting|Arcanist|FFXIVBeforetheFall|Summoner|FFXIVBeforetheFall|6", + "Fester|Arcanist|FFXIVBeforetheFall|Summoner|FFXIVBeforetheFall|10", + "Enkindle|Arcanist|FFXIVBeforetheFall|Summoner|FFXIVBeforetheFall|14" + ], + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Nymian Scholar", + "shortName": "Nymian Scholar", + "source": "FFXIVBeforetheFall", + "page": 32, + "subclassSpells": [ + "Bless", + "Sanctuary", + "Lesser Restoration", + "Prayer of Healing", + "Mass Healing Word", + "Revivify", + "Greater Restoration", + "Mass Cure Wounds", + "lustrate|FFXIVBeforetheFall", + "sacred soil|FFXIVBeforetheFall" + ], + "additionalSpells": [ + { + "expanded": { + "1": [ + "bless", + "sanctuary" + ], + "2": [ + "lesser restoration", + "prayer of healing" + ], + "3": [ + "mass healing word", + "revivify" + ], + "4": [ + "lustrate|FFXIVBeforetheFall", + "sacred soil|FFXIVBeforetheFall" + ], + "5": [ + "greater restoration", + "mass cure wounds" + ] + } + } + ], + "subclassFeatures": [ + "Nymian Scholar|Arcanist|FFXIVBeforetheFall|Nymian Scholar|FFXIVBeforetheFall|2", + "Nymian Healer|Arcanist|FFXIVBeforetheFall|Nymian Scholar|FFXIVBeforetheFall|6", + "Adloquiem|Arcanist|FFXIVBeforetheFall|Nymian Scholar|FFXIVBeforetheFall|10", + "Nymian Savior|Arcanist|FFXIVBeforetheFall|Nymian Scholar|FFXIVBeforetheFall|14" + ], + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Diurnal Sect", + "shortName": "Diurnal Sect", + "source": "FFXIVBeforetheFall", + "page": 36, + "subclassFeatures": [ + "Diurnal Sect|Astrologian|FFXIVBeforetheFall|Diurnal Sect|FFXIVBeforetheFall|2", + "Diurnal Benefic|Astrologian|FFXIVBeforetheFall|Diurnal Sect|FFXIVBeforetheFall|6", + "Lightspeed|Astrologian|FFXIVBeforetheFall|Diurnal Sect|FFXIVBeforetheFall|10", + "Sun's Fortune|Astrologian|FFXIVBeforetheFall|Diurnal Sect|FFXIVBeforetheFall|14" + ], + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Nocturnal Sect", + "shortName": "Nocturnal Sect", + "source": "FFXIVBeforetheFall", + "page": 36, + "subclassFeatures": [ + "Nocturnal Sect|Astrologian|FFXIVBeforetheFall|Nocturnal Sect|FFXIVBeforetheFall|2", + "Nocturnal Benefic|Astrologian|FFXIVBeforetheFall|Nocturnal Sect|FFXIVBeforetheFall|6", + "Malefic Attunement|Astrologian|FFXIVBeforetheFall|Nocturnal Sect|FFXIVBeforetheFall|10", + "Lunar Rage|Astrologian|FFXIVBeforetheFall|Nocturnal Sect|FFXIVBeforetheFall|14" + ], + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Fortuneteller", + "shortName": "Fortuneteller", + "source": "FFXIVBeforetheFall", + "subclassFeatures": [ + "Fortuneteller|Astrologian|FFXIVBeforetheFall|Fortuneteller|FFXIVBeforetheFall|2", + "Skillful Readings|Astrologian|FFXIVBeforetheFall|Fortuneteller|FFXIVBeforetheFall|6", + "Stacked Deck|Astrologian|FFXIVBeforetheFall|Fortuneteller|FFXIVBeforetheFall|10", + "Sleeve Draw|Astrologian|FFXIVBeforetheFall|Fortuneteller|FFXIVBeforetheFall|14" + ], + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Mhachi", + "shortName": "Mhachi", + "source": "FFXIVBeforetheFall", + "page": 42, + "subclassSpells": [ + "Chromatic Orb", + "Witch Bolt", + "aganazzar's scorcher|xge", + "snilloc's snowball swarm|xge", + "Call Lightning", + "Sleet Storm", + "Ice Storm", + "storm sphere|xge", + "Cone of Cold", + "immolation|xge" + ], + "subclassFeatures": [ + "Mhachi|Black Mage|FFXIVBeforetheFall|Mhachi|FFXIVBeforetheFall|2", + "Polyglot|Black Mage|FFXIVBeforetheFall|Mhachi|FFXIVBeforetheFall|6", + "Aetherial Manipulation|Black Mage|FFXIVBeforetheFall|Mhachi|FFXIVBeforetheFall|10", + "Devastating Force|Black Mage|FFXIVBeforetheFall|Mhachi|FFXIVBeforetheFall|14" + ], + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Enchanter", + "shortName": "Enchanter", + "source": "FFXIVBeforetheFall", + "page": 42, + "subclassSpells": [ + "Bless", + "cause fear|xge", + "Enlarge/Reduce", + "Magic Weapon", + "Slow", + "Haste", + "Blight", + "charm monster|xge", + "Dominate Person", + "Hold Monster" + ], + "subclassFeatures": [ + "Enchanter|Black Mage|FFXIVBeforetheFall|Enchanter|FFXIVBeforetheFall|2", + "Silvered Tongue|Black Mage|FFXIVBeforetheFall|Enchanter|FFXIVBeforetheFall|6", + "Unshaken Will|Black Mage|FFXIVBeforetheFall|Enchanter|FFXIVBeforetheFall|10", + "Deep Influence|Black Mage|FFXIVBeforetheFall|Enchanter|FFXIVBeforetheFall|14" + ], + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Void Mage", + "shortName": "Void Mage", + "source": "FFXIVBeforetheFall", + "page": 42, + "subclassSpells": [ + "Armor of Agathys", + "Arms of Hadar", + "Ray of Enfeeblement", + "shadow blade|xge", + "Hunger of Hadar", + "summon lesser demon|xge", + "Banishment", + "summon greater demon|xge", + "Contact Other Plane", + "negative energy flood|xge" + ], + "subclassFeatures": [ + "Void Mage|Black Mage|FFXIVBeforetheFall|Void Mage|FFXIVBeforetheFall|2", + "Void Sense|Black Mage|FFXIVBeforetheFall|Void Mage|FFXIVBeforetheFall|6", + "Ebony Offense|Black Mage|FFXIVBeforetheFall|Void Mage|FFXIVBeforetheFall|10", + "Bloody Veil|Black Mage|FFXIVBeforetheFall|Void Mage|FFXIVBeforetheFall|14" + ], + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Lore Keeper", + "shortName": "Lore Keeper", + "source": "FFXIVBeforetheFall", + "page": 47, + "spellcastingAbility": "int", + "additionalSpells": [ + { + "innate": { + "1": { + "_": [ + { + "choose": "level=0|class=Blue Mage (FFXIVBeforetheFall5E)", + "count": 2 + } + ] + } + } + } + ], + "subclassFeatures": [ + "Lore Keeper|Blue Mage|FFXIVBeforetheFall|Lore Keeper|FFXIVBeforetheFall|1", + "Focused Assessment|Blue Mage|FFXIVBeforetheFall|Lore Keeper|FFXIVBeforetheFall|3", + "Quick Assessment|Blue Mage|FFXIVBeforetheFall|Lore Keeper|FFXIVBeforetheFall|6", + "Extracurricular Studies|Blue Mage|FFXIVBeforetheFall|Lore Keeper|FFXIVBeforetheFall|10", + "Ace Tutor|Blue Mage|FFXIVBeforetheFall|Lore Keeper|FFXIVBeforetheFall|14" + ], + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Fell Guard", + "shortName": "Fell Guard", + "page": 48, + "source": "FFXIVBeforetheFall", + "spellcastingAbility": "wis", + "subclassFeatures": [ + "Fell Guard|Blue Mage|FFXIVBeforetheFall|Fell Guard|FFXIVBeforetheFall|1", + "Monstrous Vanguard|Blue Mage|FFXIVBeforetheFall|Fell Guard|FFXIVBeforetheFall|3", + "Survival Tactics|Blue Mage|FFXIVBeforetheFall|Fell Guard|FFXIVBeforetheFall|6", + "Azure Corruption|Blue Mage|FFXIVBeforetheFall|Fell Guard|FFXIVBeforetheFall|10", + "Absorb Ability|Blue Mage|FFXIVBeforetheFall|Fell Guard|FFXIVBeforetheFall|14" + ], + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Masked Carnevallian", + "shortName": "Masked Carnevallian", + "page": 48, + "source": "FFXIVBeforetheFall", + "spellcastingAbility": "cha", + "subclassFeatures": [ + "Masked Carnevallian|Blue Mage|FFXIVBeforetheFall|Masked Carnevallian|FFXIVBeforetheFall|1", + "Dramatic Recovery|Blue Mage|FFXIVBeforetheFall|Masked Carnevallian|FFXIVBeforetheFall|3", + "Entertainer's Intuition|Blue Mage|FFXIVBeforetheFall|Masked Carnevallian|FFXIVBeforetheFall|6", + "Traveling Troupe|Blue Mage|FFXIVBeforetheFall|Masked Carnevallian|FFXIVBeforetheFall|10", + "Monstrous Confidence|Blue Mage|FFXIVBeforetheFall|Masked Carnevallian|FFXIVBeforetheFall|14" + ], + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Paragon", + "shortName": "Paragon", + "source": "FFXIVBeforetheFall", + "page": 54, + "subclassFeatures": [ + "Paragon|Dancer|FFXIVBeforetheFall|Paragon|FFXIVBeforetheFall|3", + "Magic of Movement|Dancer|FFXIVBeforetheFall|Paragon|FFXIVBeforetheFall|6", + "Improvised Flow|Dancer|FFXIVBeforetheFall|Paragon|FFXIVBeforetheFall|11", + "Forte Fusion|Dancer|FFXIVBeforetheFall|Paragon|FFXIVBeforetheFall|15" + ], + "className": "Dancer", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Peace Bringer", + "shortName": "Peace Bringer", + "source": "FFXIVBeforetheFall", + "page": 55, + "additionalSpells": [ + { + "innate": { + "11": { + "_": [ + { + "choose": "search=aura of|source=PHB", + "count": 1 + } + ] + } + } + } + ], + "subclassFeatures": [ + "Peace Bringer|Dancer|FFXIVBeforetheFall|Peace Bringer|FFXIVBeforetheFall|3", + "Refreshing Round|Dancer|FFXIVBeforetheFall|Peace Bringer|FFXIVBeforetheFall|6", + "Safe Haven Hop|Dancer|FFXIVBeforetheFall|Peace Bringer|FFXIVBeforetheFall|11", + "The Solace Swing|Dancer|FFXIVBeforetheFall|Peace Bringer|FFXIVBeforetheFall|15" + ], + "className": "Dancer", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Exotic Wonder", + "shortName": "Exotic Wonder", + "page": 55, + "source": "FFXIVBeforetheFall", + "subclassFeatures": [ + "Exotic Wonder|Dancer|FFXIVBeforetheFall|Exotic Wonder|FFXIVBeforetheFall|3", + "Double Step|Dancer|FFXIVBeforetheFall|Exotic Wonder|FFXIVBeforetheFall|6", + "Flawless Flow|Dancer|FFXIVBeforetheFall|Exotic Wonder|FFXIVBeforetheFall|11", + "Lamia Bite|Dancer|FFXIVBeforetheFall|Exotic Wonder|FFXIVBeforetheFall|15" + ], + "className": "Dancer", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Blackblood", + "source": "FFXIVBeforetheFall", + "shortName": "Blackblood", + "page": 59, + "subclassFeatures": [ + "Blackblood|Dark Knight|FFXIVBeforetheFall|Blackblood|FFXIVBeforetheFall|3", + "Piercing Intimidation|Dark Knight|FFXIVBeforetheFall|Blackblood|FFXIVBeforetheFall|6", + "Soul Eater|Dark Knight|FFXIVBeforetheFall|Blackblood|FFXIVBeforetheFall|11", + "Ravaging Darkness|Dark Knight|FFXIVBeforetheFall|Blackblood|FFXIVBeforetheFall|17" + ], + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Abyss Knight", + "source": "FFXIVBeforetheFall", + "page": 59, + "shortName": "Abyss Knight", + "subclassFeatures": [ + "Abyss Knight|Dark Knight|FFXIVBeforetheFall|Abyss Knight|FFXIVBeforetheFall|3", + "Adversity|Dark Knight|FFXIVBeforetheFall|Abyss Knight|FFXIVBeforetheFall|6", + "Supernatural Sense|Dark Knight|FFXIVBeforetheFall|Abyss Knight|FFXIVBeforetheFall|11", + "Dark Star|Dark Knight|FFXIVBeforetheFall|Abyss Knight|FFXIVBeforetheFall|17" + ], + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Dark Magus", + "source": "FFXIVBeforetheFall", + "page": 59, + "shortName": "Dark Magus", + "subclassFeatures": [ + "Dark Magus|Dark Knight|FFXIVBeforetheFall|Dark Magus|FFXIVBeforetheFall|3", + "Additional Dark Arts|Dark Knight|FFXIVBeforetheFall|Dark Magus|FFXIVBeforetheFall|6", + "Additional Dark Arts|Dark Knight|FFXIVBeforetheFall|Dark Magus|FFXIVBeforetheFall|11", + "Additional Dark Arts|Dark Knight|FFXIVBeforetheFall|Dark Magus|FFXIVBeforetheFall|17" + ], + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Dragon Slayer", + "shortName": "Dragon Slayer", + "source": "FFXIVBeforetheFall", + "page": 64, + "subclassFeatures": [ + "Dragon Slayer|Dragoon|FFXIVBeforetheFall|Dragon Slayer|FFXIVBeforetheFall|3", + "Dragon Lore|Dragoon|FFXIVBeforetheFall|Dragon Slayer|FFXIVBeforetheFall|7", + "Drachenlance|Dragoon|FFXIVBeforetheFall|Dragon Slayer|FFXIVBeforetheFall|11", + "Dragon's Bane|Dragoon|FFXIVBeforetheFall|Dragon Slayer|FFXIVBeforetheFall|15" + ], + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Dragon Heart", + "shortName": "Dragon Heart", + "page": 64, + "source": "FFXIVBeforetheFall", + "additionalSpells": [ + { + "innate": { + "3": { + "_": [ + "dragon's breath|XGE" + ] + } + } + } + ], + "subclassFeatures": [ + "Dragon Heart|Dragoon|FFXIVBeforetheFall|Dragon Heart|FFXIVBeforetheFall|3", + "Dragon Sense|Dragoon|FFXIVBeforetheFall|Dragon Heart|FFXIVBeforetheFall|7", + "Blood of the Dragon|Dragoon|FFXIVBeforetheFall|Dragon Heart|FFXIVBeforetheFall|11", + "Life of the Dragon|Dragoon|FFXIVBeforetheFall|Dragon Heart|FFXIVBeforetheFall|15" + ], + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Valkyrie", + "shortName": "Valkyrie", + "page": 65, + "source": "FFXIVBeforetheFall", + "subclassFeatures": [ + "Valkyrie|Dragoon|FFXIVBeforetheFall|Valkyrie|FFXIVBeforetheFall|3", + "Flight of the Dragon|Dragoon|FFXIVBeforetheFall|Valkyrie|FFXIVBeforetheFall|7", + "Valkyrie Strike|Dragoon|FFXIVBeforetheFall|Valkyrie|FFXIVBeforetheFall|11", + "Stardiver|Dragoon|FFXIVBeforetheFall|Valkyrie|FFXIVBeforetheFall|15" + ], + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Breaker Style", + "source": "FFXIVBeforetheFall", + "page": 69, + "shortName": "Breaker", + "subclassFeatures": [ + "Breaker Style|Gunbreaker|FFXIVBeforetheFall|Breaker|FFXIVBeforetheFall|3", + "Tether Bracer|Gunbreaker|FFXIVBeforetheFall|Breaker|FFXIVBeforetheFall|6", + "Maimed Reflexes|Gunbreaker|FFXIVBeforetheFall|Breaker|FFXIVBeforetheFall|10", + "Nebula Burst|Gunbreaker|FFXIVBeforetheFall|Breaker|FFXIVBeforetheFall|14", + "Superbolide|Gunbreaker|FFXIVBeforetheFall|Breaker|FFXIVBeforetheFall|20" + ], + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Lionhart Style", + "source": "FFXIVBeforetheFall", + "page": 70, + "shortName": "Lionhart", + "subclassFeatures": [ + "Lionhart Style|Gunbreaker|FFXIVBeforetheFall|Lionhart|FFXIVBeforetheFall|3", + "Rough Divide|Gunbreaker|FFXIVBeforetheFall|Lionhart|FFXIVBeforetheFall|6", + "Fated Circle|Gunbreaker|FFXIVBeforetheFall|Lionhart|FFXIVBeforetheFall|10", + "Elemental Intensity|Gunbreaker|FFXIVBeforetheFall|Lionhart|FFXIVBeforetheFall|14", + "Renzokuken|Gunbreaker|FFXIVBeforetheFall|Lionhart|FFXIVBeforetheFall|20" + ], + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Revolver Style", + "source": "FFXIVBeforetheFall", + "page": 69, + "shortName": "Revolver", + "subclassFeatures": [ + "Revolver Style|Gunbreaker|FFXIVBeforetheFall|Revolver|FFXIVBeforetheFall|3", + "Gambler's Guts|Gunbreaker|FFXIVBeforetheFall|Revolver|FFXIVBeforetheFall|6", + "Armor Piercing Round|Gunbreaker|FFXIVBeforetheFall|Revolver|FFXIVBeforetheFall|10", + "Bombardment|Gunbreaker|FFXIVBeforetheFall|Revolver|FFXIVBeforetheFall|14", + "Bullet Hell|Gunbreaker|FFXIVBeforetheFall|Revolver|FFXIVBeforetheFall|20" + ], + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Marksman", + "source": "FFXIVBeforetheFall", + "page": 74, + "shortName": "Marksman", + "subclassFeatures": [ + "Marksman|Machinist|FFXIVBeforetheFall|Marksman|FFXIVBeforetheFall|3", + "Hawkeye Goggles|Machinist|FFXIVBeforetheFall|Marksman|FFXIVBeforetheFall|6", + "Lock-On|Machinist|FFXIVBeforetheFall|Marksman|FFXIVBeforetheFall|11", + "Sniper|Machinist|FFXIVBeforetheFall|Marksman|FFXIVBeforetheFall|17" + ], + "className": "Machinist", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Tinkerer", + "source": "FFXIVBeforetheFall", + "page": 74, + "shortName": "Tinkerer", + "subclassFeatures": [ + "Tinkerer|Machinist|FFXIVBeforetheFall|Tinkerer|FFXIVBeforetheFall|3", + "Sensory Input|Machinist|FFXIVBeforetheFall|Tinkerer|FFXIVBeforetheFall|6", + "Tripod Stance|Machinist|FFXIVBeforetheFall|Tinkerer|FFXIVBeforetheFall|11", + "Promoted|Machinist|FFXIVBeforetheFall|Tinkerer|FFXIVBeforetheFall|17" + ], + "className": "Machinist", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Grenadier", + "source": "FFXIVBeforetheFall", + "page": 74, + "shortName": "Grenadier", + "subclassSpells": [ + "Sleep", + "Thunderwave", + "pyrotechnics|xge", + "Web", + "Shatter", + "Stinking Cloud", + "Wall of Fire" + ], + "additionalSpells": [ + { + "innate": { + "3": { + "_": [ + "sleep", + "thunderwave" + ] + }, + "6": { + "_": [ + "pyrotechnics|XGE", + "web" + ] + }, + "11": { + "_": [ + "Shatter", + "stinking cloud" + ] + }, + "17": { + "_": [ + "wall of fire" + ] + } + } + } + ], + "subclassFeatures": [ + "Grenadier|Machinist|FFXIVBeforetheFall|Grenadier|FFXIVBeforetheFall|3", + "Proximity Detonation|Machinist|FFXIVBeforetheFall|Grenadier|FFXIVBeforetheFall|6", + "Plentiful and Potent|Machinist|FFXIVBeforetheFall|Grenadier|FFXIVBeforetheFall|11", + "Bomb Launcher|Machinist|FFXIVBeforetheFall|Grenadier|FFXIVBeforetheFall|17" + ], + "className": "Machinist", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Sword Dancer", + "source": "FFXIVBeforetheFall", + "shortName": "Sword Dancer", + "page": 80, + "subclassFeatures": [ + "Sword Dancer|Red Mage|FFXIVBeforetheFall|Sword Dancer|FFXIVBeforetheFall|2", + "Heroic Charm|Red Mage|FFXIVBeforetheFall|Sword Dancer|FFXIVBeforetheFall|6", + "Displacement|Red Mage|FFXIVBeforetheFall|Sword Dancer|FFXIVBeforetheFall|10", + "Enchanted Blade|Red Mage|FFXIVBeforetheFall|Sword Dancer|FFXIVBeforetheFall|14" + ], + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Spell Slinger", + "source": "FFXIVBeforetheFall", + "shortName": "Spell Slinger", + "page": 80, + "subclassFeatures": [ + "Spell Slinger|Red Mage|FFXIVBeforetheFall|Spell Slinger|FFXIVBeforetheFall|2", + "Charmed I'm Sure|Red Mage|FFXIVBeforetheFall|Spell Slinger|FFXIVBeforetheFall|6", + "Quicksilver Casting|Red Mage|FFXIVBeforetheFall|Spell Slinger|FFXIVBeforetheFall|10", + "Liquification|Red Mage|FFXIVBeforetheFall|Spell Slinger|FFXIVBeforetheFall|14" + ], + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Battle Rose", + "source": "FFXIVBeforetheFall", + "shortName": "Battle Rose", + "page": 80, + "subclassFeatures": [ + "Battle Rose|Red Mage|FFXIVBeforetheFall|Battle Rose|FFXIVBeforetheFall|2", + "In Good Company|Red Mage|FFXIVBeforetheFall|Battle Rose|FFXIVBeforetheFall|6", + "Embolden|Red Mage|FFXIVBeforetheFall|Battle Rose|FFXIVBeforetheFall|10", + "Follow My Lead|Red Mage|FFXIVBeforetheFall|Battle Rose|FFXIVBeforetheFall|14" + ], + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Iaijutsu Style", + "shortName": "Iaijutsu", + "source": "FFXIVBeforetheFall", + "page": 87, + "subclassFeatures": [ + "Iaijutsu Style|Samurai|FFXIVBeforetheFall|Iaijutsu|FFXIVBeforetheFall|3", + "Body of Steel|Samurai|FFXIVBeforetheFall|Iaijutsu|FFXIVBeforetheFall|6", + "Tenka Goken|Samurai|FFXIVBeforetheFall|Iaijutsu|FFXIVBeforetheFall|10", + "Hissatsu: Kaiten|Samurai|FFXIVBeforetheFall|Iaijutsu|FFXIVBeforetheFall|14" + ], + "className": "Samurai", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "The Blademaster", + "shortName": "Blademaster", + "source": "FFXIVBeforetheFall", + "page": 87, + "subclassFeatures": [ + "The Blademaster|Samurai|FFXIVBeforetheFall|Blademaster|FFXIVBeforetheFall|3", + "Nothing Ventured|Samurai|FFXIVBeforetheFall|Blademaster|FFXIVBeforetheFall|6", + "Mind's Eye|Samurai|FFXIVBeforetheFall|Blademaster|FFXIVBeforetheFall|10", + "The Worm Turns|Samurai|FFXIVBeforetheFall|Blademaster|FFXIVBeforetheFall|14" + ], + "className": "Samurai", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Ronin", + "shortName": "Ronin", + "source": "FFXIVBeforetheFall", + "page": 87, + "subclassFeatures": [ + "Ronin|Samurai|FFXIVBeforetheFall|Ronin|FFXIVBeforetheFall|3", + "Rascally Vagrant|Samurai|FFXIVBeforetheFall|Ronin|FFXIVBeforetheFall|6", + "Hissatsu: Yaten|Samurai|FFXIVBeforetheFall|Ronin|FFXIVBeforetheFall|10", + "Yukikaze|Samurai|FFXIVBeforetheFall|Ronin|FFXIVBeforetheFall|14" + ], + "className": "Samurai", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "The Beast of Defiance", + "source": "FFXIVBeforetheFall", + "shortName": "Defiance", + "page": 91, + "subclassSpells": [ + "charm monster|xge", + "Beast Sense" + ], + "additionalSpells": [ + { + "innate": { + "10": { + "daily": { + "1e": [ + "charm monster|XGE", + "beast sense" + ] + } + } + } + } + ], + "subclassFeatures": [ + "The Beast of Defiance|Warrior|FFXIVBeforetheFall|Defiance|FFXIVBeforetheFall|3", + "Storm's Path|Warrior|FFXIVBeforetheFall|Defiance|FFXIVBeforetheFall|6", + "Voice of the Beast|Warrior|FFXIVBeforetheFall|Defiance|FFXIVBeforetheFall|10", + "Inner Beast|Warrior|FFXIVBeforetheFall|Defiance|FFXIVBeforetheFall|14" + ], + "className": "Warrior", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "The Beast of Deliverance", + "page": 91, + "shortName": "Deliverance", + "source": "FFXIVBeforetheFall", + "subclassFeatures": [ + "The Beast of Deliverance|Warrior|FFXIVBeforetheFall|Deliverance|FFXIVBeforetheFall|3", + "Storm's Eye|Warrior|FFXIVBeforetheFall|Deliverance|FFXIVBeforetheFall|6", + "Wild Expertise|Warrior|FFXIVBeforetheFall|Deliverance|FFXIVBeforetheFall|10", + "Fell Cleave|Warrior|FFXIVBeforetheFall|Deliverance|FFXIVBeforetheFall|14" + ], + "className": "Warrior", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "The Marauder", + "page": 92, + "source": "FFXIVBeforetheFall", + "shortName": "Marauder", + "subclassSpells": [ + "Destructive Wave" + ], + "additionalSpells": [ + { + "innate": { + "14": { + "_": [ + "destructive wave#5" + ] + } + } + } + ], + "subclassFeatures": [ + "The Marauder|Warrior|FFXIVBeforetheFall|Marauder|FFXIVBeforetheFall|3", + "Maim|Warrior|FFXIVBeforetheFall|Marauder|FFXIVBeforetheFall|6", + "Ruffian Diplomacy|Warrior|FFXIVBeforetheFall|Marauder|FFXIVBeforetheFall|10", + "Overpower|Warrior|FFXIVBeforetheFall|Marauder|FFXIVBeforetheFall|14" + ], + "className": "Warrior", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Elementalist", + "source": "FFXIVBeforetheFall", + "shortName": "Elementalist", + "page": 96, + "subclassSpells": [ + "control winds|xge", + "earthbind|xge", + "watery sphere|xge", + "earth tremor|xge", + "maximilian's earthen grasp|xge", + "erupting earth|xge", + "melf's minute meteors|xge", + "Thunderwave", + "Stoneskin", + "Conjure Elemental" + ], + "additionalSpells": [ + { + "expanded": { + "1": [ + "Earth Tremor|XGE", + "Thunderwave" + ], + "2": [ + "Earthbind|XGE", + "Maximilian's Earthen Grasp|XGE" + ], + "3": [ + "Erupting Earth|XGE", + "Melf's Minute Meteors|XGE" + ], + "4": [ + "Watery Sphere|XGE", + "Stoneskin" + ], + "5": [ + "Control Winds|XGE", + "Conjure Elemental" + ] + } + } + ], + "subclassFeatures": [ + "Elementalist|White Mage|FFXIVBeforetheFall|Elementalist|FFXIVBeforetheFall|2", + "Eyes of the Elementals|White Mage|FFXIVBeforetheFall|Elementalist|FFXIVBeforetheFall|6", + "Elemental Armour|White Mage|FFXIVBeforetheFall|Elementalist|FFXIVBeforetheFall|10", + "Aetherial Conjuration|White Mage|FFXIVBeforetheFall|Elementalist|FFXIVBeforetheFall|14" + ], + "className": "White Mage", + "classSource": "FFXIVBeforetheFall" + }, + { + "name": "Spirit Master", + "shortName": "Spirit Master", + "source": "FFXIVBeforetheFall", + "page": 97, + "subclassSpells": [ + "Heroism", + "Sanctuary", + "Enhance Ability", + "Protection from Poison", + "Beacon of Hope", + "Revivify", + "regen|FFXIVBeforetheFall", + "tetragrammaton|FFXIVBeforetheFall", + "assize|FFXIVBeforetheFall", + "asylum|FFXIVBeforetheFall" + ], + "additionalSpells": [ + { + "expanded": { + "1": [ + "Heroism", + "Sanctuary" + ], + "2": [ + "Enhance Ability", + "Protection from Poison" + ], + "3": [ + "Beacon of Hope", + "Revivify" + ], + "4": [ + "Regen|FFXIVBeforetheFall", + "Tetragrammaton|FFXIVBeforetheFall" + ], + "5": [ + "Assize|FFXIVBeforetheFall", + "Asylum|FFXIVBeforetheFall" + ] + } + } + ], + "subclassFeatures": [ + "Spirit Master|White Mage|FFXIVBeforetheFall|Spirit Master|FFXIVBeforetheFall|2", + "Medicine Master|White Mage|FFXIVBeforetheFall|Spirit Master|FFXIVBeforetheFall|6", + "Clerical Smite|White Mage|FFXIVBeforetheFall|Spirit Master|FFXIVBeforetheFall|10", + "Touch of the Padjal|White Mage|FFXIVBeforetheFall|Spirit Master|FFXIVBeforetheFall|14" + 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Nature", + "Contagion", + "dawn|xge", + "Dispel Evil and Good", + "Flame Strike", + "Geas", + "Greater Restoration", + "holy weapon|xge", + "Insect Plague", + "Legend Lore", + "Mass Cure Wounds", + "Planar Binding", + "Raise Dead", + "Scrying", + "Wall of Stone", + "wrath of nature|xge", + "Blade Barrier", + "bones of the earth|xge", + "Create Undead", + "druid grove|xge", + "Find the Path", + "Flesh to Stone", + "Forbiddance", + "Harm", + "Heal", + "Heroes' Feast", + "investiture of stone|xge", + "investiture of wind|xge", + "Move Earth", + "Planar Ally", + "Sunbeam", + "True Seeing", + "Wall of Thorns", + "Word of Recall", + "Conjure Celestial", + "crown of stars|xge", + "Divine Word", + "Etherealness", + "Fire Storm", + "Plane Shift", + "Regenerate", + "Resurrection", + "Symbol", + "tether essence|egw", + "whirlwind|xge", + "Antimagic Field", + "Control Weather", + "Earthquake", + "Holy Aura", + "mighty fortress|xge", + "Sunburst", + "Tsunami", + "Astral Projection", + "Gate", + "Mass Heal", + "True Resurrection" + ], + "cantripProgression": [ + 4, + 4, + 4, + 5, + 5, + 5, + 5, + 5, + 5, + 6, + 6, + 6, + 6, + 6, + 6, + 6, + 6, + 6, + 6, + 6 + ], + "spellsKnownProgression": [ + 2, + 3, + 4, + 5, + 6, + 7, + 8, + 9, + 10, + 11, + 12, + 12, + 13, + 13, + 14, + 14, + 15, + 15, + 15, + 15 + ], + "hasFluff": true + } + ], + "item": [ + { + "name": "Battle Scythe", + "source": "FFXIVBeforetheFall", + "page": 3, + "dmg1": "2d4", + "dmgType": "S", + "value": 2000, + "property": [ + "F", + "2H" + ], + "weaponCategory": "simple", + "rarity": "none", + "type": "M", + "entries": [] + }, + { + "name": "Chakram", + "source": "FFXIVBeforetheFall", + "page": 0, + "type": "M", + "rarity": "none", + "weight": 2, + "value": 500, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d6", + "dmgType": "S", + "entries": [] + }, + { + "name": "Katana", + "source": "FFXIVBeforetheFall", + "page": 0, + "type": "M", + "rarity": "none", + "weight": 3, + "value": 1500, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "entries": [] + } + ], + "classFeature": [ + { + "name": "Bonus Language", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "page": 3, + "level": 1, + "entries": [ + "You can read, speak, write and understand Abyssal.", + "{@note This feature is added due to technical limitations.}" + ] + }, + { + "name": "Dark Alliance", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "page": 85, + "level": 1, + "entries": [ + "At 1st level, you form a contract with a voidsent known as a {@creature Void Avatar|FFXIVBeforetheFall}. Drawn to your location due to massive loss of life, you've formed a contract to borrow power from the voidsent and received a momento from it to symbolize your contract. You can review their stats in the statblock below.", + "In combat, the voidsent acts during 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 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. You can also sacrifice one of your attacks when you take the {@action Attack} action to command the voidsent to take the {@action Attack} action. If you are {@condition incapacitated}, the voidsent can take any action of its choice, not just {@action Dodge}.", + "When the voidsent is killed, its essence returns to your momento. You can use your action to touch your momento and expaned a spell slot of 1st level or higher. The voidsent regains its form after 1 minute with all its hit points restored.", + "When you finish a long rest, you may resummon your voidsent from its momento. If it is still active it regains all its hit points." + ] + }, + { + "name": "Spellcasting", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "page": 85, + "level": 2, + "entries": [ + "By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See {@book chapter 10|PHB|10} of the Player's Handbook for the general rules of spellcasting and the end of this document for the {@filter Reaper spell list|spells|class=Reaper (FFXIV5E)}.", + { + "type": "entries", + "name": "Preparing and Casting Spells", + "page": 85, + "entries": [ + "The Reaper 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 expand 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 Reaper spells that are available for you to cast, choosing from the Reaper spell list. When you do so, choose a number of Reaper spells equal to your Intelligence modifier + your Reaper level (minimum of one spell). The spells must be of a level for which you have spell slots.", + "For example, if you are a 5th-level Reaper, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell {@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 Reaper spells requires time spent in study and review: at least 1 minute per spell level for each spell on your list." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "page": 85, + "entries": [ + "Intelligence is your spellcasting ability for your Reaper spells. The power of your spells comes from your thorough research and preparation into aetherology. You use your Intelligence whenever a Reaper spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Reaper 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": "Ritual Casting", + "page": 85, + "entries": [ + "You can cast a Reaper spell as a ritual if that spell has the ritual tag and you have the spell prepared." + ] + }, + { + "type": "entries", + "name": "Spellcasting Focus", + "page": 85, + "entries": [ + "You can use your momento from the voidsent as a spell casting focus for your Reaper spells." + ] + } + ] + }, + { + "name": "Fighting Style", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "page": 86, + "level": 2, + "entries": [ + "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": "options", + "count": 1, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Blind Fighting|TCE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Defense" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Dueling" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Great Weapon Fighting" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Interception|TCE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Thrown Weapon Fighting|TCE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Two-Weapon Fighting" + } + ] + } + ] + }, + { + "name": "Reaper Archetype", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "page": 86, + "level": 3, + "entries": [ + "At 3rd level, you choose your focus as a Reaper: Death's Blade, Grim Keeper or Doomsinger. Your choice grants you features at 3rd level and again at 7th, 11th and 15th level." + ] + }, + { + "name": "Archetype Feature", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "page": 86, + "level": 7, + "entries": [ + "At 7th level, you gain a feature granted by your Reaper Archetype." + ] + }, + { + "name": "Archetype Feature", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "page": 86, + "level": 11, + "entries": [ + "At 11th level, you gain a feature granted by your Reaper Archetype." + ] + }, + { + "name": "Archetype Feature", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "page": 86, + "level": 15, + "entries": [ + "At 15th level, you gain a feature granted by your Reaper Archetype." + ] + }, + { + "name": "Veil of Shadows", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "page": 86, + "level": 3, + "entries": [ + "Also, beginning at 3rd level, while your voidsent is active you may use your bonus action to act as a host for your void avatar. The Void Avatar becomes one with you, cloaking you in its dark magic. When you do so, you may spend a number of hit die up to your proficiency bonus and gain temporary hit points equal to the result." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "page": 86, + "level": 4, + "entries": [ + "When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "page": 86, + "level": 8, + "entries": [ + "When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "page": 86, + "level": 12, + "entries": [ + "When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "page": 86, + "level": 16, + "entries": [ + "When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "page": 86, + "level": 19, + "entries": [ + "When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Extra Attack", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "page": 86, + "level": 5, + "entries": [ + "Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Sixth Sense", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "page": 86, + "level": 6, + "entries": [ + "Beginning at 6th level, you may cast the {@spell See Invisibility} or {@spell Speak with Dead} spell without expending a spell slot once per day." + ] + }, + { + "name": "Reaper Art: Reaping Rondo", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "page": 86, + "level": 9, + "entries": [ + "Beginning at 9th level, as an action, you unleash a large sweeping attack imbued in necrotic energy. All creatures in a 10ft. centered on you make a Dexterity saving throw against your Reaper spell save DC, taking damage equal to your weapon damage + {@dice 1d12} necrotic on a failure, and half as much on a success.", + "If you are hosting your {@creature void avatar|FFXIVBeforetheFall}, this attack deals bonus necrotic damage equal to your wisdom modifier." + ] + }, + { + "name": "Reaper Art: Memento Mori", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "page": 86, + "level": 10, + "entries": [ + "Beginning at 10th level, you when you hit a creature with a melee weapon attack, you can expend one Reaper spell slot to empower your swing, filling your target with dark energies. The creature must make a Charisma saving throw against your Reaper spell save DC. On a failure a creature takes {@dice 3d8} necrotic damage and becomes {@condition frightened}. On a success, the creature takes half as much damage and does not become {@condition frightened}. This damage increases by {@dice 1d8} for each spell above 1st.", + "A {@condition frightened} creature has disadvantage on Ability Checks and Attack Rolls while the source of its fear is within Line of Sight and the creature can't willingly move closer to the source of its fear." + ] + }, + { + "name": "Shadow Walk", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "page": 86, + "level": 13, + "entries": [ + "Beginning at 13th level, while you are hosting the {@creature Void Avatar|FFXIVBeforetheFall}, as a bonus action you can become incorporeal until the end of your turn. You can move through other creatures and objects as if they were difficult terrain.", + "You take 5 ({@dice 1d10}) force damage and are ejected to the nearest unoccupied space if you end your turn inside an object.", + "You may do so a number of times equal to your Wisdom ability modifier. Uses of this feature are recovered when you complete a long rest." + ] + }, + { + "name": "Void Gaze", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "page": 86, + "level": 14, + "entries": [ + "Beginning at 14th level, when you are hosting the Void Avatar, you gain 30ft. of {@sense truesight}." + ] + }, + { + "name": "Dark Martyr", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "page": 87, + "level": 17, + "entries": [ + "Beginning at 17th level, when you are reduced to 0 hit points and not outright killed, as a reaction, you may dismiss your void avatar to recover {@dice 4d8} + your Wisdom modifier hit points before falling {@condition prone}. You may not summon your void avatar again until you complete a long rest." + ] + }, + { + "name": "Gate of Tartarus", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "page": 87, + "level": 18, + "entries": [ + "Beginning at the 18th level, you may cast the {@spell plane shift} spell without requiring the material components. You may not use the spell to banish an unwilling an unwilling creature. You may cast {@spell plane shift} in this way once without experiencing detrimental effects, additional uses of the spell before completing a long rest cause a level of {@condition exhaustion} to all creatures affected." + ] + }, + { + "name": "Vessel of Death", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "page": 87, + "level": 20, + "entries": [ + "Starting at 20th level, you always have the benefit of hosting the void avatar." + ] + }, + { + "name": "Spellcasting", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "page": 2, + "level": 1, + "entries": [ + "As an aspiring mage, you can cast sage spells, See the spell list included at the end of this document for the {@filter sage spell list|spells|class=Sage (FFXIV5E)}.", + { + "type": "entries", + "name": "Cantrips", + "page": 2, + "entries": [ + "At 1st level, you know three {@filter cantrips of your choice from the sage spell list|spells|class=Sage (FFXIV5E)|level=0} . You learn additional sage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sage table." + ] + }, + { + "type": "entries", + "name": "Preparing and Casting Spells", + "page": 3, + "entries": [ + "The Sage 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 expand 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 sage spells that are available for you to cast, choosing from the sage spell list. When you do so, choose a number of sage spells equal to your Intelligence modifier + your Sage level (minimum of one spell). The spells must be of a level for which you have spell slots.", + "For example, if you are a 3rd-level sage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell {@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 sage spells requires time spent in study and review: at least 1 minute per spell level for each spell on your list." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "page": 3, + "entries": [ + "Intelligence is your spellcasting ability for your sage spells. The power of your spells comes from your thorough research and preparation into aetherology. You use your Intelligence whenever a sage spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a sage 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": "Ritual Casting", + "page": 3, + "entries": [ + "You can cast a sage spell as a ritual if that spell has the ritual tag and you have the spell prepared." + ] + }, + { + "type": "entries", + "name": "Spellcasting Focus", + "page": 3, + "entries": [ + "You can use your Nouliths as a spellcasting focus for your sage spells." + ] + } + ] + }, + { + "name": "Nouliths", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "page": 2, + "level": 1, + "entries": [ + "Beginning at 1st level, you have achieved mastery over operating your first Noulith. These devices which combine magic and technology feed off the aether of your body to act and can be used to create a variety of different effects. At 5th level, you learn to operate a second Noulith simultaneously. At 10th level, you gain the ability to control a third Noulith, a fourth at the 15th level and a fifth at 20th level. When additional Nouliths become available to you, you are able to build them at no cost.", + "Nouliths have are tiny constructs with an AC of 15, Hit Points equal to 15 + 5 time your Sage level, and a flying speed of 30ft. Creatures may exist in the same space as your nouliths, and are not blocked by them. Your nouliths must remain within a 60ft. radius of you, losing their aetheric link with you if they travel any further away. If this occurs, they become inoperable and fall to the ground. As an action, you may reactivate them by touching them and re-establishing their aetheric link with your body.", + "If a Noulith is reduced to 0 hit points, it becomes in operable and falls to the ground. It may be repaired during a long rest at the cost of 10 gold in materials. You are able to restore your Nouliths hit points at no cost during a long rest as long as it is still operable. If they are totally destroyed, you must spend 100 gold and one day of time to rebuild.", + "As a bonus action you may maneuver your Nouliths, moving them a distance up to their flying speed." + ] + }, + { + "name": "Aether Shot", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "page": 2, + "level": 1, + "entries": [ + "Also beginning at 1st level, you have learned how to use the aether fueling your Nouliths offensively. As an action, you order your Noulith to make a ranged spell attack, using your ranged spell attack bonus, on a creature within 30ft. of them. On hit, the Aether Shot deals {@dice 1d8} force damage.", + "If you are operating more than one Noulith, each Noulith may make a ranged spell attack. Each Noulith may target a different creature. If a Noulith is equipped to someone they may still be used with Aether Shot." + ] + }, + { + "name": "Sagely Specialization", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "page": 2, + "level": 2, + "entries": [ + "At 2nd level, you choose your focus as a sage, pushing the limits of your Nouliths in new and exciting directions. As a Savant, you choose to continue to augment your Nouliths for combat. As an Erudite, you have chosen to develop the defensive capabilities of the Nouliths, and as a Philosopher, you've focused on integrating your own spell casting with your Nouliths." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "level": 4, + "page": 3, + "entries": [ + "When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Sagely Specialization feature", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "page": 2, + "level": 6, + "entries": [ + "At 6th level, you gain a feature granted by your Sagely Specialization." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "level": 8, + "page": 3, + "entries": [ + "When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Sagely Specialization feature", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "page": 2, + "level": 10, + "entries": [ + "At 10th level, you gain a feature granted by your Sagely Specialization." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "level": 12, + "page": 3, + "entries": [ + "When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Sagely Specialization feature", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "page": 2, + "level": 14, + "entries": [ + "At 6th level, you gain a feature granted by your Sagely Specialization." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "page": 3, + "level": 16, + "entries": [ + "When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Wings of Aether", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "page": 3, + "level": 18, + "entries": [ + "Beginning at the 18th level, if a Noulith is not deployed, it is considered equipped to you, granting you a flying speed. For each Noulith equipped to you, you gain a flying speed of 10ft." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "page": 3, + "level": 19, + "entries": [ + "When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Noulithic God", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "page": 3, + "level": 20, + "entries": [ + "Starting at 20th level, you have mastered combat with Nouliths. As a bonus action you refresh your Overcharge feature. You can do this once. You must complete a long rest before you can use Noulithic God again." + ] + }, + { + "name": "Spellcasting", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "level": 1, + "page": 95, + "source": "FFXIVBeforetheFall", + "entries": [ + "See {@book chapter 10|PHB|10} of the PHB for the general rules of spellcasting and the end of this document for the {@filter White Mage spell list|spells|class=White Mage (FFXIV5E)}.", + { + "name": "Cantrips", + "type": "entries", + "entries": [ + "At 1st level, you know 3 cantrips of your choice from the White Mage spell list. You learn additional White Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the White Mage table." + ] + }, + { + "name": "Spells Known of 1st Level and Higher", + "type": "entries", + "entries": [ + "The White Mage 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.", + "You prepare the list of white mage spells that are available for you to cast, choosing from the white mage spell list. When you do so, choose a number of white mage spells equal to your Wisdom modifier + your white mage level (minimum of one spell). The spells must be of a level for which you have spell slots.", + "For example, if you are a 3rd-level white mage, you have four 1st-levei and two 2nd-levei spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell {@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 white mage spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list." + ] + }, + { + "name": "Spellcasting Ability", + "type": "entries", + "entries": [ + "Wisdom is your spellcasting ability for your White Mage spells. 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 White Mage 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", + "page": 100, + "entries": [ + "You can use a rod, cane, wand or other similar equipment as an arcane focus (found in {@book chapter 5|PHB|5} of the Player's Handbook) for your White Mage spells." + ] + }, + { + "name": "Ritual Casting", + "type": "entries", + "entries": [ + "You can cast any White Mage spell you know as a ritual if that spell has the ritual tag." + ] + } + ] + }, + { + "name": "Confession", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "level": 1, + "page": 95, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at 1st level, you gain the bonus action Prayer. When you use Prayer you gain a charge of Confession. When you use prayer while you already have a charge of confession, you double the number of charges you currently have, then gain 1 charge.", + "You may hold a number of confession charges equal to your proficiency bonus. You must be in combat to use prayer, your confession charges fade away after spending 1 minute outside of combat." + ] + }, + { + "name": "Reach of the Unseen", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "level": 1, + "page": 95, + "source": "FFXIVBeforetheFall", + "entries": [ + "Also beginning at 1st level, when you cast a spell, you may spend 1 charge of confession to commission the elementals of the world to carry your spell. If your spell is a touch spell, you may cast it as a ranged spell up to a distance of 30ft." + ] + }, + { + "name": "Conjury Discipline", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "level": 2, + "page": 95, + "source": "FFXIVBeforetheFall", + "entries": [ + "At 2nd level, you choose the discipline you belong to as a White Mage. Elementalist, Spirit Master, or Ampdapori, all detailed at the end of the class description. Your archetype choice grants you features at the 1st, 6th, 10th and 14th level." + ] + }, + { + "name": "Afflatus Solace", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "level": 2, + "page": 95, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at the 2nd level, as an action you may spend any number of your confession charges. You heal a creature within 30ft. of you for #d4 + your proficiency bonus, where # is equal to the charges of confession spent.", + "Your Prayer bonus action cannot have been used before or after using Afflatus Solace on your turn. The target creature must have more than 0 hit points." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "level": 4, + "page": 95, + "entries": [ + "When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Conjury Discipline Feature", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "level": 6, + "page": 95, + "entries": [ + "At 6th level, you gain a feature granted by your Conjury Discipline." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "level": 8, + "page": 95, + "entries": [ + "When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Conjury Discipline Feature", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "level": 10, + "page": 95, + "entries": [ + "At 10th level, you gain a feature granted by your Conjury Discipline." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "level": 12, + "page": 95, + "entries": [ + "When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Conjury Discipline Feature", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "level": 14, + "page": 95, + "entries": [ + "At 14th level, you gain a feature granted by your Conjury Discipline." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "level": 16, + "page": 95, + "entries": [ + "When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Conservation of Life", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "level": 18, + "page": 95, + "entries": [ + "Beginning at the 18th level, when your hit points are reduced to 0 and you fall unconscious, you release a pulse of healing energy. All allies, excluding yourself, within a 30ft. radius are healed for {@dice 2d8} + your Wisdom ability modifier hit points. This is unaffected by Touch of the Padjal. This effect only occurs once. You must then finish a long rest to use Conservation of Life again." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "level": 19, + "page": 95, + "entries": [ + "When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Graceful Healer", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "level": 20, + "page": 95, + "entries": [ + "Beginning at the 20th level, you gain two Confession charges when you roll for initiative at the beginning of battle." + ] + }, + { + "name": "Fighting Style", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "level": 1, + "page": 89, + "entries": [ + "Beginning at the 1st level, you adopt a particular style of fighting as your 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": "options", + "count": 1, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Defense" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Dueling" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Great Weapon Fighting" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Two-Weapon Fighting" + } + ] + } + ] + }, + { + "name": "Berserk", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "level": 1, + "page": 90, + "entries": [ + "Beginning at the 1st level, on your turn, you can enter a Berserk state of mind, letting your inner beast act freely. While under the effect of Berserk you gain the following benefits:", + { + "type": "list", + "items": [ + "You have advantage on Strength checks and saving throws.", + "When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a Warrior, as shown in the Berserk Damage Column of the Warrior table.", + "When you take slashing, piercing or bludgeoning damage, you reduce the damage by half your Constitution modifier rounded up." + ] + }, + "If you are able to cast spells, you are unable to do so while berserking due to an inability to concentrate.", + "Some warrior class features require target creatures to make saving throws. This is contested by your Berserk DC, calculated below.", + { + "type": "abilityGeneric", + "name": "Berserk DC", + "text": "8 + your proficiency bonus + your", + "attributes": [ + "str" + ] + }, + "Your berserk state lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you have not attacked a hostile creature since your last turn or taken damage since then. You can also end your berserk state on your turn as a bonus action. For a number of rounds equal to 5 minus your Constitution modifier after your berserk state ends, you may not use the Extra Attack ability and your base movement speed is halved due to fatigue.", + "Once you have gone berserk the number of times shown in for your warrior level in the Berserks column of the Warrior table, you must finish a long rest before you can go Berserk again." + ] + }, + { + "name": "Reckless Attack", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "level": 2, + "page": 90, + "entries": [ + "Starting at 2nd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turn." + ] + }, + { + "name": "Beastly Demeanor", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "level": 2, + "page": 90, + "entries": [ + "Beginning at the 2nd level you gain a passive {@skill Intimidation} score which you may use to replace rolls when making {@skill Intimidation} ability checks. This passive {@skill Intimidation} score is equal to 10 + your Strength modifier." + ] + }, + { + "name": "Warrior Archetype", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "level": 3, + "page": 90, + "entries": [ + "At 3rd level, you select the tradition under which your warrior has trained. The Beast of Defiance tradition focus on restraining the inner beast of the warrior, and letting its power out only when needed.", + "The Beast of Deliverance tradition focuses on allowing the inner beast to run wild, fighting alongside its power to lay your enemies low. The Marauder has turned from harnessing their inner beast to become fierce fighters on their own power." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "level": 4, + "page": 90, + "entries": [ + "When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Extra Attack", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "level": 5, + "page": 90, + "entries": [ + "Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn." + ] + }, + { + "name": "Warrior Archetype Feature", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "level": 6, + "page": 90, + "entries": [ + "At 6th level, you gain a feature granted by your Warrior Archetype feature." + ] + }, + { + "name": "Bellow of the Beast", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "level": 7, + "page": 90, + "entries": [ + "Beginning at the 7th level, you are able to attempt to dominate a conversation with the assistance of your inner beast. You may expend one use of Berserk to intimidate a creature with advantage and doubling all of your bonuses to the {@skill Intimidation} skill." + ] + }, + { + "name": "Raw Intuition", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "level": 7, + "page": 90, + "entries": [ + "Also beginning at 7th level, when you are struck by a melee weapon attack, as a reaction you may move directly back 5ft. from the creature and reduce the damage you have taken by {@dice 1d6}. This damage reduction is increased to {@dice 2d6} at the 13th level and {@dice 3d6} at the 18th level. You can do this once. You must then finish a long rest to use Raw Intuition again.", + "You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 18th level." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "level": 8, + "page": 90, + "entries": [ + "When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Onslaught", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "level": 9, + "page": 90, + "entries": [ + "Beginning at the 9th level, when you use the {@action Dash} action, you may make a melee weapon attack as a bonus action. You deal bonus damage on the attack equal to your Constitution modifier." + ] + }, + { + "name": "Warrior Archetype Feature", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "level": 10, + "page": 90, + "entries": [ + "At 10th level, you gain a feature granted by your Warrior Archetype feature." + ] + }, + { + "name": "Revenge", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "level": 11, + "page": 90, + "entries": [ + "Beginning at the 11th level, when a creature resolves an melee weapon attack action against you, as a reaction you may make one weapon attack against that creature." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "level": 12, + "page": 90, + "entries": [ + "When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Shake it Off", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "level": 13, + "page": 90, + "entries": [ + "Beginning at the 13th level, while under the effects of Berserk, when you make a saving throw to resist a condition (excluding: {@condition exhaustion}, {@condition grappled}, {@condition incapacitated}, {@condition prone}, {@condition restrained}, {@condition stunned} and {@condition unconscious}) you may choose to end your Berserk state to automatically succeed on the saving throw. You may do this after your roll but before the outcome of the resist has been declared." + ] + }, + { + "name": "Warrior Archetype Feature", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "level": 14, + "page": 90, + "entries": [ + "At 14th level, you gain a feature granted by your Warrior Archetype feature." + ] + }, + { + "name": "Upheaval", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "level": 15, + "page": 91, + "entries": [ + "Beginning at the 15th level, while you are under the effects of Berserk, you are able to unleash a powerful blow fueled by your vigor. You make an unarmed strike, if you hit, you may declare you are using Upheaval. The creature makes a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failure your unarmed strike deals xd12 force damage, where x is equal to your Constitution modifier with a minimum of {@dice 1d12} force damage and half as much damage on a success. Your Berserk state immediately ends after delivering the blow." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "level": 16, + "page": 90, + "entries": [ + "When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Beastly Reflexes", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "level": 17, + "page": 91, + "entries": [ + "Beginning at the 17th level, while you are under the effects of Berserk you are able to make two reactions per round." + ] + }, + { + "name": "Holmgang", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "level": 18, + "page": 91, + "entries": [ + "Beginning at the 18th level, while under the effects of Berserk, as a bonus action you are able to enter an indomitable state known as Holmgang. For a number of rounds equal to half your Constitution modifier, rounded down, your hit points can not fall below 1. Additionally, you may attempt to link yourself to a creature within 10ft. of you. If the creature is Large sized or smaller the target creature must make a Strength saving throw against your Berserk DC or be dragged to a space within 5 ft. of you. The creature cannot leave the 5ft. radius around you and your movement speed becomes 0ft. for the duration of Holmgang. You may only do this once. You must then finish a long rest to use Holmgang again." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "level": 19, + "page": 90, + "entries": [ + "When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Infuriate", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "level": 20, + "page": 91, + "entries": [ + "Beginning at the 20th level, if you have no uses of Berserk left when you roll for initiative, you recover 2 uses of Berserk instantly." + ] + }, + { + "name": "Artful Combat", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "level": 1, + "page": 86, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at 1st level, when wielding a versatile weapon with two hands, your weapon attacks score a critical hit on a roll of 19 or 20." + ] + }, + { + "name": "Unarmored Defense", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "level": 1, + "page": 86, + "source": "FFXIVBeforetheFall", + "entries": [ + "Also beginning at 1st level, While you are not wearing any armor, your Armor Class equals 10 + your Strength modifier + your Wisdom modifier. You can not use a shield and still gain this benefit." + ] + }, + { + "name": "Sen", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "level": 2, + "page": 86, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at the 2nd level, you have learned to gather Sen charges inside your body. You may spend these charges to use a variety of samurai features. Some samurai features require other creatures to make a saving throw, which is contested by your Sword Art DC as calculated below.", + { + "type": "abilityGeneric", + "name": "Sword Art DC", + "text": "8 + your proficiency bonus + your", + "attributes": [ + "wis" + ] + }, + "You gain the bonus action {@i Focus}. When you use focus, you gain 1 charge of Sen. If you are currently holding a charge of Sen, you double the number of Sen charges you currently have and then gain 1 Sen charge.", + "You can store a maximum number of Sen charges equal to your proficiency bonus. Your Sen charges fade after spending 1 minute outside of combat." + ] + }, + { + "name": "Higanbana", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "level": 2, + "page": 86, + "source": "FFXIVBeforetheFall", + "entries": [ + "Also beginning at the 2nd level, you have learned to perform the sword art Higanbana. As an action, you spend one Sen charge to use Higanbana. You make a melee weapon attack against a creature, if you hit, the target creature makes a Constitution saving throw against your Sword Art DC.", + "On a failure, the creature is grieviously wounded by your attack and at the start of each of their turns for the next minute, they take {@dice 1d4} slashing damage. As an action they may attempt to stop the bleeding by attempting the Constitution saving throw again.", + "At 5th level, when you use the Attack action with the Extra Attack feature, you may spend one Sen charge to replace the second attack with Higanbana." + ] + }, + { + "name": "Code of Honor", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "level": 2, + "page": 86, + "source": "FFXIVBeforetheFall", + "entries": [ + "At 2nd level, when performing Charisma ability checks on intelligent creatures which you know have an organized martial background, you have advantage on the check." + ] + }, + { + "name": "Samurai Archetype", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "level": 3, + "page": 86, + "source": "FFXIVBeforetheFall", + "entries": [ + "At 3rd level, you select a way of the blade. The Iaijutsu focuses on delivering incredibly powerful attacks, the Blademaster, who lures and traps his opponents in counterattacks and the Ronin, who drifts about the battlefield, dancing through the fray." + ] + }, + { + "name": "Third Eye", + "source": "FFXIVBeforetheFall", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "page": 91, + "level": 3, + "entries": [ + "Also beginning at 3rd level, as a bonus action you may spend a number of Sen to enter a state of fierce focus. For the next minute, your weapon damage rolls gain a bonus equal to the number of Sen charges expended to activate Third Eye." + ] + }, + { + "name": "Ability Score Improvement", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "level": 4, + "page": 86, + "source": "FFXIVBeforetheFall", + "entries": [ + "When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Extra Attack", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "level": 5, + "page": 86, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Samurai Archetype Feature", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "level": 6, + "page": 86, + "source": "FFXIVBeforetheFall", + "entries": [ + "At 6th level, you gain a feature granted by your Samurai Archetype." + ] + }, + { + "name": "Evasion", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "level": 7, + "page": 86, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a {@spell fireball} spell. When you are subjected to an effect that allows you to make a Dexterity 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": "Ability Score Improvement", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "level": 8, + "page": 86, + "source": "FFXIVBeforetheFall", + "entries": [ + "When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Studied Disciple", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "level": 9, + "page": 86, + "source": "FFXIVBeforetheFall", + "entries": [ + "At 9th level, you have balanced your might with your mind. You may learn any two skills which fall under Intelligence, Wisdom, or Charisma." + ] + }, + { + "name": "Samurai Archetype Feature", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "level": 10, + "page": 86, + "source": "FFXIVBeforetheFall", + "entries": [ + "At 10th level, you gain a feature granted by your Samurai Archetype." + ] + }, + { + "name": "Hissatsu: Kyuten", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "level": 11, + "page": 86, + "source": "FFXIVBeforetheFall", + "entries": [ + "At 11th level, as an action you may spend 1 Sen charge to perform a wide sweeping attack around yourself. Each creature within 5ft. of you makes a Dexterity saving throw. On a failure, they take damage equal to your weapon damage + your Wisdom modifier, and half as much on a success." + ] + }, + { + "name": "Ability Score Improvement", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "level": 12, + "page": 86, + "source": "FFXIVBeforetheFall", + "entries": [ + "When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Whispers of the Kami", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "level": 13, + "page": 86, + "source": "FFXIVBeforetheFall", + "entries": [ + "At 13th level, you have learned to attune yourself to the world around you and listen to the spirits which surround you. Select two of the following spells: {@spell augury}, {@spell detect evil and good}, {@spell speak with dead}, or {@spell speak with plants}. You may cast either spell once before requiring a long rest." + ] + }, + { + "name": "Samurai Archetype Feature", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "level": 14, + "page": 86, + "source": "FFXIVBeforetheFall", + "entries": [ + "At 14th level, you gain a feature granted by your Samurai Archetype." + ] + }, + { + "name": "Effective Meditation", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "level": 15, + "page": 86, + "source": "FFXIVBeforetheFall", + "entries": [ + "At 15th level, if you spend hit die during a short rest, the next time you roll initiative you gain 1 Sen charge." + ] + }, + { + "name": "Ability Score Improvement", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "level": 16, + "page": 86, + "source": "FFXIVBeforetheFall", + "entries": [ + "When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Artisan of Combat", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "level": 17, + "page": 86, + "source": "FFXIVBeforetheFall", + "entries": [ + "Starting at 17th level, while wielding a versatile weapon with two hands, your weapon attacks score a critical hit on a roll of 18-20." + ] + }, + { + "name": "Midare Setsugekka", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "level": 18, + "page": 86, + "source": "FFXIVBeforetheFall", + "entries": [ + "At 18th level, as an action, you may spend any number of Sen you have saved to a maximum number equal to your Wisdom modifier. You may make a melee weapon attack for each Sen charge you spent. You may not have moved prior to using this feature and may not move afterwards." + ] + }, + { + "name": "Ability Score Improvement", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "level": 19, + "page": 86, + "source": "FFXIVBeforetheFall", + "entries": [ + "When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Meikyo Shisui", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "level": 20, + "page": 86, + "source": "FFXIVBeforetheFall", + "entries": [ + "At 20th level, as a bonus action you turn your body into a conductor for Sen energy. You gain Sen charges equal to your Proficiency Bonus. You may only do this once. You must finish a long rest to use Meikyo Shisui again." + ] + }, + { + "name": "Spellcasting", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "level": 1, + "page": 79, + "source": "FFXIVBeforetheFall", + "entries": [ + "See {@book chapter 10|PHB|10} of the PHB for the general rules of spellcasting and the end of this document for the {@filter Red Mage spell list|spells|class=Red Mage (FFXIVBeforetheFall)}.", + { + "name": "Cantrips", + "type": "entries", + "entries": [ + "At 1st level, you know 4 cantrips of your choice from the Red Mage spell list. You learn additional Red Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Red Mage table." + ] + }, + { + "name": "Spell Slots", + "type": "entries", + "entries": [ + "The Red Mage 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." + ] + }, + { + "name": "Spells Known of 1st Level and Higher", + "type": "entries", + "entries": [ + "You know 2 1st-level spells of your choice from the Red Mage spell list. The Spells Known column of the Red Mage table shows when you learn more Red Mage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st, 2nd or 3rd level. Additionally, when you gain a level in this class, you can choose one of the Red Mage spells you know and replace it with another spell from the Red Mage spell list, which also must be of a level for which you have spell slots." + ] + }, + { + "name": "Spellcasting Ability", + "type": "entries", + "entries": [ + "Charisma is your spellcasting ability for your Red Mage spells. 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 Red Mage 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 magically conductive stone inlaid in a decorative mount other similar equipment as an {@item arcane focus|PHB} for your Red Mage spells." + ] + }, + { + "name": "Ritual Casting", + "type": "entries", + "entries": [ + "You can cast any Red mage spell you know as a ritual if that spell has the ritual tag." + ] + } + ] + }, + { + "name": "Flair Points", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "level": 1, + "page": 80, + "source": "FFXIVBeforetheFall", + "entries": [ + "At 1st level, you have a number of points for your Red Mage level in the Flair Points column of the Red Mage table. You regain all expended flair points when you finish a short or long rest." + ] + }, + { + "name": "Dual Cast", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "level": 1, + "page": 80, + "source": "FFXIVBeforetheFall", + "entries": [ + "At 1st level, when you cast a spell that has a casting time of 1 action, you can spend 1 flair point to change the casting time to 1 bonus action for this casting. You may not do so with a spell greater than 4th level.", + { + "type": "inset", + "name": "Bonus Action Casting", + "entries": [ + "A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action. {@book (PHB 202)|PHB|10|Casting Time|1}." + ] + } + ] + }, + { + "name": "Red Mage Style", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "level": 2, + "page": 80, + "source": "FFXIVBeforetheFall", + "entries": [ + "At 2nd level, you choose a style as a Red Mage. Sword Dancer, Spell Slinger or Battle Rose, all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th and 14th level." + ] + }, + { + "name": "Ability Score Improvement", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "level": 4, + "page": 80, + "source": "FFXIVBeforetheFall", + "entries": [ + "When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Extra Attack", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "level": 5, + "page": 80, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn." + ] + }, + { + "name": "Red Mage Style Feature", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "level": 6, + "page": 80, + "source": "FFXIVBeforetheFall", + "entries": [ + "At 6th level, you gain a feature granted by your Combat Style." + ] + }, + { + "name": "Ability Score Improvement", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "level": 8, + "page": 80, + "source": "FFXIVBeforetheFall", + "entries": [ + "When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Red Mage Style Feature", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "level": 10, + "page": 80, + "source": "FFXIVBeforetheFall", + "entries": [ + "At 10th level, you gain a feature granted by your Combat Style." + ] + }, + { + "name": "Ability Score Improvement", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "level": 12, + "page": 80, + "source": "FFXIVBeforetheFall", + "entries": [ + "When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Red Mage Style Feature", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "level": 14, + "page": 80, + "source": "FFXIVBeforetheFall", + "entries": [ + "At 14th level, you gain a feature granted by your Combat Style." + ] + }, + { + "name": "Ability Score Improvement", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "level": 16, + "page": 80, + "source": "FFXIVBeforetheFall", + "entries": [ + "When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Battle Flourish", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "level": 18, + "page": 80, + "source": "FFXIVBeforetheFall", + "entries": [ + "At 18th level, when you roll initiative, you recover {@dice 1d4} flair points." + ] + }, + { + "name": "Ability Score Improvement", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "level": 19, + "page": 80, + "source": "FFXIVBeforetheFall", + "entries": [ + "When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Acceleration", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "level": 20, + "page": 80, + "source": "FFXIVBeforetheFall", + "entries": [ + "At the 20th level, you may cast two spells using Dual Cast, rather than one spell and one cantrip. You must then finish a long rest to use Acceleration again." + ] + }, + { + "name": "Suppressive Fire", + "source": "FFXIVBeforetheFall", + "page": 72, + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "level": 1, + "entries": [ + "Beginning at level 1, when you use {@action Ready} action to prepare to attack a target creature, you are able to disable your target temporarily. If your attack hits, the target grature must make a Constitution saving throw against your Machinist save DC. On a failed save the creature is knocked {@condition prone} and their speed becomes 0ft. until the end of their turn.", + { + "type": "abilityDc", + "name": "Machinist", + "attributes": [ + "dex" + ] + } + ] + }, + { + "name": "Technical Support", + "source": "FFXIVBeforetheFall", + "page": 73, + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "level": 2, + "entries": [ + "Beginning at the 2nd level, you are able to use your {@item artisan's tools|PHB} to disarm mechanical traps." + ] + }, + { + "name": "Sounding Sentry", + "source": "FFXIVBeforetheFall", + "page": 73, + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "level": 2, + "entries": [ + "Also at the 2nd level, you have developed a tiny device which casts the {@spell alarm} spell. You can affix it to a door or window, or have it monitor an area around itself in a 20ft. cube. You may use the device once before needing to charge it during a long rest." + ] + }, + { + "name": "Machinist Archetype", + "source": "FFXIVBeforetheFall", + "page": 73, + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "level": 3, + "entries": [ + "At 3rd level, you choose which area of inventing you wish to pursue. You choose the Marksman, Tinkerer or Grenadier archetype." + ] + }, + { + "name": "Technologist", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "page": 77, + "level": 3, + "entries": [ + "Also at 3rd level, you may have developed technologies alongside your Machinist archetype. Certain actions may require creatures to make saving throws or you to make attack rolls to hit. These are calculated as follows:", + { + "type": "abilityDc", + "name": "Tech", + "attributes": [ + "int" + ] + }, + { + "type": "abilityAttackMod", + "name": "Tech", + "attributes": [ + "int" + ] + } + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "level": 4, + "page": 73, + "entries": [ + "When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Extra Attack", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "level": 5, + "page": 73, + "entries": [ + "Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Reload", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "level": 5, + "page": 73, + "entries": [ + "Beginning at the 5th level, ranged weapons you use lose their loading property." + ] + }, + { + "name": "Machinist Archetype Feature", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "level": 6, + "page": 73, + "entries": [ + "At 6th level, you gain a feature granted by your Machinist Archetype." + ] + }, + { + "name": "Peloton", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "level": 6, + "page": 73, + "entries": [ + "Beginning at the 6th level, your mental stamina allows you to push your body further. Your base movement increases by 5ft. and you may use your Intelligence modifier for Initiative rolls." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "level": 8, + "page": 73, + "entries": [ + "When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Eye For Design", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "level": 9, + "page": 73, + "entries": [ + "Beginning at the 9th level, when assessing mechanical systems and intentional designs, you gain advantage on {@skill Investigation} checks to understand how a mechanical system works and advantage on {@skill Survival} checks to track a creature within a building, village, town or city." + ] + }, + { + "name": "Graze", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "level": 10, + "page": 73, + "entries": [ + "Beginning at the 10th level, you are able to target your ranged attacks to cause negative effects on your target. Using your bonus action, you can empower your next shot to target a limb causing different effects. If your attack lands, your target must make a Dexterity saving throw against your Machinist save DC or fall under the selected effect. This effect lasts until your next action where applicable.", + { + "type": "table", + "caption": "Graze Effects", + "colLabels": [ + "Limb", + "Effect" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "Head", + "{@condition Stunned}" + ], + [ + "Heart", + "{@condition Frightened}" + ], + [ + "Arm", + "Disarmed" + ], + [ + "Leg", + "{@condition Prone}" + ] + ] + }, + "You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest." + ] + }, + { + "name": "Machinist Archetype Feature", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "level": 11, + "page": 73, + "entries": [ + "At 11th level, you gain a feature granted by your Machinist Archetype." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "level": 12, + "page": 73, + "entries": [ + "When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Combat Roll", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "level": 13, + "page": 73, + "entries": [ + "Beginning at the 13th level, during battle you are able to perform a combat role. When you are targeted by an attack, you may use your reaction to impose disadvantage on the attack and move 5ft. to an open space without provoking an attack of opportunity. You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain any expended uses when you finish a long rest." + ] + }, + { + "name": "Ricochet", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "level": 14, + "page": 73, + "entries": [ + "Beginning at the 14th level, you may spend your reaction to perform a ricochet shot if you are attacking with a firearm. Upon landing a successful attack, you make a second attack against a creature within 5ft. of the first targeted creature. This second attack does not consume ammunition." + ] + }, + { + "name": "Emergency Rescue", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "level": 15, + "page": 73, + "entries": [ + "Beginning at the 15th level, you have developed a life saving device which casts {@spell cure wounds} on creatures with 0 hit points on contact. Intelligence is your spell casting ability for this device.", + "As an action you can throw the palm sized spherical device at a creature within 20ft. of you. If you have 0 hit points at the start of your turn and the device in your possession, it will automatically activate and heal you as a free action.", + "The device can cast {@spell cure wounds} once. The device is recharged when you finish a short rest." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "level": 16, + "page": 73, + "entries": [ + "When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Machinist Archetype Feature", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "level": 17, + "page": 73, + "entries": [ + "At 17th level, you gain a feature granted by your Machinist Archetype." + ] + }, + { + "name": "Cloaking Device", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "level": 18, + "page": 73, + "entries": [ + "Beginning at the 18th level, you've developed a cane sized device which turns you and all creatures within a 5ft. radius of you {@condition invisible} for 1 minute. All creatures must remain within 5ft. of the device to retain invisibility. You can use the cane once before you need to recharge it during a long rest." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "level": 19, + "page": 73, + "entries": [ + "When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Midas Touch", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "level": 20, + "page": 73, + "entries": [ + "Beginning at the 20th level, as a bonus action you can complete maintenance on an invention in an instant. You must then finish a long rest to use Midas Touch again.", + { + "name": "Firearms and Creations", + "type": "inset", + "entries": [ + "The cost of firearms and to rebuild lost, destroyed or stolen accessory equipment granted by features can be found in the {@table Machinist Equipment|FFXIVBeforetheFall|Machinist Appendix D on page 106}." + ] + } + ] + }, + { + "name": "Arms Smith", + "source": "FFXIVBeforetheFall", + "page": 67, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "level": 1, + "entries": [ + "Beginning at the 1st level, you have learned how to modify weaponry to incorporate a gunfire into their function. You spend 1 day of time working on your weapon to complete the conversion process.", + { + "name": "Gun Weapons", + "type": "inset", + "entries": [ + "Arms Smith is used to convert a weapon into a gun weapon such that it works with your abilities. The most common and obvious is to use a longsword or greatsword for this sort of thing but if your DM approves, you could turn any kind of weapon into a gunweapon. Magic weapons may also require extra time to convert or assistance to complete the modifications at your DM's discretion.", + "All weapons that have undergone this process will be referred to as Gunblades in this document." + ] + } + ] + }, + { + "name": "Munitions", + "source": "FFXIVBeforetheFall", + "page": 68, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "level": 1, + "entries": [ + "Beginning at 1st level, you've learned how to create cells which draw in magical energy from your body to charge themselves called Munitions. You have a number of munition charges your body can support, indicated on the class table above. You load up to 6 Munitions charges into your gunblade at a time. When you use Munition charges on attack rolls you expend a loaded charge. You may load more charges as an action.", + "When using abilities triggered through using your Munitions that require the enemy to make a saving throw, the saving throw is calculated as follows.", + { + "type": "abilityDc", + "name": "Gunbreaker", + "attributes": [ + "str" + ] + }, + "When using features which require you to make a ranged attack, your modifier is calculated as follows:", + { + "type": "abilityAttackMod", + "name": "Gunbreaker ranged", + "attributes": [ + "dex" + ] + }, + "Half of your expended Munitions rounded up are recharged after completing a short rest and all of your Munitions after a long rest." + ] + }, + { + "name": "Burst Strike", + "source": "FFXIVBeforetheFall", + "page": 68, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "level": 1, + "entries": [ + "When you make a successful melee weapon attack with a Gunblade, you may expend 1 Munitions charge to pull your weapon's trigger and attempt to launch your enemy backwards. The creature makes a Constitution saving throw against your Gunbreaker Save DC. On a failure they take {@dice 1d10} thunder damage and are knocked back 10ft. from your position. They are not knocked back on a success.", + "This damage increases to {@dice 2d10} at the 6th level, {@dice 3d10} at the 12th level and {@dice 4d10} at the 18th level." + ] + }, + { + "name": "Fighting Style", + "source": "FFXIVBeforetheFall", + "page": 68, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "level": 2, + "entries": [ + "Beginning at the 2nd level, you adopt a particular style of fighting as your 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": "options", + "count": 1, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Dueling" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Great Weapon Fighting" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Gunner|FFXIVBeforetheFall" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Protection" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Two-Weapon Fighting" + } + ] + } + ] + }, + { + "name": "Gunner Shot", + "source": "FFXIVBeforetheFall", + "page": 68, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "level": 2, + "entries": [ + "Beginning at 2nd level, you gain a new attack option that you can use with the {@action Attack} action. This special attack is a ranged weapon attack with a range of 60 feet which you may only use while wielding a gunblade. You are proficient with it, and you add your Dexterity modifier to the attack and damage rolls. Its damage is thunder, and its damage die is a {@dice d10}. This damage increases to {@dice 2d10} at the 6th level, {@dice 3d10} at the 12th level and {@dice 4d10} at the 18th level. You expend one Munitions charge when you use this attack option.", + "When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the {@action Attack} action." + ] + }, + { + "name": "Gunbreaker Archetype", + "source": "FFXIVBeforetheFall", + "page": 68, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "level": 3, + "entries": [ + "At 3rd level, you select select your Gunbreaker style. The Breaker style focuses on weakening foes with special Munitions, the Lionhart style which focuses on enhancing the damage dealt with the weapon's blows and the Revolver style which focuses on ranged combat." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "page": 68, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "level": 4, + "entries": [ + "When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Extra Attack", + "source": "FFXIVBeforetheFall", + "page": 69, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "level": 5, + "entries": [ + "Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Gunbreaker Archetype Feature", + "source": "FFXIVBeforetheFall", + "page": 68, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "level": 6, + "entries": [ + "At 6th level, you gain a feature granted by your Gunbreaker Archetype." + ] + }, + { + "name": "Quick Hand", + "source": "FFXIVBeforetheFall", + "page": 69, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "level": 7, + "entries": [ + "Beginning at the 7th level, you are able to load Munitions to your gunblade as a bonus action. You may load up to 8 Munitions charges to your gunblade." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "page": 68, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "level": 8, + "entries": [ + "When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Diplomatic Enforcer", + "source": "FFXIVBeforetheFall", + "page": 69, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "level": 9, + "entries": [ + "Beginning at the 9th level, while you are within 10ft. of an ally and visible to the target creature, they double their proficiency bonus when making {@skill Persuasion}, {@skill Deception} and {@skill Intimidation} checks.", + "If a medium or smaller creature is missing hit points, you gain advantage on {@skill Intimidation} checks against that creature." + ] + }, + { + "name": "Gunbreaker Archetype Feature", + "source": "FFXIVBeforetheFall", + "page": 68, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "level": 10, + "entries": [ + "At 10th level, you gain a feature granted by your Gunbreaker Archetype." + ] + }, + { + "name": "Blasting Zone", + "source": "FFXIVBeforetheFall", + "page": 69, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "level": 11, + "entries": [ + "Beginning at the 11th level, when you make a successful melee weapon attack with a gunblade, instead of using your Burst Strike feature, you may expend three Munitions charges to cause an explosion originating from you in the direction of the target. All creatures in the 30ft. cone must make a Dexterity saving throw against your Gunbreaker Save DC. The creature takes {@dice 3d10} Fire damage on a failure, and half as much on a success. This damage increases to {@dice 4d10} at the 15th level, and {@dice 5d10} at the 20th level. You can only use Blasting Zone once per round.", + "You can also use your action to use Blasting Zone without making a successful melee weapon attack." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "page": 68, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "level": 12, + "entries": [ + "When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Heart of the Vanguard", + "source": "FFXIVBeforetheFall", + "page": 69, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "level": 13, + "entries": [ + "Beginning at the 13th level, you have advantage on saving throws against being {@condition charmed} and {@condition frightened}. You gain proficiency in the {@skill Intimidation} skill, if you already have this skill you gain expertise in it." + ] + }, + { + "name": "Gunbreaker Archetype Feature", + "source": "FFXIVBeforetheFall", + "page": 68, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "level": 14, + "entries": [ + "At 14th level, you gain a feature granted by your Gunbreaker Archetype." + ] + }, + { + "name": "Heart of Stone", + "source": "FFXIVBeforetheFall", + "page": 69, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "level": 15, + "entries": [ + "Beginning at the 15th level, when you are attacked by a melee weapon while wielding a gunblade, as a reaction you may expend one Munition to gain a +3 bonus to your AC against the attack roll. You must make this declaration before the attack roll result has been confirmed." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "page": 68, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "level": 16, + "entries": [ + "When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Sonic Breaker", + "source": "FFXIVBeforetheFall", + "page": 69, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "level": 17, + "entries": [ + "Beginning at the 17th level, when you make a successful melee weapon attack with a gunblade, instead of using your Burst Strike feature, you may expend three Munitions charges to cause a massive shockwave originating from you in the direction of the target. All creatures in a 60ft. long, 5ft. wide line must make a Dexterity saving throw against your Gunbreaker Save DC. Creatures take {@dice 4d10} thunder damage on a failure, and half as much on a success. This damage increases to {@dice 5d10} at the 20th level. You can only use Sonic Breaker once per round.", + "You can also use your action to use Sonic Breaker without making a successful melee weapon attack." + ] + }, + { + "name": "Blood Fest", + "source": "FFXIVBeforetheFall", + "page": 69, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "level": 18, + "entries": [ + "Beginning at 18th level, as a bonus action you may recover half your munitions. You may do so once before requiring a long rest." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "page": 68, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "level": 19, + "entries": [ + "When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Gunbreaker Archetype Feature", + "source": "FFXIVBeforetheFall", + "page": 68, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "level": 20, + "entries": [ + "At 20th level, you gain a feature granted by your Gunbreaker Archetype." + ] + }, + { + "name": "Dragoon's Trance", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "level": 1, + "page": 62, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at the 1st level, you are able to fall into a special trance as a bonus action. Your soul is filled with power from your Dragoon forebears. While under the effects of this trance, your jump height becomes a minimum of 30ft. and your jump distance becomes a minimum of 15ft.", + "Your trance lasts for 1 minute. It ends early if you are knocked unconscious or you may end your trance as a bonus action. Some Dragoon abilities may cause your trance to end early. Once you have entered a trance a number of times shown for your dragoon level in the trances column for your dragoon table you must finish a long rest before you can enter a trance again." + ] + }, + { + "name": "Jump", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "level": 1, + "page": 63, + "source": "FFXIVBeforetheFall", + "entries": [ + "Also beginning at the 1st level, as an action you are able to perform a jump attack. Through the power of your Dragoon Trance you leap up to 30ft. into the air and land on a creature within 15ft. of your starting position. The creature makes a Dexterity saving throw against your Dive DC as calculated below, taking your weapon damage and bonus damage equal to {@dice 1d6} on a failure, and half as much on a success. This bonus damage is increased to {@dice 2d6} at the 5th level {@dice 3d6} at the 11th level and {@dice 4d6} at the 18th level.", + { + "type": "abilityDc", + "name": "Dive", + "attributes": [ + "str" + ] + }, + "You may not use Jump on a creature who is higher than 30ft. nor does not have at least 5ft. of space above their head. After finishing your Jump, select an empty space adjacent to the target creature to land on. If the creature's size is Huge or larger, you may choose to attempt to land on the creature instead by making a Dexterity saving throw of a difficulty decided by the DM. You do not take fall damage as a result of using the Jump feature. Movement using the Jump feature does not provoke attacks of opportunity." + ] + }, + { + "name": "Fighting Style", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "level": 2, + "page": 63, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at the 2nd level, you adopt a particular style of fighting as your 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": "options", + "count": 1, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Defense" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Dueling" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Great Weapon Fighting" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Two-Weapon Fighting" + } + ] + } + ] + }, + { + "name": "Lancet", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "level": 2, + "page": 63, + "source": "FFXIVBeforetheFall", + "entries": [ + "Also beginning at 2nd level, while under the effects of Dragoon's Trance, as an action you may make a melee weapon attack that drains your target's vitality. You recover hit points equal to half the damage of your weapon attack rounded up. You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain any expended uses when you finish a short rest." + ] + }, + { + "name": "Dragoon Archetype", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "level": 3, + "page": 63, + "source": "FFXIVBeforetheFall", + "entries": [ + "At 3rd level, you select the focus of your training as a dragoon. Some Dragoon's stick to their roots and fight as Dragon Slayers, while some attempt to harness the power of Dragons and combine it with their unique martial abilities becoming Dragon Hearts. Some Dragoon's decide to break away from their dragon hunting roots and attempt to master the skies as Valkyries." + ] + }, + { + "name": "Ability Score Improvement", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "level": 4, + "page": 63, + "source": "FFXIVBeforetheFall", + "entries": [ + "When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Heavy Thrust", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "level": 5, + "page": 63, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at the 5th level, as an action you may make a melee weapon attack which deals its weapon and bonus damage twice. You may reroll the weapon damage of either or both hits but must use the new result. On a critical hit, both damage rolls benefit from the critical hit." + ] + }, + { + "name": "True Thrust", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "level": 5, + "page": 63, + "source": "FFXIVBeforetheFall", + "entries": [ + "Also beginning at the 5th level, as an action you may make a melee weapon attack with double the proficiency bonus on the attack roll." + ] + }, + { + "name": "Stall", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "level": 6, + "page": 63, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at the 6th level, while under the effects of Dragoon Trance, as a bonus action when you reach the peak of any jump, you may pause in place for a moment. At the end of your next turn you continue your fall, allowing you to perform an action while suspended in the air." + ] + }, + { + "name": "Archetype Feature", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "level": 7, + "page": 63, + "source": "FFXIVBeforetheFall", + "entries": [ + "At the 7th level, you gain a feature granted by your Dragoon Archetype." + ] + }, + { + "name": "Ability Score Improvement", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "level": 8, + "page": 63, + "source": "FFXIVBeforetheFall", + "entries": [ + "When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "High Jump", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "level": 9, + "page": 63, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at the 9th level, while under the effects of Dragoon Trance, as an action you leap up to 80ft. into the air. At the start of your next turn, you land on a creature within 30ft. of your starting position. The creature makes a Dexterity saving throw against your Dive DC, taking twice your weapon damage and bonus damage equal to {@dice 4d6}.", + "This bonus damage is increased to {@dice 6d6} at the 11th level and {@dice 8d6} at the 18th level.", + "You may not use Jump on a creature who is higher than 80ft. nor has at least 5ft. of space above their head. After finishing your Jump, select an empty space adjacent to the target creature to land on. If the creature's size is Huge or larger, you may choose to attempt to land on the creature instead by making a Dexterity saving throw of a difficulty decided by the DM. You do not take fall damage as a result of the High Jump ability. Movement using the High Jump feature does not provoke attacks of opportunity." + ] + }, + { + "name": "Crash Landing", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "level": 10, + "page": 63, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at the 10th level, when you complete a successful Spineshatter Dive or High Jump, if the target creature has a flying speed, it is reduced to 0ft. for a number of rounds equal to your Strength modifier." + ] + }, + { + "name": "Archetype Feature", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "level": 11, + "page": 63, + "source": "FFXIVBeforetheFall", + "entries": [ + "At the 11th level, you gain a feature granted by your Dragoon Archetype." + ] + }, + { + "name": "Ability Score Improvement", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "level": 12, + "page": 63, + "source": "FFXIVBeforetheFall", + "entries": [ + "When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Chaos Thrust", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "level": 13, + "page": 64, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at the 13th level, as an action you make a melee weapon attack. If your attack is successful the creature must make a Constitution saving throw against your Dive DC, beginning to bleed on a failure, taking {@dice ld8} piercing damage at the start of their turn. As an action, the creature may reattempt to pass the saving throw to stop the bleeding. A creature will bleed for a number of rounds equal to your Strength modifier." + ] + }, + { + "name": "Invigorate", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "level": 14, + "page": 64, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at the 14th level, when you fail a saving throw you may choose to reroll the saving throw. You must use the new number. You can use this feature twice. You regain any expended uses when you finish a long rest." + ] + }, + { + "name": "Archetype Feature", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "level": 15, + "page": 63, + "source": "FFXIVBeforetheFall", + "entries": [ + "At the 15th level, you gain a feature granted by your Dragoon Archetype." + ] + }, + { + "name": "Ability Score Improvement", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "level": 16, + "page": 63, + "source": "FFXIVBeforetheFall", + "entries": [ + "When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Dragonfire Dive", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "level": 17, + "page": 64, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at the 17th level, when you use your Jump or High Jump action, you can empower the attack with fiery fury. The bonus damage on the dive is increased to {@dice 8d8} fire damage. All creatures within 20ft. of the target creature take this bonus damage and must make a Dexterity saving throw against the Dive DC, taking the full bonus damage on a failure and half as much on a success. Your Dragoon Trance ends after performing a Dragonfire Dive. " + ] + }, + { + "name": "Battle Litany", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "level": 18, + "page": 64, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at the 18th level, while you are under the effects of Dragoon's Trance, as a bonus action you can inspire the ferocity of yourself and your allies. Your melee weapon attacks and those of your allies who are within 10ft. of you land critical hits on die results 19 or 20 for a number of rounds equal to half your Strength modifier. This does not overwrite or add to already present critical hit range increases. This effect may be activated once each time you enter a new Dragoon's Trance." + ] + }, + { + "name": "Ability Score Improvement", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "level": 19, + "page": 63, + "source": "FFXIVBeforetheFall", + "entries": [ + "When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "One with the Sky", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "level": 20, + "page": 64, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at the 20th level, when you roll initiative, you gain two uses of Dragoon's Trance." + ] + }, + { + "name": "Well of Darkness", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "level": 1, + "page": 57, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at the 1st level, you are able to draw on the darkness in your heart and use it as power. You have a number of Well of Darkness points shown for your Dark Knight level in the Well of Darkness Points column of your Dark Knight table. You regain all of your expended uses of your Well of Darkness when you finish a long rest.", + "Certain features make use of your Well of Darkness and require your target to make a saving throw, the saving throw is calculated as follows.", + { + "type": "abilityDc", + "name": "Dark Knight spell", + "attributes": [ + "cha" + ] + }, + "When using spells which require you to make a ranged spell attack, your spell attack modifier is calculated as follows.", + { + "type": "abilityAttackMod", + "name": "Dark Knight spell", + "attributes": [ + "cha" + ] + } + ] + }, + { + "name": "Darkside", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "level": 1, + "page": 58, + "source": "FFXIVBeforetheFall", + "entries": [ + "Also beginning at 1st level, as a bonus action you may spend one Well of Darkness point to fill your body with dark power for a number of rounds equal to your Charisma Modifier. When you make a melee weapon attack while under the effect of Darkside, you deal additional necrotic damage as indicated on the Class Table." + ] + }, + { + "name": "Fighting Style", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "level": 2, + "page": 58, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at the 2nd level, you adopt a particular style of fighting as your 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": "options", + "count": 1, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Defense" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Dueling" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Great Weapon Fighting" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Protection" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Two-Weapon Fighting" + } + ] + } + ] + }, + { + "name": "Burning Blood", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "level": 2, + "page": 58, + "source": "FFXIVBeforetheFall", + "entries": [ + "Also beginning at the 2nd level, as a bonus action you may expend one of your hit die and roll it. You recover Well of Darkness points equal to the result. You cannot exceed your maximum number of Well of Darkness points." + ] + }, + { + "name": "Dark Knight Archetype", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "level": 3, + "page": 58, + "source": "FFXIVBeforetheFall", + "entries": [ + "At 3rd level, you choose which path of the dark knight to follow. The Blackblood focuses on martial ability, relying on powerful swordplay over magical arts. The Abyss Knight lets the dark powers within themselves flow freely, letting them become more powerful the more dire their situation is, and the Dark Magus uses that inner darkness to cast powerful magical spells alongside their stellar sword skill." + ] + }, + { + "name": "Ability Score Improvement", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "level": 4, + "page": 58, + "source": "FFXIVBeforetheFall", + "entries": [ + "When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Extra Attack", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "level": 5, + "page": 58, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn." + ] + }, + { + "name": "Archetype Feature", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "level": 6, + "page": 58, + "source": "FFXIVBeforetheFall", + "entries": [ + "At the 6th level, you gain a feature granted by your Archetype." + ] + }, + { + "name": "The Blackest Night", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "level": 7, + "page": 58, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at the 7th level, as a bonus action you may expend one Hit Die to create a barrier which protects you or a creature within 30ft. of you. Roll the expended hit die, the target gains temporary hit points equal to the die result + your Charisma modifier." + ] + }, + { + "name": "Ability Score Improvement", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "level": 8, + "page": 58, + "source": "FFXIVBeforetheFall", + "entries": [ + "When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Fight or Flight", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "level": 9, + "page": 58, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at the 9th level you are able to spend 2 Well of Darkness points to cast the {@spell cause fear|XGE} or {@spell compelled duel} spells." + ] + }, + { + "name": "Curse of the Abyss", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "level": 10, + "page": 58, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at the 10th level, on your turn you may use a bonus action to curse a creature. The curse lasts for 1 minute. The curse ends when the creature dies, you die or are {@condition incapacitated}. Until the curse ends, you gain the following benefits:", + { + "type": "list", + "items": [ + "You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.", + "Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the {@dice d20}.", + "If the cursed target dies, you regain hit points equal to your Dark Knight level + your Charisma modifier (minimum of 1 hit point) and 1 Well of Darkness point." + ] + }, + "You must then finish a long rest to use Curse of the Abyss again." + ] + }, + { + "name": "Archetype Feature", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "level": 11, + "page": 58, + "source": "FFXIVBeforetheFall", + "entries": [ + "At the 11th level, you gain a feature granted by your Archetype." + ] + }, + { + "name": "Ability Score Improvement", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "level": 12, + "page": 58, + "source": "FFXIVBeforetheFall", + "entries": [ + "When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Abyssal Communion", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "level": 13, + "page": 58, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at 13th level, you may spend 6 Well of Darkness points to cast {@spell Rary's telepathic bond}." + ] + }, + { + "name": "Quietus", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "level": 14, + "page": 59, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at the 14th level, you strike with a swirl of dark energy. As an action, you may spend 2 Well of Darkness points to make a melee weapon attack to all creatures within 10ft. of you. You may expend one hit die and roll it to deal additional necrotic damage equal to the result to all creatures attacked." + ] + }, + { + "name": "Dark Mind", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "level": 15, + "page": 59, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at the 15th level, you gain proficiency in Wisdom saving throws." + ] + }, + { + "name": "Ability Score Improvement", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "level": 16, + "page": 58, + "source": "FFXIVBeforetheFall", + "entries": [ + "When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Archetype Feature", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "level": 17, + "page": 58, + "source": "FFXIVBeforetheFall", + "entries": [ + "At the 17th level, you gain a feature granted by your Archetype." + ] + }, + { + "name": "Stalwart Soul", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "level": 18, + "page": 59, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at the 18th level, your body becomes fueled by your inner darkness. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points." + ] + }, + { + "name": "Ability Score Improvement", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "level": 19, + "page": 58, + "source": "FFXIVBeforetheFall", + "entries": [ + "When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Living Dead", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "level": 20, + "page": 59, + "source": "FFXIVBeforetheFall", + "entries": [ + "Beginning at the 20th level when you are reduced to 0 hit points but not killed outright, instead of becoming {@condition unconscious}, you may expend one hit die and recover hit points equal to the result + your Constitution modifier." + ] + }, + { + "name": "Dazzling Dance", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "level": 1, + "page": 52, + "source": "FFXIVBeforetheFall", + "entries": [ + "At 1st level, as you fight you build towards empowering your movements further. When you use the {@action Attack} action against a hostile creature, you gain a charge of Dazzling Dance. You may hold a number of Dazling Dance charges equal to your Charisma modififer. Your charges dissipate one minute after combat ends.", + "Additionally, you may spend 1 Dazzling Dance charge to take the {@action Dash} or {@action Disengage} action as a bonus action." + ] + }, + { + "name": "Flourish", + "source": "FFXIVBeforetheFall", + "page": 53, + "level": 1, + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "entries": [ + "Also beginning at the 1st level, once per turn, you can deal an extra {@dice 1d6} damage ot one creature you hit with a ranged weapon attack if you have advantage on the attack roll. The attack must use a finesse weapon.", + "You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't {@condition incapacitated}, and you don't have disadvantage on the attack roll.", + "The amount of the extra damage increases as you gain levels in this class, as shown in the Flourish Damage column of the Dancer table." + ] + }, + { + "name": "Unarmored Defense", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "source": "FFXIVBeforetheFall", + "page": 53, + "level": 1, + "entries": [ + "While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit." + ] + }, + { + "name": "Spellcasting", + "source": "FFXIVBeforetheFall", + "level": 2, + "page": 53, + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "entries": [ + "By 2nd level, you have learned to draw on in latent magical energies around you into your bangles and use it to cast spells. See {@book chapter 10|PHB|10} of the PHB for the general rules of spellcasting and end of this document for the {@filter Dancer spell list|spells|class=Dancer (FFXIVBeforetheFall5E)}.", + { + "name": "Preparing and Casting Spells", + "type": "entries", + "entries": [ + "The Dancer table shows how many spell slots you have to cast your Dancer spells. to cast one of your dancer spells of 1st level or higher, 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 Dancer spells that are available for you to cast, choosing from the Dancer spell list. When you do so, choose a number of Dancer spells equal to your Charisma modifier + half your Dancer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.", + "For example, if you are a 5th-level Dancer, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell {@spell cure wounds}, you can cast it using a 1st-level or a 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 Dancer spells requires time spent in prayer and meditation: At least 1 minute per spell level for each spell on your list." + ] + }, + { + "name": "Dance Magic", + "type": "entries", + "entries": [ + "As a Dancer, when you cast a Dancer spell you do not have to fulfill the verbal component of the spell. You must spend 10ft. of movement alongside your spell slot to cast a spell or to maintain a spell.", + { + "type": "inset", + "name": "What about Silence?", + "entries": [ + "Most spellcasters shudder at the thought of being silenced as their spells require a verbal component nearly every time. As a Dancer you are able to for go the verbal component, but that does not mean you're free from having your spells blocked. Instead, any effects which would drop your movement speed to 0ft. will instead cause your spells to be blocked." + ] + } + ] + }, + { + "name": "Spellcasting Ability", + "type": "entries", + "entries": [ + "Charisma is your spellcasting ability for your Dancer spells, since their power derives from the strength of your convictions. 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 Dancer spell you cast and when making an attack roll with one.", + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "cha" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "cha" + ] + } + ] + }, + { + "name": "Spellcasting Focus", + "type": "entries", + "entries": [ + "You can use bangles, anklets or other jewelry inlaid with gem stones (see the {@book Adventuring Gear|PHB|5} section) as a spellcasting focus for your Dancer Spells." + ] + } + ] + }, + { + "name": "Whirling Steel", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "page": 53, + "level": 2, + "entries": [ + "Also at 2nd level, you can spend 1 hour attuning your recently discovered magics with up to two finesse throwing weapons. When you throw a weapon you are attuned with, it returns to your hand after the attack is resolved." + ] + }, + { + "name": "Dancer Archetype", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "page": 53, + "level": 3, + "entries": [ + "At 3rd level, you choose a style which dictates your growth as a dancer. The Paragon focuses on mastering and pushing the limits of dance as an art. The Exotic Wonder mixes bladework into their dance moves, mixing martial prowess with grace. The Peace Bringer seeks to bring succor and support to their allies in the heat of battle." + ] + }, + { + "name": "Ability Score Improvement", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "source": "FFXIVBeforetheFall", + "page": 53, + "level": 4, + "entries": [ + "When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Uncanny Dodge", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "page": 53, + "level": 5, + "entries": [ + "Starting at the 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you." + ] + }, + { + "name": "Dancer Archetype Feature", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "page": 53, + "level": 6, + "entries": [ + "You gain a feature granted by your Dancer Archetype." + ] + }, + { + "name": "Evasion", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "page": 54, + "level": 7, + "entries": [ + "Beginning at the 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an {@spell ice storm} spell. When you are subjected to an effect that allows you to make a Dexterity 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": "Ability Score Improvement", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "source": "FFXIVBeforetheFall", + "page": 53, + "level": 8, + "entries": [ + "When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Motivating Mambo", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "page": 54, + "level": 10, + "entries": [ + "Beginning at the 10th level, you've learned how to empower your allies in the heat of battle via your dances. When you use the {@action Help} action you can expend one Dazzling Dance charge to add your Charisma modifier to their roll.", + "Additionally, you may spend 1 Dazzling Dance charge to use the {@action Help} action as a bonus action." + ] + }, + { + "name": "Dancer Archetype Feature", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "page": 53, + "level": 11, + "entries": [ + "You gain a feature granted by your Dancer Archetype." + ] + }, + { + "name": "Ability Score Improvement", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "source": "FFXIVBeforetheFall", + "page": 53, + "level": 12, + "entries": [ + "When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Bewildering Grace", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "page": 54, + "level": 13, + "entries": [ + "Beginning at the 13th level, as an action you perform a mysterious dance whose effects you cannot predict. Roll a {@dice d20} die and resolve the effect. Spells cast with Bewildering Grace do not consume spell slots. Non-spell effects from Bewildering Grace last one hour. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.", + { + "type": "table", + "caption": "Bewildering Grace Effects", + "colLabels": [ + "Die Result", + "Effect" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + 1, + "You cast the {@spell banishment} spell on yourself. You cannot end the spell early, but return to where you were at the end of the spell duration." + ], + [ + 2, + "You become {@condition petrified} for one round of combat." + ], + [ + 3, + "Lights and small magical explosions surround you in a magical effect. Nothing happens." + ], + [ + 4, + "All creatures within a 20ft. radius centered on you make a Dexterity saving throw against your spell save DC or are knocked {@condition prone}. You are excluded from this effect." + ], + [ + 5, + "All creatures within a 20ft. radius centered on you make a Wisdom saving throw against your spell save DC or become {@condition blinded}. The creature may repeat the save at the end of each of their turns. You are excluded from this effect." + ], + [ + 6, + "All creatures within a 20ft. radius centered on you make a Constitution saving throw against your spell save DC or become {@condition poisoned}. The creature may repeat the save at the end of each of their turns. You are excluded from this effect." + ], + [ + 7, + "You cast the {@spell faerie fire} spell centered on you. You are excluded from this effect." + ], + [ + 8, + "You cast the {@spell cause fear|XGE} spell on an ally within range." + ], + [ + 9, + "You cast the {@spell invisiblity} spell." + ], + [ + 10, + "You cast the {@spell hold person} spell." + ], + [ + 11, + "You cast the {@spell magic weapon} spell" + ], + [ + 12, + "You cast the {@spell mass healing word} spell." + ], + [ + 13, + "You select a creature within 30ft. That creatrue must make a Constitution saving throw against your spell save DC. On a failure they gain a level of {@condition exhaustion}." + ], + [ + 14, + "You now have the maximum number of Dazzling Dance charges possible." + ], + [ + 15, + "You cast the {@spell insect plague} spell." + ], + [ + 16, + "You cast the {@spell mass cure wounds} spell." + ], + [ + 17, + "You cast the {@spell Otto's irresistable dance} spell." + ], + [ + 18, + "You cast the {@spell heal} spell." + ], + [ + 19, + "You cast the {@spell Mordenkainen's sword} spell." + ], + [ + 20, + "You cast the {@spell reverse gravity} spell." + ] + ] + } + ] + }, + { + "name": "Spell Dancer", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "level": 14, + "page": 54, + "entries": [ + "Beginning at the 14th level, when you cast a spell you gain a number of Dazzling Dance charges equal to half the level (rounded down) of the expended spell slot. You do not gain Dazzling Dance charges from Bewildering Grace." + ] + }, + { + "name": "Dancer Archetype Feature", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "page": 53, + "level": 15, + "entries": [ + "You gain a feature granted by your Dancer Archetype." + ] + }, + { + "name": "Ability Score Improvement", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "source": "FFXIVBeforetheFall", + "page": 53, + "level": 16, + "entries": [ + "When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Stage Presence", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "page": 53, + "level": 18, + "entries": [ + "Beginning at the 18th level, you've become so accustomed to performing both for crowds and amongst the chaos of the battlefield, you are rarely caught unaware of your surroundings and can protect yourself from the tricks of assailants. Attackers cannot attack you with advantage unless you are under the conditions: {@condition grappled}, {@condition incapacitated}, {@condition paralyzed} or {@condition petrified}. Additionally when knocked prone, it only costs 5ft. of movement to get back up." + ] + }, + { + "name": "Ability Score Improvement", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "source": "FFXIVBeforetheFall", + "page": 53, + "level": 19, + "entries": [ + "When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Rhythmic Heart", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "page": 53, + "level": 20, + "entries": [ + "Beginning at the 20th level, when you roll initiative you gain 2 Dazzling Dance charges." + ] + }, + { + "name": "Azure Lore", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "level": 1, + "page": 45, + "entries": [ + "Your research and experience with monsters and magic has granted you spellcasting abilities. See {@book chapter 10|PHB|10} for the general rules of spellcasting and the end of this document for the {@filter Blue Mage spell list|spells|class=Blue Mage (FFXIV5E)}", + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "You know two cantrips of your choice from the blue mage spell list. You learn additional blue mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Blue Mage table." + ] + }, + { + "name": "Spell Slots", + "type": "entries", + "entries": [ + "The Blue Mage table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your blue mage 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 5th level, you have two level 3 spell slots. To cast the 1st-level spell {@spell thunderwave}, you must expend one of those slots, and you cast it as a 3rd-level spell." + ] + }, + { + "name": "Monster Links", + "type": "entries", + "entries": [ + "As a Blue Mage, you develop your spellcasting based on the abilities of monsters. A Monster Link is research linking the traits and abilities of creatures to pairs of spells to emulate their magical properties.", + "Each monster link you develop grants you two spells while you are accessing them. When you gain a Blue Mage level, you take the opportunity to further develop your research and may create a new monster link, adding another pairing of spells from the blue mage spell list to your research journal as a pair. You may have any number of monster links in your research journal but may only access a number of monster links per the Monster Link Capacity column of the Blue Mage table, knowing the spells associated with the links you are currently accessing.", + "At the end of a long rest of which you spent two hours focused on studying, you may exchange one of your monster links you are accessing for another.", + { + "name": "Optional Rule", + "type": "inset", + "entries": [ + "One of the key elements of the Blue Mage is seeking out and gaining power from beasts out in the world. I recommend using monster links as an additional reward for hard fought battles with rare enemies. If the Blue Mage uses its Libra feature before or after a battle with such a creature, the DM may decide they are feeling particularly inspired by their findings and can grant them a bonus monster link to add to their research journal, perhaps even using spells outside the Blue Mage spell list." + ] + } + ] + }, + { + "name": "Research Journal", + "type": "entries", + "entries": [ + "At first level, you have a research journal with two monster links created by you." + ] + }, + { + "name": "Spells Known of 1st Level and Higher", + "type": "entries", + "entries": [ + "The number of spells you are able to cast is dependent on the number of Monster Links you are currently accessing. While accessing a monster link, you gain access to both spells that make up the monster link. At first level you are able to access one of your monster links, your ability to access more monster links at once growing as you gain levels in Blue Mage.", + { + "name": "Your Research Journal", + "type": "inset", + "entries": [ + "The monster links you've discovered are kept in your research journal. As you further your research alone, you may encounter the works of other blue mages or peers who share their findings.", + { + "name": "Copying a Monster Link into the Book", + "type": "entries", + "entries": [ + "When you find the research notes of a peer, or a tome with well detailed monster links, you can copy the pair of spells into your research journal if you have spell slots of the appropriate level and the spare time to decipher and copy the notation. Copying a spell involved reproducing the basic form of the spells, then understanding the unique style of the blue mage who wrote it. For each level of the spells, the process takes 2 hours and costs 50 gp. The cost represents the material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can access the monster link just like your own monster links.", + "For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components You expend as You experiment with the spell to master it, as well as the fine inks You need to record it. Once You have spent this time and money, You can prepare the spell just like your other spells." + ] + }, + { + "name": "Replacing the Book", + "type": "entries", + "entries": [ + "You can copy a monster link from your own research journal into another book—for example, if you want to make a backup copy of your research. This is just like copying a new monster link into your journal, but fast and easier, since you understand you own notation and already know how to cast the spells. You need spend only 1 hour and 10gp for each level of the copied spells in order to copy a monster link you are currently accessing. Filling out the remainder of your research journal requires you to find new monster links to do so, as normal. For this reason, many blue mages keep back up copies of their research in a safe place." + ] + }, + { + "name": "The Book's Appearance", + "type": "entries", + "entries": [ + "Your research journal may take any style of tome you wish. A Lore Keeper like has a well kept tome used for taking notes in the field, while the Fell Guard may carry a durable grimoire to record their experiences." + ] + } + ] + } + ] + }, + { + "name": "Spellcasting Ability", + "type": "entries", + "entries": [ + "Your spell casting ability for your blue mage spells changes depending on which blue mage calling you select. As a Lore Keeper, Intelligence is your spellcasting ability, as a Fell Guard Wisdom is your spellcasting ability and as a Carnevallian your spellcasting ability is Charisma. You use the associated ability whenever a spell refers to your spellcasting ability. In addition, you use the ability modifier for the associated ability when setting the saving throw DC for a blue mage spell you cast and when making an attack roll with one.", + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "spellcasting" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "spellcasting" + ] + } + ] + }, + { + "name": "Spellcasting Focus", + "type": "entries", + "entries": [ + "You can use a cane adorned with some kind of {@item arcane focus|PHB} at its handle as your spellcasting focus." + ] + } + ] + }, + { + "name": "Blue Mage Calling", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "level": 1, + "page": 47, + "entries": [ + "At 1st level, you choose the type of Blue Mage you'll become: the Lore Keeper, Fell Guard or Masked Carnevallian. All of them are detailed in the next section of the class description. Your choice grants you features at the 3rd, 6th, 10th and 14th level." + ] + }, + { + "name": "Libra", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "page": 47, + "level": 1, + "entries": [ + "Also at 1st level, as an expert on monsters and beasts, you are able to discern certain traits about monsters you encounter. If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:", + { + "type": "list", + "items": [ + "Strength score", + "Dexterity score", + "Constitution score", + "Armor Class", + "Current hit points", + "Total class levels (if any)" + ] + }, + "Additionally, you may spend 1 minute after combat studying a creature's corpse to ascertain the same information." + ] + }, + { + "name": "Monster Mimicries", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "level": 2, + "page": 47, + "entries": [ + "As your research into monsters continues, you learn how to use your magics to mimic their abilities.", + "At 2nd level, you gain two Monster Mimicries. Your {@filter Monster Mimicry options|optionalfeatures|feature type=bm:mm} are detailed at the end of the class description. When you gain certain blue mage levels, you gain mimicries of your choice as shown in the Monster Mimicries Developed column of the Blue Mage table.", + "Additionally, when you gain a level in this class, you can choose one of the mimicries you have developed and retool your knowledge, replacing it with another mimicry you could learn at that level." + ] + }, + { + "name": "Blue Mage Calling Feature", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "level": 3, + "page": 47, + "entries": [ + "At 3rd level, you gain a feature granted by your Blue Mage Calling." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "page": 47, + "level": 4, + "entries": [ + "When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Blue Mage Calling Feature", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "level": 6, + "page": 47, + "entries": [ + "At 6th level, you gain a feature granted by your Blue Mage Calling." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "page": 47, + "level": 8, + "entries": [ + "When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Blue Mage Calling Feature", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "level": 10, + "page": 47, + "entries": [ + "At 10th level, you gain a feature granted by your Blue Mage Calling." + ] + }, + { + "name": "Elite Monster Link (6th Level)", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "level": 11, + "page": 47, + "entries": [ + "At 11th level, you have made a major breakthrough in emulating creatures of legend. You theorize an Elite Monster Link that you commit to memory. Choose one {@filter 6th-level spell from the blue mage spell list|spells|level=6|class=Blue Mage (FFXIV5E)} as this Elite Monster Link.", + "You can cast your elite monster link spell once without expending a spell slot. You must finish a long rest before you can do so again.", + "At higher levels, you gain more blue mage spells of your choice that can be cast in this way: one 7th-level spell at the 13th level, one 8th-level spell at the 15th level, and one 9th level spell at the 17th level. You regain all uses of your Elite Monster Links when you finish a long rest." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "page": 47, + "level": 12, + "entries": [ + "When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Elite Monster Link (7th Level)", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "level": 13, + "page": 47, + "entries": [ + "You have achieved yet another major breaktrough. Choose one {@filter 7th-level spell from the blue mage spell list|spells|level=7|class=Blue Mage (FFXIV5E)} as this Elite Monster Link.", + "You can cast your elite monster link spell once without expending a spell slot. You must finish a long rest before you can do so again." + ] + }, + { + "name": "Blue Mage Calling Feature", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "level": 14, + "page": 47, + "entries": [ + "At 14th level, you gain a feature granted by your Blue Mage Calling." + ] + }, + { + "name": "Elite Monster Link (8th Level)", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "level": 15, + "page": 47, + "entries": [ + "You have achieved yet another major breaktrough. Choose one {@filter 8th-level spell from the blue mage spell list|spells|level=8|class=Blue Mage (FFXIV5E)} as this Elite Monster Link.", + "You can cast your elite monster link spell once without expending a spell slot. You must finish a long rest before you can do so again." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "page": 47, + "level": 16, + "entries": [ + "When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Elite Monster Link (9th Level)", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "level": 17, + "page": 47, + "entries": [ + "You have achieved yet another major breaktrough. Choose one {@filter 9th-level spell from the blue mage spell list|spells|level=9|class=Blue Mage (FFXIV5E)} as this Elite Monster Link.", + "You can cast your elite monster link spell once without expending a spell slot. You must finish a long rest before you can do so again." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "page": 47, + "level": 19, + "entries": [ + "When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Deep Azure", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "page": 47, + "level": 20, + "entries": [ + "At 20th level, you may exchange your monster links when you complete a short rest. Additionally, you can spend 1 minute of highly intensive meditation, regaining all of your expended expended spell slots from your Azure Lore feature. You must then finish a long rest to use Deep Azure again." + ] + }, + { + "name": "Spellcasting", + "source": "FFXIVBeforetheFall", + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "level": 1, + "page": 40, + "entries": [ + "As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. see {@book chapter 10|PHB|10} of the PHB for the general rules of spell casting and the end of this document for the {@filter Black Mage spell list|spells|class=Black Mage (FFXIV5E)}", + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "At 1st Level, you know three Cantrips of your choice from the Black Mage spell list. You learn additional Black Mage Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Black Mage table." + ] + }, + { + "name": "Spellbook", + "type": "entries", + "entries": [ + "At 1st level, you have a spellbook containing six 1st-level Black Mage spells of your choice.", + { + "type": "inset", + "name": "Your Spellbook", + "entries": [ + "The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil Wizards's chest, for example, or in a dusty tome in an ancient library", + { + "name": "Copying a Spell into the Book", + "type": "entries", + "entries": [ + "When You find a wizard spell of 1st level or higher, You can add it to your spellbook if it is of a level for which You have spell slots and if You can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the mage who wrote it. You must practice the spell until You understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.", + "For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components You expend as You experiment with the spell to master it, as well as the fine inks You need to record it. Once You have spent this time and money, You can prepare the spell just like your other spells." + ] + }, + { + "name": "Replacing the Book", + "type": "entries", + "entries": [ + "You can copy a spell from your own spellbook into another book-for example, if You want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since You understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If You lose your spellbook, You can use the same procedure to transcribe the spells that You have prepared into a new spellbook. Filling out the remainder of your spellbook requires You to find new spells to do so, as normal. For this reason, many mages keep backup spellbooks in a safe place." + ] + }, + { + "name": "The Book's Appearance", + "type": "entries", + "entries": [ + "Your spellbook is a unique compilation of spells, with its own decorative f10urishes and margin notes. It might be a plain, functionalleather volume that You received as a gift from your master, a finely bound gilt-edged tome You found in an ancient library, or even a loose collection of notes scrounged together." + ] + } + ] + } + ] + }, + { + "name": "Preparing and Casting Spells", + "type": "entries", + "entries": [ + "The Black Mage 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. You prepare the list of black mage spells that are available for you to cast.", + "To do so, choose a number of black mage spells from your spellbook equal to your Intelligence modifier + your black mage level (minimum of one spell). The spells must be of a level for which you have spell slots.", + "For example, if you're a 3rd-level black mage, you have four 1st-level and two 2nd-level spell slots. With an lntelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell {@spell magic missile}, you can cast it using a 1st-level or a 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 black mage spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list." + ] + }, + { + "name": "Spellcasting Ability", + "type": "entries", + "entries": [ + "Intelligence is your Spellcasting Ability for your Black Mage Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your Spellcasting Ability.", + "In addition, you use your Intelligence modifier when setting the saving throw DC for a Black Mage spell you cast and when making an Attack roll with one.", + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "int" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "int" + ] + } + ] + }, + { + "name": "Ritual Casting", + "type": "entries", + "entries": [ + "You can cast a black mage spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared." + ] + }, + { + "name": "Spellcasting Focus", + "type": "entries", + "entries": [ + "You can use a rod, cane, wand or other similar equipment as a Spellcasting focus for your Black Mage Spells." + ] + }, + { + "name": "Learning Spells of 1st Level and Higher", + "type": "entries", + "entries": [ + "Each time you gain a Black Mage level, you can add two Black Mage Spells of your choice to your Spellbook for free. Each of these Spells must be of a level for which you have Spell Slots, as shown on the Black Mage table. On your Adventures, you might find other Spells that you can add to your Spellbook (see \"Your Spellbook\")." + ] + } + ] + }, + { + "name": "Manafont", + "source": "FFXIVBeforetheFall", + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "level": 1, + "page": 41, + "entries": [ + "At 1st level, you have unlocked the secrets of storing magical energy in your body and utilizing it to assist your spell casting.", + { + "name": "Mana Points", + "type": "entries", + "entries": [ + "You have one Mana point, and you gain more as you reach higher levels, as shown in the Mana Points column of the Black Mage table. You can never have more mana points than shown on the table for your level. You regain all spent mana points when you finish a long rest." + ] + }, + { + "name": "Leylines", + "type": "entries", + "entries": [ + "WWhen you cast a spell, the residual mana from your spell temporarily creates a leyline, which can be manipulated with your manafont.", + "If you cast a spell last turn and have not moved or taken any other actions during your turn, you may spend a number of mana points equal to that spell's level to cast an evocation spell equal to or lower than that level without expending a spell slot. Your turn immediately ends after casting the spell. You can cast spells in this way no higher in level than 5th." + ] + } + ] + }, + { + "name": "Magical Discipline", + "source": "FFXIVBeforetheFall", + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "page": 42, + "level": 2, + "entries": [ + "At 2nd level, you choose the discipline you belong to as a Black Mage: Destroyer, Inflictor, or Void Soul, all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th and 14th level." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "page": 42, + "level": 4, + "entries": [ + "When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Magical Discipline Feature", + "source": "FFXIVBeforetheFall", + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "page": 42, + "level": 6, + "entries": [ + "You gain a feature granted by your Magical Discipline." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "page": 42, + "level": 8, + "entries": [ + "When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Magical Discipline Feature", + "source": "FFXIVBeforetheFall", + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "page": 42, + "level": 10, + "entries": [ + "You gain a feature granted by your Magical Discipline." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "page": 42, + "level": 12, + "entries": [ + "When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Magical Discipline Feature", + "source": "FFXIVBeforetheFall", + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "page": 36, + "level": 14, + "entries": [ + "You gain a feature granted by your Magical Discipline." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "page": 42, + "level": 16, + "entries": [ + "When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Surecaster", + "source": "FFXIVBeforetheFall", + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "page": 42, + "level": 18, + "entries": [ + "Beginning at the 18th level, as a bonus action, you may expend 5 mana points to achieve an impregnable state of mind. You pass all concentration checks automatically for the next 10 minutes." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "page": 42, + "level": 19, + "entries": [ + "When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Resonating Aether", + "source": "FFXIVBeforetheFall", + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "level": 20, + "page": 42, + "entries": [ + "Beginning at the 20th level, you regain half your missing mana points when you roll initiative." + ] + }, + { + "name": "Spellcasting", + "source": "FFXIVBeforetheFall", + "page": 35, + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "level": 1, + "entries": [ + "As a student of astrology, you can cast Astrologian spells. See {@book chapter 10|PHB|10} of the PHB for the general rules of spellcasting and the end of this document for the {@filter Astrologian spell list|spells|class=Astrologian (FFXIV5E)}", + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "At 1st level, you know three cantrips of your choice from the Astrologian spell list. You learn additional Astrologian cantrips of your choice at higher levels, as shown in the Cantrips Known column of the astrologian table." + ] + }, + { + "name": "Preparing and Casting Spells", + "type": "entries", + "entries": [ + "The Astrologian table shows how many spell slots you have to cast your Astrologian 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.", + "You prepare the list of Astrologian spells that are available for you to cast, choosing from the Astrologian spell list. When you do so, choose a number of Astrologian spells equal to your Wisdom modifier + your Astrologian level (minimum of one spell). The spells must be of a level for which you have spell slots.", + "For example, if you are a 3rd level Astrologian, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell {@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 Astrologian spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list." + ] + }, + { + "name": "Spellcasting Ability", + "type": "entries", + "entries": [ + "Wisdom is your spellcasting ability for your Astrologian spells. The power of your spells comes from your understanding of astrological powers. You use your Wisdom whenever an Astrologian spell refers to your spellcasing ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an Astrologian spell you cast and when making an attack roll with one.", + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "wis" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "wis" + ] + } + ] + }, + { + "name": "Ritual Casting", + "type": "entries", + "entries": [ + "You can cast an Astrologian spell as a ritual if that spell has the ritual tag and you have the spell prepared." + ] + }, + { + "name": "Spellcasting Focus", + "type": "entries", + "entries": [ + "You can use a star globe, planisphere or other similar tools as an arcane focus (found in {@book chapter 5|PHB} of the player's handbook) for your Astrologian spells." + ] + } + ] + }, + { + "name": "Draw", + "source": "FFXIVBeforetheFall", + "page": 35, + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "level": 1, + "entries": [ + "Beginning at the 1st level, as an action you are able to draw a card from your deck of sixty and empower an ally according to the drawn card.", + "Roll {@dice 1d6}, the number shown corresponds to the drawn card. Once drawn, you may apply the empowering effect to yourself or another creature within 30ft. that you can see. The card releases the energy within and the card returns to the deck.", + "The effect of the boon lasts for a number of rounds equal to your Wisdom ability modifier with a minimum of 1 round. You must use temporary resources within this time otherwise they are lost. A creature may only have one Draw effect affecting them at a time. A new effect replaces the old effect.", + "The Available Draws column of the astrologian table shows the number of times you can draw cards for your astrologian level. You regain all of your expended uses of draw when you finish a long rest.", + { + "type": "table", + "caption": "Draw Effects", + "colLabels": [ + "Card Drawn", + "Die Result", + "Card Effect" + ], + "colStyles": [ + "col-2 text-center", + "col-2 text-center", + "col-8 text-center" + ], + "rows": [ + [ + "The Balance", + "1", + "Bonus {@dice 1d6} damage on all damage effects. This increases to {@dice 2d6} at the 5th level, {@dice 3d6} at the 11th level and {@dice 4d6} at the 17th level." + ], + [ + "The Bole", + "2", + "All damage you take is reduced by {@dice 1d6}. This increases to {@dice 2d6} at the 5th level, {@dice 3d6} at the 11th level and {@dice 4d6} at the 17th level." + ], + [ + "The Arrow", + "3", + "You gain one extra attack when you take the {@action Attack|PHB} action." + ], + [ + "The Spear", + "4", + "Your attack rolls crit on a 19 or 20 die result." + ], + [ + "The Ewer", + "5", + "Temporarily restores one level 1 or 2 spell slot. May be used for level 3 spell slots beginning at the 11th level and level 4 spell slots at the 17th level." + ], + [ + "The Spire", + "6", + "Temporarily restores 1, non-spell slot resource to an ally. This increases to 2 resources at the 5th level, 3 resources at the 11th level and 4 resources at the 17th level." + ] + ] + }, + { + "type": "inset", + "entries": [ + "*The resources included in this effect includes class resources like the Monk's Ki Points and the Fighter's maneuver dice. This does not include abilities which do not use a resource such as a Cleric's Channel Divinity or a Fighter's Action Surge. There must be an expended resource. Ask your DM their consideration of what counts as a resource." + ] + } + ] + }, + { + "name": "Sect Study Focus", + "source": "FFXIVBeforetheFall", + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "page": 35, + "level": 2, + "entries": [ + "At 2nd level, you choose a sect to study as an Astrologian: Diurnal Sect, Nocturnal Sect or Fortuneteller, all detailed at the end of the class description. Your archetype choice grants you featrues at the 2nd, 6th, 10th and 14th level." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "page": 36, + "level": 4, + "entries": [ + "When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Shuffle", + "source": "FFXIVBeforetheFall", + "page": 36, + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "level": 5, + "entries": [ + "Beginning at the 5th level, when you use the Draw feature, as a bonus action you may reroll the result of the {@dice d6} before applying its effect. You may only use the new result." + ] + }, + { + "name": "Sect Study Feature", + "source": "FFXIVBeforetheFall", + "page": 35, + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "level": 6, + "entries": [ + "You gain a feature granted by your Sect Study." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "page": 36, + "level": 8, + "entries": [ + "When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Sect Study Feature", + "source": "FFXIVBeforetheFall", + "page": 35, + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "level": 10, + "entries": [ + "You gain a feature granted by your Sect Study." + ] + }, + { + "name": "Spread", + "source": "FFXIVBeforetheFall", + "page": 36, + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "level": 11, + "entries": [ + "Beginning at the 11th level, when you use the Draw feature, as a bonus action you may set a drawn card aside for later use, adding it to your spread. You may have a number of cards on your spread equal to your Wisdom modifier.", + "On your turn, as a bonus action you may play any card from your spread. The cards in your spread lose their power when you complete a long rest." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "page": 36, + "level": 12, + "entries": [ + "When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Sect Study Feature", + "source": "FFXIVBeforetheFall", + "page": 35, + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "level": 14, + "entries": [ + "You gain a feature granted by your Sect Study." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "page": 36, + "level": 16, + "entries": [ + "When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Double Draw", + "source": "FFXIVBeforetheFall", + "page": 36, + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "level": 17, + "entries": [ + "Beginning at the 17th level, when you use the Draw action, you may draw and use two cards. Each card consumes an available draw. As a bonus action you may place one or both cards into your spread." + ] + }, + { + "name": "Time Dilation", + "source": "FFXIVBeforetheFall", + "page": 36, + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "level": 18, + "entries": [ + "Beginning at the 18th level, as an action, you may expend an available Draw to reapply a Draw effect on a creature within Draw range." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "page": 36, + "level": 19, + "entries": [ + "When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "The Deck of Sixty", + "source": "FFXIVBeforetheFall", + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "page": 36, + "level": 20, + "entries": [ + "Beginning at the 20th level, when you roll initiative you recover a number of available draws equal to your Wisdom modifier." + ] + }, + { + "name": "Spellcasting", + "source": "FFXIVBeforetheFall", + "page": 28, + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "level": 1, + "entries": [ + "Level requirement and general description. See the {@book chapter 10|PHB|10} of the PHB for the general rules of spellcasting and end of this document for the {@filter Arcanist spell list|spells|class=Arcanist (FFXIV5E)}", + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "At 1st level, you know 3 cantrips of your choice from the arcanist spell list. You learn additional arcanist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the arcanist table." + ] + }, + { + "type": "entries", + "name": "Spellbook", + "entries": [ + "At 1st level, you have a spellbook containing six 1st level {@filter arcanist spells|spells|class=Arcanist (FFXIV5E)} of your choice. Your spellbook is the repository of the arcanist spells you know, except your cantrips, which are fixed in your mind." + ] + }, + { + "type": "inset", + "name": "Your Spellbook", + "entries": [ + "The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizards's chest, for example, or in a dusty tome in an ancient library", + { + "type": "entries", + "name": "Copying a Spell into the Book", + "entries": [ + "When you find an arcanist spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.", + "Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the person who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.", + "For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells." + ] + }, + { + "name": "Replacing the Book", + "type": "entries", + "entries": [ + "You can copy a spell from your own spellbook into another book. For example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many mages keep backup spellbooks in a safe place." + ] + }, + { + "name": "The Book's Appearance", + "type": "entries", + "entries": [ + "Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that You received as a gift from your master, a finely bound gold-edged tome you found in an ancient library, or even a loose collection of notes scrounged together." + ] + } + ] + }, + { + "name": "Preparing and Casting Spells", + "type": "entries", + "entries": [ + "The Arcanist 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. You prepare the list of arcanist spells that are available for you to cast.", + "To do so, choose a number of arcanist spells from your spellbook equal to your Intelligence modifier + your arcanist level (minimum of one spell). The spells must be of a level for which you have spell slots.", + "For example, if you're a 3rd-level arcanist, you have four 1st-level and two 2nd-level spell slots. With an lntelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell {@spell magic missile}, you can cast it using a 1st-level or a 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 arcanist spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list." + ] + }, + { + "name": "Spellcasting Ability", + "type": "entries", + "entries": [ + "Intelligence is your spellcasting ability for your Arcanist spells. You use your Intelligence whenever a spell refers to your spellcasting ability", + "In addition, you use your Intelligence modifier when setting the saving throw DC for a Arcanist 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": "Ritual Casting", + "entries": [ + "You can cast any Arcanist spell you know as a ritual if that spell has the ritual tag." + ] + }, + { + "name": "Spellcasting Focus", + "type": "entries", + "entries": [ + "You can use a magical grimoire, tome or other similar equipment as an arcane focus (found in chapter 5 of the player's handbook) for your Arcanist spells." + ] + }, + { + "name": "Learning Spells of 1st Level and Higher", + "type": "entries", + "entries": [ + "Each time you gain an Arcanist level, you can add two Arcanist Spells of your choice to your Spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Arcanist table. On your adventures, you might find other spells you can add to your spellbook (see \"Your Spellbook\")." + ] + } + ] + }, + { + "name": "Tactics", + "source": "FFXIVBeforetheFall", + "page": 29, + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "level": 1, + "entries": [ + "Beginning at the 1st level, you have developed a head for tactics during battle. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.", + "You learn your first tactic at 1st level from the following list. You learn additional tactics at the 2nd, 6th, 10th and 14th level. Some tactics may require you be at least a certain level or have taken a specific specialization. When you level up you may exchange one of your known tactics for another.", + { + "type": "entries", + "entries": [ + { + "type": "options", + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Advantageous|FFXIVBeforetheFall" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Aetherial Barrier|FFXIVBeforetheFall" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Blessing of Nym|FFXIVBeforetheFall", + "name": "Blessing of Nym (Scholar only)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Bombarding|FFXIVBeforetheFall", + "name": "Bombarding (Tactician only)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Castle|FFXIVBeforetheFall", + "name": "Castle (10th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Carbuncle Bind|FFXIVBeforetheFall", + "name": "Carbuncle Bind (Tactician only)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Carbuncle Shine|FFXIVBeforetheFall", + "name": "Carbuncle Shine (Tactician only)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Deployment Tactics|FFXIVBeforetheFall", + "name": "Deployment Tactics (Tactician only)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Devotion|FFXIVBeforetheFall", + "name": "Devotion (Summoner only, 10th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Elemental Attunement|FFXIVBeforetheFall", + "name": "Elemental Attunement (Summoner only)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Emergency Tactics|FFXIVBeforetheFall", + "name": "Emergency Tactics (Scholar only, 10th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Excogitation|FFXIVBeforetheFall", + "name": "Excogitation (Scholar only)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "False Fear|FFXIVBeforetheFall", + "name": "False Fear (Tactician only, 6th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Logistics Preparation|FFXIVBeforetheFall" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Nymian Preparation|FFXIVBeforetheFall", + "name": "Nymian Preparation (Scholar only, 6th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Plan of Attack|FFXIVBeforetheFall" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Quick Summoning|FFXIVBeforetheFall", + "name": "Quick Summoning (14th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Rouse|FFXIVBeforetheFall" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Spreading Strike|FFXIVBeforetheFall", + "name": "Spreading Strike (6th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Spur|FFXIVBeforetheFall", + "name": "Spur (Summoner only)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Switching Step|FFXIVBeforetheFall", + "name": "Switching Step (6th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Tactical Position|FFXIVBeforetheFall", + "name": "Tactical Position (Tactician only)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Tri-bind|FFXIVBeforetheFall", + "name": "Tri-bind (Summoner only, 6th Level Required)" + } + ] + } + ] + } + ] + }, + { + "name": "Aetherial Ally", + "source": "FFXIVBeforetheFall", + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "page": 31, + "level": 2, + "entries": [ + "Beginning at 2nd level you learn to summon an aetherial creature to assist you in battle. The creature is friendly to you and your companions and obeys your commands. Depending on your selected archetype you are able to summon specific creatures. Tacticians are able to summon carbuncles, summoners are able to summon Egis and nymian scholars are able to summon Eos or Selene. Select the relevant stat block when summoning your aetherial ally. These summons use your proficiency bonus (PB) in several places. Descriptions of your aetherial allies can be found alongside the provided stat blocks at the end of the class description.", + "In combat, your aetherial ally acts during 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 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. You can also sacrifice one of your attacks when you take the {@action Attack} action to command the beast to take the {@action Attack} action. If you are {@condition incapacitated}, the beast can take any action of its choice, not just {@action Dodge}.", + "If your aetherial ally is reduced to 0 hit points, its body dissipates into a fog of magical energy which remains intact for one minute. You can use your action to touch it and expend a spell slot of 1st level or higher. Aetherial ally's body returns to life after 1 minute with all its hit points restored.", + "You summon your aetherial ally when you complete a long rest. At this time you can summon a different aetherial ally. The new summon appears in an unoccupied space within 5 feet of you, and you choose its stat block. If you already have an aetherial ally from this feature, it vanishes when the new summon appears. The summon also vanishes if you die.", + { + "type": "inset", + "name": "Arcanist Summons", + "entries": [ + "Information about your available summons can be found {@filter here|bestiary|source=FFXIVBeforetheFall|search=Arcanist Summons}" + ] + } + ] + }, + { + "name": "Arcanist Specialization", + "source": "FFXIVBeforetheFall", + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "page": 31, + "level": 2, + "entries": [ + "At 2nd level, you choose a specialization to focus on as an Arcanist: Tactician, Summoner or Nymian Scholar, all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th and 14th level." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "page": 31, + "level": 4, + "entries": [ + "When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Arcanist Specialization Feature", + "source": "FFXIVBeforetheFall", + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "page": 31, + "level": 6, + "entries": [ + "At 6th level, you gain a feature granted by your Specialization." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "page": 31, + "level": 8, + "entries": [ + "When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Arcanist Specialization Feature", + "source": "FFXIVBeforetheFall", + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "page": 31, + "level": 10, + "entries": [ + "At 10th level, you gain a feature granted by your Specialization." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "page": 31, + "level": 12, + "entries": [ + "When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Arcanist Specialization Feature", + "source": "FFXIVBeforetheFall", + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "page": 31, + "level": 14, + "entries": [ + "At 10th level, you gain a feature granted by your Specialization." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "page": 31, + "level": 16, + "entries": [ + "When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Grand Design", + "source": "FFXIVBeforetheFall", + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "page": 31, + "level": 18, + "entries": [ + "Beginning at 18th level, the maximum number of tactics you may use before a rest increases by 2." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIVBeforetheFall", + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "page": 31, + "level": 19, + "entries": [ + "When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "According to Plan", + "source": "FFXIVBeforetheFall", + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "page": 31, + "level": 20, + "entries": [ + "Beginning at the 20th level, you recover half of your expended tactics uses when you roll for initiative." + ] + } + ], + "subclassFeature": [ + { + "name": "Death's Blade", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Death's Blade", + "page": 87, + "level": 3, + "entries": [ + "Reapers who decide to focus on their skill with the scythe come to be known as Death's Blades. These specialized fighters spend most of their time focused on their procifiency in martial combat, using their voidsent partner to augment their natural fighting abilities.", + { + "type": "refSubclassFeature", + "subclassFeature": "Reaper Art: Wicked Strike|Reaper|FFXIVBeforetheFall|Death's Blade|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Reaper Art: Wicked Strike", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Death's Blade", + "page": 87, + "level": 3, + "header": 1, + "entries": [ + "Beginning at the 3rd level, when you hit a creature with a melee weapon attack, you can expend one Reaper spell slot to deal empower your swing, striking all creatures within 5ft. of the original target. All affected creatures must make a Dexterity saving throw aginst your Reaper spell save DC. On a failure a creature takes {@dice 2d6} necrotic damage and half as much on a success. This damage increases by {@dice 1d6} for each spell above 1st.", + "While you are acting as a host for your Void Avatar, instead of all creatures within 5ft. of the original target, the range is increased to a 15ft. cone originating from the original target creature." + ] + }, + { + "name": "Wraith Walk", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Death's Blade", + "page": 87, + "level": 7, + "header": 2, + "entries": [ + "Beginning at the 7th level, you may spend a spell slot of 1st level or higher to gain the effects of hovering and increase your base speed by 5ft. for 1 minute. For each spell slot above 1st, your movement speed increases by an additional 5ft." + ] + }, + { + "name": "Reaper's Rend", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Death's Blade", + "page": 87, + "level": 11, + "header": 2, + "entries": [ + "Beginning at the 11th, while you are hosting your {@creature void avatar|FFXIVBeforetheFall}, as a bonus action you may order the avatar to make an attack." + ] + }, + { + "name": "Hands of Death", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Death's Blade", + "page": 87, + "level": 15, + "header": 2, + "entries": [ + "Beginning at the 15th level, while you are hosting your {@creature void avatar|FFXIVBeforetheFall}, necrotic energies swirl around your weapon, increasing the range of your melee weapon attacks by 5ft. Additionally, other creatures provoke an opportunity attack from you when they enter the reach you have with your weapon." + ] + }, + { + "name": "Grim Keeper", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Grim Keeper", + "page": 87, + "level": 3, + "entries": [ + "Reapers who work in tandem with their voidsent ally are known as Grim Keepers. Acting as partners in crime, the Grim Keeper guides the voidsent through the world of the living and directing their wrath to the proper targets.", + { + "type": "refSubclassFeature", + "subclassFeature": "Shared Presence|Reaper|FFXIVBeforetheFall|Grim Keeper|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Shared Presence", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Grim Keeper", + "page": 87, + "level": 3, + "header": 1, + "entries": [ + "Beginning at the 3rd level, when you cast a spell you may cast the spell as if you were standing where your avatar is. Spells which use you as their point of origin may instead use your avatar as the point of origin. These spells do not cause damage to your avatar. You can use this feature three times. You regain expended uses of this feature when you finish a long rest." + ] + }, + { + "name": "Death Perception", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Grim Keeper", + "page": 87, + "level": 7, + "header": 2, + "entries": [ + "Beginning at the 7th level, while your {@creature void avatar|FFXIVBeforetheFall} is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your avatar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the avatar has. During this time, you are {@condition deafened|phb|deaf} and {@condition blinded|phb|blind} with regard to your own senses." + ] + }, + { + "name": "Ravenous Rending", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Grim Keeper", + "page": 87, + "level": 11, + "header": 2, + "entries": [ + "Beginning at the 11th, your void avatar can make two attacks when you command it to use the {@dice Attack} action." + ] + }, + { + "name": "Reaper Art: Void Guardian", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Grim Keeper", + "page": 87, + "level": 15, + "header": 2, + "entries": [ + "Beginning at the 15th level, as an action, you imbue the {@creature void avatar|FFXIVBeforetheFall} with immense necrotic energy. Any creature hostile to you that moves to a space within 10 feet of the Avatar for the first time on a turn must succeeed on a Dexterity saving throw against your Reaper spell save DC. The creature takes 20 necrotic damage on a failed save, or half as much damage on a successful one. The energy fades when it has dealt a total of 60 damage.", + "You may do this a number of times equal to half your proficiency bonus, rounded down. Uses of this feature recover when you complete a long rest." + ] + }, + { + "name": "Doomsinger", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Doomsinger", + "page": 88, + "level": 3, + "entries": [ + "Speaking in long forgotten tongues accessing forbidden techniques, Doomsingers use the souls of the recently deceased to fuel their spells and continue the mayhem they sought to create. Doomsingers have leaned more heavily into the magical arts, defending themselves with powerful spells instead of brutish weapons.", + { + "type": "refSubclassFeature", + "subclassFeature": "Reaper Art: Sonnet of Souls|Reaper|FFXIVBeforetheFall|Doomsinger|FFXIVBeforetheFall|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Cantrip|Reaper|FFXIVBeforetheFall|Doomsinger|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Reaper Art: Sonnet of Souls", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Doomsinger", + "page": 88, + "level": 3, + "header": 1, + "entries": [ + "Beginning at the 3rd level, when a hostile creature dies within 30ft. of you, you capture its life essence in your momento. You are able to hold a number of souls in your momento equal to your proficiency bonus. When you complete a long rest, the souls in your momento dissipate. You may cast a Reaper spell by spending a number of souls equal to twice the level of the spell you are casting.", + "While you are hosting your void avatar, the range of soul capture is increased to 60ft." + ] + }, + { + "name": "Bonus Cantrip", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Doomsinger", + "page": 88, + "level": 3, + "header": 1, + "entries": [ + "Also beginning at the 3rd level, you know the {@spell toll the dead|XGE} cantrip." + ] + }, + { + "name": "Keeper of Shadowy Secrets", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Doomsinger", + "page": 88, + "level": 7, + "header": 2, + "entries": [ + "Beginning at the 6th level, choose a skill from the following: {@skill Arcana}, {@skill History}, {@skill Insight}, {@skill Medicine} or {@skill Religion}. You gain proficiency in that skill. If you are already proficient, you gain expertise in that skill." + ] + }, + { + "name": "Twisting Fate", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Doomsinger", + "page": 88, + "level": 11, + "header": 2, + "entries": [ + "Beginning at the 11th level, while you are hosting your avatar, as a bonus action you may spend 2 souls to attempt to curse a creature within 30ft. of you. The target creature makes a Charisma saving throw against your Reaper spell save DC. On a failure, the next saving throw that creature makes has a penalty equal to your proficiency bonus." + ] + }, + { + "name": "Reaper Art: Elusive Death", + "source": "FFXIVBeforetheFall", + "className": "Reaper", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Doomsinger", + "page": 88, + "level": 15, + "header": 2, + "entries": [ + "Beginning at the 15th level, when you are hit with a melee weapon attack, as a reaction, you may spend 1 soul and become briefly surrounded in a shadowy mist and teleport up to 30 feet to an unoccupied space that you can see.", + "While you are hosting your void avatar, you do not need to spend a soul to use this feature." + ] + }, + { + "name": "Savant", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Savant", + "page": 4, + "level": 2, + "entries": [ + "The best defense is a good offense is the tactical approach of savants. Making use of their Nouliths, the savant provides remote controlled artillery support for their allies, able to safely blast foes with aether from afar. Be it raining aether from above in a magical hell fire, or precisely chasing down targets that are taking cover, once a Savant sets their eyes on a target there is little to be done to escape their magical wrath.", + { + "type": "refSubclassFeature", + "subclassFeature": "Prismatic Destruction|Sage|FFXIVBeforetheFall|Savant|FFXIVBeforetheFall|2|FFXIVBeforetheFall" + } + ] + }, + { + "name": "Prismatic Destruction", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Savant", + "page": 4, + "level": 2, + "header": 1, + "entries": [ + "Beginning at the 2nd level, you have developed a new offensive technique with your Noulith. As an action you may order each Noulith to release a 15ft. cone of raw magical energy. All creatures in the affected area make a Dexterity save against your spell save DC, taking {@dice 2d8} force damage on a failure and half as much on a success. Each cone is calculated separately.", + "You may do this a number of times equal to your proficiency bonus. You must complete a long rest before you can use Prismatic Destruction again." + ] + }, + { + "name": "Aetheric Intensity", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Savant", + "page": 4, + "level": 6, + "header": 2, + "entries": [ + "Beginning at the 6th level, when you use the Aether Shot feature, you add your Intelligence modifier to damage rolls." + ] + }, + { + "name": "Sundering Shots", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Savant", + "page": 4, + "level": 10, + "header": 2, + "entries": [ + "Beginning at the 10th, your Aether Shots destabilize target's defenses. When you hit a creature with Aether Shot, your next Aether shot scores a crit on a 19 or 20, each subsequent hit lowering the critical hit threshold, until the end of your turn. This critical hit range change reverts if you land a critical hit." + ] + }, + { + "name": "Overcharge: Indignation", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Savant", + "page": 4, + "level": 14, + "header": 2, + "entries": [ + "Beginning at the 14th level, as a bonus action you may use the Aether Shot. You may only use Aether Shot once in this way. You must complete a long rest before you can use Overcharge: Indignation again." + ] + }, + { + "name": "Erudite", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Erudite", + "page": 4, + "level": 2, + "entries": [ + "Erudites have focused on how to defend their homes and allies via aetheric barriers and healing to provide much needed solace during the heat of battle. They approach battle as a game of chess, minimizing loss and damage so that their allies can work as efficiently. Having an Erudite at your back is to know true safety in the face of danger.", + { + "type": "refSubclassFeature", + "subclassFeature": "Guardian Shard|Sage|FFXIVBeforetheFall|Erudite|FFXIVBeforetheFall|2|FFXIVBeforetheFall" + } + ] + }, + { + "name": "Guardian Shard", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Erudite", + "page": 4, + "level": 2, + "header": 1, + "entries": [ + "Beginning at the 2nd level, as a bonus action you can order any number of your Nouliths to guard an allies within its flight range. As a bonus action you may remove any number of Nouliths from allies.", + "While equipped to an ally, you may cast touch spells through the Noulith, as though you were standing beside the creature.", + "Additionally, as a reaction to the equipped creature being targeted by an attack, you may use your reaction to create a temporary barrier, increasing the creature's AC by a number equal to your Intelligence modifier. You may do this a number of times equal to your proficiency bonus. You must complete a long rest before you can use Guardian Shard again." + ] + }, + { + "name": "Aether Wall", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Erudite", + "page": 4, + "level": 6, + "header": 2, + "entries": [ + "Beginning at the 6th level, as an action, you can link two Nouliths within a 10ft. radius of each other. This link creates a wall of force between them that is 10ft. wide and 10ft. tall. A creature that attempts to push through the wall must make a Strength ({@skill Athletics}) check contested by your spell save DC. This wall is translucent allowing creatures to see through it without difficulty. The aether wall provides three-quarters cover when calculating ranged attacks and spells that pass through the wall.", + "It is possible to link multiple nouliths together to enclose a creature. When you use your action to create a wall between two nouliths, if there is a third noulith within a 10ft. radius circle of either end of the wall, you may connect them in the same way. The additional wall may not pass through the creature. A creature who is enclosed within an Aether Wall has disadvantage on their Strength ({@skill Athletics}) check to push through the barrier.", + "These walls are strong enough to support the weight of someone standing on them, and may provide footholds made of aether when aligned horizontally.", + "As a bonus action, you may disassemble any number of Aether Walls created by you." + ] + }, + { + "name": "Aetheric Armour", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Erudite", + "page": 4, + "level": 10, + "header": 2, + "entries": [ + "Beginning at the 10th level, when you protect a creature with your Guardian Shard feature, they gain temporary hit points equal to your Intelligence modifier." + ] + }, + { + "name": "Overcharge: Impenetrable", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Erudite", + "page": 4, + "level": 14, + "header": 2, + "entries": [ + "Beginning at the 14th level, as an action, you can amplify your protective ward for a creature equipped with a Noulith within 30ft. of you. You supercharge the Noulith, coating the creature in an aetheric shell. For a number of rounds equal to your Intelligence modifier, the creature gains a damage threshold equal to 5 + your Intelligence modifier + your proficiency bonus.", + "When the creature is damaged, if the damage does not meet or exceed the damage threshold they do not take any damage from the attack.", + "You can hyper focus a creature's armour once. You must complete a long rest before you can use Impenetrable again." + ] + }, + { + "name": "Philosopher", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Philosopher", + "page": 4, + "level": 2, + "entries": [ + "While others focus on their new developments and their various applications, the Philosopher sees nouliths for what they are, tools to assist spell casting. As this is the case to them, philosophers prefer to stick to traditional methods of spell casting to do much of their heavy lifting, making use of nouliths to draw aether from their foes and fueling their own spell casting with it. Their focus on spell casting has provided them with the ability to manipulate their spells, setting them heads and shoulders above their fellow sages in this field.", + { + "type": "refSubclassFeature", + "subclassFeature": "Aetheric Siphon|Sage|FFXIVBeforetheFall|Philosopher|FFXIVBeforetheFall|2|FFXIVBeforetheFall" + } + ] + }, + { + "name": "Aetheric Siphon", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Philosopher", + "page": 4, + "level": 2, + "header": 1, + "entries": [ + "Beginning at the 2nd level, when you use the Aether Shot feature and hit a target creature, your Noulith draws aether from the target for your use as a Noulith charge. These charges remain available to you for 1 hour, dissipating after 1 hour.", + "As a bonus action, you can transform Noulith charges into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of Creating a Spell slot of a given level. You can create Spell Slots no higher in level than 3rd.", + "Any spell slot you create with this feature vanishes when you finish a Long Rest. You are able to create a number of spells whose cumulative spell level is equal to your Sage level. You must complete a Long Rest before you can create spell slots again.", + { + "type": "table", + "caption": "Creating Spell Slots", + "colLabels": [ + "Spell Slot Level", + "Noulith Charges Cost" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + 1, + 3 + ], + [ + 2, + 5 + ], + [ + 3, + 7 + ], + [ + 4, + 9 + ], + [ + 5, + 11 + ] + ] + } + ] + }, + { + "name": "Aetheric Adaptation", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Philosopher", + "page": 5, + "level": 6, + "header": 2, + "entries": [ + "Beginning at the 6th level, you've learned to modify your spells using the aether you gather from your Nouliths.", + "You gain two of the following Aetheric Adaptation Options of your choice. You gain another one at 10th and 14th level.", + "You can use only one Aetheric Adaptation option on a spell when you cast it, unless otherwise noted.", + "You can only use a number of Aetheric Adaptations equal to your proficiency modifier. You must complete a short rest before you can use Aetheric Adaptation again.", + { + "type": "options", + "count": 2, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Careful Spell|FFXIVBeforetheFall" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Empowered Spell|FFXIVBeforetheFall" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Extended Spell|FFXIVBeforetheFall" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Heightened Spell|FFXIVBeforetheFall" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Noulithic Casting|FFXIVBeforetheFall" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Quickened Spell|FFXIVBeforetheFall" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Subtle Spell|FFXIVBeforetheFall" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Twinned Spell|FFXIVBeforetheFall" + } + ] + } + ] + }, + { + "name": "Efficient Absorption", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Philosopher", + "page": 5, + "level": 10, + "header": 2, + "entries": [ + "Beginning at the 10th level, you siphon aether far more efficiently. You gain 2 Noulith charges when you use the Aether Shot feature." + ] + }, + { + "name": "Overcharge: Aetherial Drain", + "source": "FFXIVBeforetheFall", + "className": "Sage", + "classSource": "FFXIVBeforetheFall", + "subclassSource": "FFXIVBeforetheFall", + "subclassShortName": "Philosopher", + "page": 5, + "level": 14, + "header": 2, + "entries": [ + "Beginning at the 14th level, as a bonus action, you forcefully draw Noulith charges from the aether of the world itself. You gain 3 Noulith charges for each active Noulith you control.", + "You may only do this once. You must complete a long rest before you can use Overcharge: Aetherial Drain again." + ] + }, + { + "name": "Elementalist", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Elementalist", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "page": 96, + "entries": [ + "White Mages who choose to focus on manipulating the elements around them come to be known as elementalists. They are able to work very closely with the elementals living across the land to borrow their strength and knowledge, turning the world itself into an ally.", + { + "type": "refSubclassFeature", + "subclassFeature": "Expanded Spell List|White Mage|FFXIVBeforetheFall|Elementalist|FFXIVBeforetheFall|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Elemental Blessing|White Mage|FFXIVBeforetheFall|Elementalist|FFXIVBeforetheFall|2" + } + ] + }, + { + "name": "Expanded Spell List", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Elementalist", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "page": 96, + "header": 1, + "entries": [ + "{@i 2nd-level Elementalist feature}", + "Your specialization as an Elementalist lets you choose from an expanded spell list when you learn a white mage spell. The following spells are added to the white mage spell list for you.", + { + "type": "table", + "caption": "Expanded Spell List", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell earth tremor|XGE}, {@spell thunderwave}" + ], + [ + "2nd", + "{@spell earthbind|XGE}, {@spell Maximilian's earthen grasp|XGE}" + ], + [ + "3rd", + "{@spell erupting earth|XGE}, {@spell Melf's minute meteors|XGE}" + ], + [ + "4th", + "{@spell stoneskin}, {@spell watery sphere|XGE}" + ], + [ + "5th", + "{@spell conjure elemental}, {@spell control winds|XGE}" + ] + ] + } + ] + }, + { + "name": "Elemental Blessing", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Elementalist", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "page": 96, + "header": 1, + "entries": [ + "{@i 2nd-level Elementalist feature}", + "Beginning at the 2nd level, as an action you may expend Confession charges to bless a weapon within 30ft. of you that you can see with elemental power for a number of rounds equal to your Wisdom modifier. The number of charges you spend increase the effectiveness of your blessing.", + { + "type": "table", + "caption": "Elemental Blessing Effect", + "colLabels": [ + "Chargest Spent", + "Effect" + ], + "colStyles": [ + "col-2 text-center", + "col-10 text-center" + ], + "rows": [ + [ + 1, + "The damage type of the weapon changes to cold, radiant or thunder." + ], + [ + 2, + "The weapon gains a +1 bonus on attack rolls." + ], + [ + 3, + "The weapon's damage rolls deal bonus damage equal to your proficiency bonus." + ] + ] + } + ] + }, + { + "name": "Eyes of the Elementals", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Elementalist", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "page": 96, + "header": 2, + "entries": [ + "{@i 6th-level Elementalist feature}", + "Beginning at the 6th level, you may commune with the elementals in the surrounding area. You gain a mental map of an area of 2 mile radius centered on you. You must spend 15 minutes meditating while elementals share this information about the surrounding area with you. You may only commune with the elementals in this way once, your ability to do so refreshing after a long rest.", + "Also, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet." + ] + }, + { + "name": "Elemental Armour", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Elementalist", + "subclassSource": "FFXIVBeforetheFall", + "level": 10, + "page": 96, + "header": 2, + "entries": [ + "{@i 10th-level Elementalist feature}", + "Beginning at the 10th level, as an action, you may spend 1 Confession charge to grant a creature you touch the elementals' protection. The creature gains resistance to one of the following elements: cold, radiant or thunder for a number of rounds equal to your Wisdom modifier." + ] + }, + { + "name": "Aetherial Conjuration", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Elementalist", + "subclassSource": "FFXIVBeforetheFall", + "level": 14, + "page": 96, + "header": 2, + "entries": [ + "{@i 14th-level Elementalist feature}", + "Beginning at the 14th level, as a bonus action you may spend a number of Confession charges to borrow power from the elementals to cast a spell. You may cast a spell whose level is equal to half the number of Confession charges spent (rounded up)." + ] + }, + { + "name": "Spirit Master", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Spirit Master", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "page": 97, + "entries": [ + "A Spirit Master is a White Mage who has focused their efforts into becoming master healers. They are steadfast allies who provide a great deal of support to those around them. Drawing power from the land and the spirits who inhabit it, a Spirit Master is able to unleash incredibly potent healing and support spells. They have taken on the role to soothe the wounds of those who protect the world and those who need protecting.", + { + "type": "refSubclassFeature", + "subclassFeature": "Expanded Spell List|White Mage|FFXIVBeforetheFall|Spirit Master|FFXIVBeforetheFall|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Soothe Sayer|White Mage|FFXIVBeforetheFall|Spirit Master|FFXIVBeforetheFall|2" + } + ] + }, + { + "name": "Expanded Spell List", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Spirit Master", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "page": 97, + "header": 1, + "entries": [ + "{@i 2nd-level Spirit Master feature}", + "Your specialization as a spirit master lets you choose from an expanded list of spells when you learn a white mage spell. The following spells are added to the white mage spell list for you.", + { + "type": "table", + "caption": "Expanded Spell List", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell heroism}, {@spell sanctuary}" + ], + [ + "2nd", + "{@spell enhance ability}, {@spell protection from poison}" + ], + [ + "3rd", + "{@spell beacon of hope}, {@spell revivify}" + ], + [ + "4th", + "{@spell regen|FFXIVBeforetheFall}, {@spell tetragrammaton|FFXIVBeforetheFall}" + ], + [ + "5th", + "{@spell assize|FFXIVBeforetheFall}, {@spell asylum|FFXIVBeforetheFall}" + ] + ] + } + ] + }, + { + "name": "Soothe Sayer", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Spirit Master", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "page": 97, + "header": 1, + "entries": [ + "{@i 2nd-level Spirit Master feature}", + "Also beginning at the 2nd level, your healing spells are more effective. Whenever you cast a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your proficiency bonus + the spell's level." + ] + }, + { + "name": "Medicine Master", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Spirit Master", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "page": 97, + "header": 2, + "entries": [ + "{@i 6th-level Spirit Master feature}", + "Beginning at the 6th level, you gain proficiency in the {@skill Medicine} skill. You have advantage on Wisdom ({@skill Medicine}) checks to stabilize creatures and when diagnosing diseases." + ] + }, + { + "name": "Clerical Smite", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Spirit Master", + "subclassSource": "FFXIVBeforetheFall", + "level": 10, + "page": 97, + "header": 2, + "entries": [ + "{@i 10th-level Spirit Master feature}", + "Beginning at the 10th level, when you cast a healing spell you may spend a Confession charge to weaponize the spell, dealing radiant damage instead of healing. The spell must require a die role to be used in this way. The bonus healing that would be applied from Soothe Sayer is applied as bonus damage.", + "Targeted creatures make a Wisdom saving throw against your Spell Save DC, taking the spell's healing as damage on a failure and half as much on a success." + ] + }, + { + "name": "Touch of the Padjal", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Spirit Master", + "subclassSource": "FFXIVBeforetheFall", + "level": 14, + "page": 97, + "header": 2, + "entries": [ + "{@i 14th-level Spirit Master feature}", + "Beginning at the 14th level, as a bonus action you may spend a Confession charge. When you cast your next spell which restores hit points, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12." + ] + }, + { + "name": "Ampdapori", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Ampdapori", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "page": 97, + "entries": [ + "Some White Mages focus on the role of repelling those who do not belong in the world from it, relying on light and holy magic to drive the undead and fiends from the world through destruction. An Ampdapori White Mage has taken up arms for this very purpose, using a mix of healing magic and holy magic to smite out blasphemous creatures from the land.", + { + "type": "refSubclassFeature", + "subclassFeature": "Expanded Spell List|White Mage|FFXIVBeforetheFall|Ampdapori|FFXIVBeforetheFall|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Afflatus Misery|White Mage|FFXIVBeforetheFall|Ampdapori|FFXIVBeforetheFall|2" + } + ] + }, + { + "name": "Expanded Spell List", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Ampdapori", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "page": 96, + "header": 1, + "entries": [ + "{@i 2nd-level Ampdapori feature}", + "Your specialization as an ampdapori lets you choose from an expanded list of spells when you learn a white mage spell. The following spells are added to the white mage spell list for you.", + { + "type": "table", + "caption": "Expanded Spell List", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell banish|FFXIVBeforetheFall}, {@spell bless}" + ], + [ + "2nd", + "{@spell moonbeam}, {@spell sleep}" + ], + [ + "3rd", + "{@spell daylight}, {@spell spirit guardians}" + ], + [ + "4th", + "{@spell banishment}, {@spell wall of fire}" + ], + [ + "5th", + "{@spell holy|FFXIVBeforetheFall}, {@spell hallow}" + ] + ] + } + ] + }, + { + "name": "Afflatus Misery", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Ampdapori", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "page": 96, + "header": 1, + "entries": [ + "{@i 2nd-level Ampdapori feature}", + "Beginning at the 2nd level, as an action you may spend any number of confession charges to make a ranged spell attack against a creature within 60ft. of you. Your attack deals #d6 + your proficiency bonus radiant damage, where # is equal to the number of confession charges spent." + ] + }, + { + "name": "Inquisitor's Report", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Ampdapori", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "page": 96, + "header": 2, + "entries": [ + "{@i 6th-level Ampdapori feature}", + "Beginning at the 6th level, you may spend 15 minutes communing with the elementals to learn the location of any undead or fiend creatures within a 1 mile radius. You may only do this once before, your ability to do so refreshing after a long rest." + ] + }, + { + "name": "Aura of Ampdapor", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Ampdapori", + "subclassSource": "FFXIVBeforetheFall", + "level": 10, + "page": 96, + "header": 2, + "entries": [ + "{@i 10th-level Ampdapori feature}", + "Beginning at the 10th level, while you hold a Confession charge in your body, you emit an aura in a 10ft. radius that protects you and friendly creatures. While within your aura, creatures have resistance to necrotic damage and when they are the target of a spell which restores hit points, they recover additional hit points equal to your Wisdom modifier." + ] + }, + { + "name": "Void Bane", + "source": "FFXIVBeforetheFall", + "className": "White Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Ampdapori", + "subclassSource": "FFXIVBeforetheFall", + "level": 14, + "page": 96, + "header": 2, + "entries": [ + "{@i 14th-level Ampdapori feature}", + "Beginning at the 14th level, as a bonus action you may spend 1 Confession charge to empower your next spell. If the target of your spell is an undead or fiend creature, it become far more effective. If your spell requires you to make a spell attack roll, you gain advantage on your attack roll. If your spell requires the target creature to make a saving throw, they do so with disadvantage.", + "Additionally, your spell deals bonus damage on hit equal to your proficiency bonus." + ] + }, + { + "name": "The Beast of Defiance", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Defiance", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 91, + "entries": [ + "A warrior who has cut their teeth under this tradition has tamed the beast within their heart, and gained great control over it. They channel the strength from this force only when it is needed, and are able to fight defensively with the help of such forces. Finding succor in the destruction of their foes and defense of their friends sees a defiant warrior become a powerful ally.", + { + "type": "refSubclassFeature", + "subclassFeature": "Distruption|Warrior|FFXIVBeforetheFall|Defiance|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Distruption", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Defiance", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 91, + "header": 1, + "entries": [ + "{@i 3rd-level The Beast of Defience feature}", + "Beginning at the 3rd level, while you are under the effects of Berserk, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll." + ] + }, + { + "name": "Storm's Path", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Defiance", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "page": 91, + "header": 2, + "entries": [ + "{@i 6th-level The Beast of Defience feature}", + "Beginning at the 6th level, when you successfully land a melee weapon attack while under the effects of Berserk, you may declare you are using Storm's Path. The target creature makes a Strength saving throw against your Berserk DC, on a failed save the creature deals {@dice 1d6} less damage on their damage rolls for a number of rounds equal to your Strength modifier. This damage redution increases to {@dice 2d6} at the 14th level You may only use Storm's Path once during each use of Berserk." + ] + }, + { + "name": "Voice of the Beast", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Defiance", + "subclassSource": "FFXIVBeforetheFall", + "level": 10, + "page": 91, + "header": 2, + "entries": [ + "{@i 10th-level The Beast of Defience feature}", + "Beginning at the 10th level, you learn the {@spell charm monster|XGE} and {@spell beast sense} spells, and may cast each one once. Strength is your spellcasting ability for these spells. You may only cast {@spell charm monster|XGE} on beasts. You may not cast them again until you complete a long rest." + ] + }, + { + "name": "Inner Beast", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Defiance", + "subclassSource": "FFXIVBeforetheFall", + "level": 14, + "page": 91, + "header": 2, + "entries": [ + "{@i 14th-level The Beast of Defience feature}", + "Beginning at the 14th level, as an action you can use Inner Beast. Make a melee weapon attack against a target creature. On a successful attack roll you deal your normal weapon as well as recover hit points equal to {@dice 2d8+6} hit points and deal equal bonus damage. The effects of Berserk ends immediately after you use Inner Beast." + ] + }, + { + "name": "The Beast of Deliverance", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Deliverance", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 91, + "entries": [ + "A warrior of the Reckless Tradition has grown alongside their inner beast. They allow this force to take over and push their bodies to incredible feats of strength. They fight without care for their own safety, allowing bloodlust to take over. A reckless warrior's inner beast is hungry, and they allow this overwhelming force to feed without a thought of reserve.", + { + "type": "refSubclassFeature", + "subclassFeature": "Inner Release|Warrior|FFXIVBeforetheFall|Deliverance|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Inner Release", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Deliverance", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 91, + "header": 1, + "entries": [ + "{@i 3rd-level The Beast of Deliverance feature}", + "Beginning at the 3rd level, while you are under the effects of Berserk, your weapon attacks score a critical hit on a roll of 19 or 20. At the 14th level, your weapon attacks score a critical hit on a roll of 18-20." + ] + }, + { + "name": "Storm's Eye", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Deliverance", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "page": 91, + "header": 2, + "entries": [ + "{@i 6th-level The Beast of Deliverance feature}", + "Beginning at the 6th level, when you successfully land a melee weapon attack while under the effects of Berserk, you may declare you are using Storm's Eye. The target creature makes a Constitution saving throw against your Berserk DC, on a failed save the creature receives 1d6 bonus damage from weapon attacks against it for a number of rounds equal to your Strength ability modifier. This bonus damage is increased to 2d6 at the 14th level. You may only use Storm's Eye once during each use of Berserk." + ] + }, + { + "name": "Wild Expertise", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Deliverance", + "subclassSource": "FFXIVBeforetheFall", + "level": 10, + "page": 91, + "header": 2, + "entries": [ + "{@i 10th-level The Beast of Deliverance feature}", + "Beginning at the 10th level, you allow your inner beast to empower your physical abilities. You choose one skill from {@skill Acrobatics}, {@skill Athletics}, {@skill Stealth} or {@skill Survival} and gain proficiency in that skill. If you are already proficient in that ability, double your proficiency bonus when you make ability checks using that skill." + ] + }, + { + "name": "Fell Cleave", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Deliverance", + "subclassSource": "FFXIVBeforetheFall", + "level": 14, + "page": 92, + "header": 2, + "entries": [ + "{@i 14th-level The Beast of Deliverance feature}", + "Beginning at the 14th level, while you are under the effects of Berserk you may use Fell Cleave as an action. Make an attack roll against a single creature within melee weapon range. This attack has a critical range of 15-20. On a successful attack, you deal the regular damage of the attack and a bonus {@dice 5d10} damage. Your Berserk ends immediately after the attack is resolved." + ] + }, + { + "name": "The Marauder", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Marauder", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 91, + "entries": [ + "Some warriors choose to walk away from their inner beast, or try as they may, never make contact with this ferocious being within their hearts. Despite the abandonment or loss of their inner beast, a Marauder has trained extensively to compensate for these losses. Marauders fight with the same ferocity as those with their beasts intact, but only look to themselves as the source of power.", + { + "type": "refSubclassFeature", + "subclassFeature": "Blood Bath|Warrior|FFXIVBeforetheFall|Marauder|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Blood Bath", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Marauder", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 92, + "header": 1, + "entries": [ + "{@i 3rd-level Marauder feature}", + "Beginning at the 3rd level, while you are under the effects of Berserk, when you land a successful melee weapon attack, you recover {@dice 1d4} hit points. You may only recover hit points once per round in this way. You recover {@dice 2d4} hit points starting at the 14th level." + ] + }, + { + "name": "Maim", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Marauder", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "page": 92, + "header": 2, + "entries": [ + "{@i 6th-level Marauder feature}", + "Beginning at the 6th level, when you use the Reckless Attack ability under the effects of Berserk, you can declare that you are using Maim. Enemy attacks do not gain advantage against you on their attack rolls for this round. You may use Maim once during each use of Berserk." + ] + }, + { + "name": "Ruffian Diplomacy", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Marauder", + "subclassSource": "FFXIVBeforetheFall", + "level": 10, + "page": 92, + "header": 2, + "entries": [ + "{@i 10th-level Marauder feature}", + "Beginning at the 10th level, you gain proficieny in the {@skill Persuasion} skill. After interacting with a creature for 1 minute, you gain insight into how the creature will react to boasts of might or intimidation. Your DM reveals if these tactics would be especially effective against the creature and you gain advantage on the appropriate {@skill Persuasion} or {@skill Intimidation} check if applicable." + ] + }, + { + "name": "Overpower", + "source": "FFXIVBeforetheFall", + "className": "Warrior", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Marauder", + "subclassSource": "FFXIVBeforetheFall", + "level": 14, + "page": 92, + "header": 2, + "entries": [ + "{@i 14th-level Marauder feature}", + "Beginning at the 14th level, you may cast the spell {@spell destructive wave} at the 5th level, using your Berserk DC for the spell effect. Your Berserk state ends immediately after the spell resolves." + ] + }, + { + "name": "Iaijutsu Style", + "source": "FFXIVBeforetheFall", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Iaijutsu", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 87, + "entries": [ + "You have trained in the traditional Iaijatsu style of swordplay. You are trained in delivering deadly blows with great power and precision.", + { + "type": "refSubclassFeature", + "subclassFeature": "Enpi|Samurai|FFXIVBeforetheFall|Iaijutsu|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Enpi", + "source": "FFXIVBeforetheFall", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Iaijutsu", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 87, + "header": 1, + "entries": [ + "{@i 3rd-level Iaijutsu Style feature}", + "Beginning at 3rd level, as an action you may spend one Sen charge to make a ranged weapon attack with a range of 30ft. using blades of wind. Make this attack and damage roll as though you are making a melee weapon attack. Attacks made in this way deal thunder damage.", + "Beginning at 5th level, you may make two ranged melee weapon attacks when you use Enpi." + ] + }, + { + "name": "Body of Steel", + "source": "FFXIVBeforetheFall", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Iaijutsu", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "page": 87, + "header": 2, + "entries": [ + "{@i 6th-level Iaijutsu Style feature}", + "Starting at 6th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.", + "In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier." + ] + }, + { + "name": "Tenka Goken", + "source": "FFXIVBeforetheFall", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Iaijutsu", + "subclassSource": "FFXIVBeforetheFall", + "level": 10, + "page": 87, + "header": 2, + "entries": [ + "{@i 10th-level Iaijutsu Style feature}", + "At 10th level, as an action you may spend 2 sen to deliver a series of attacks with incredible speed and focus. You take melee weapon attack against all creatures in a 15ft. cone in front of you." + ] + }, + { + "name": "Hissatsu: Kaiten", + "source": "FFXIVBeforetheFall", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Iaijutsu", + "subclassSource": "FFXIVBeforetheFall", + "level": 14, + "page": 87, + "header": 2, + "entries": [ + "{@i 14th-level Iaijutsu Style feature}", + "At the 14th level, as a bonus action you may spend one Sen charge. Until the start of your next turn you add your Wisdom modifier to all weapon damage rolls you make." + ] + }, + { + "name": "The Blademaster", + "source": "FFXIVBeforetheFall", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Blademaster", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 87, + "entries": [ + "A skillful offense may bring awe to a crowd, but it is a flawless defense which will keep you alive, or so a Blademaster would have you believe. These skilled swordsmen are patient warriors, prefering to dodge and counterattack their foes, rather than rush them down.", + { + "type": "refSubclassFeature", + "subclassFeature": "Hissatsu: Chiten|Samurai|FFXIVBeforetheFall|Blademaster|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Hissatsu: Chiten", + "source": "FFXIVBeforetheFall", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Blademaster", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 87, + "header": 1, + "entries": [ + "{@i 3rd-level The Blademaster feature}", + "Beginning at 3rd level, when a creature makes a melee weapon attack against you, you may use your reaction to make an attack of opportunity against the creature." + ] + }, + { + "name": "Nothing Ventured", + "source": "FFXIVBeforetheFall", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Blademaster", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "page": 87, + "header": 2, + "entries": [ + "{@i 6th-level The Blademaster feature}", + "At 6th level, your defensive fighting style and cool head have helped you learn how to best discern the location of traps. You have advantage while making Wisdom {@skill Perception} and Intelligence ({@skill Investigation}) checks while looking for traps and hidden passages." + ] + }, + { + "name": "Mind's Eye", + "source": "FFXIVBeforetheFall", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Blademaster", + "subclassSource": "FFXIVBeforetheFall", + "level": 10, + "page": 87, + "header": 2, + "entries": [ + "{@i 10th-level The Blademaster feature}", + "At 10th level, when a creature makes a melee weapon attack against you, as a reaction you may spend a number of sen charges to increase your armor class by 1 for each charge spent. You must declare you are doing this before the die result is decided." + ] + }, + { + "name": "The Worm Turns", + "source": "FFXIVBeforetheFall", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Blademaster", + "subclassSource": "FFXIVBeforetheFall", + "level": 14, + "page": 87, + "header": 2, + "entries": [ + "{@i 14th-level The Blademaster feature}", + "At the 14th level, you may take two reactions in each round of combat. Additionally, while you are under the effect of Third Eye, non magical weapon damage you take is reduced by a number equal to your Wisdom ability modifier and creatures you hit with an Attack of Opportunity have their remaining movement reduced by 10ft." + ] + }, + { + "name": "Ronin", + "source": "FFXIVBeforetheFall", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Ronin", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 87, + "entries": [ + "You have cast off any ties you have to a master and have become a Ronin. Your sense of honour remains, but falls under no man's control. You are your own master and your fighting style has evolved to show this, allowing you to weave through battles with ease.", + { + "type": "refSubclassFeature", + "subclassFeature": "Hissatsu: Gyoten|Samurai|FFXIVBeforetheFall|Ronin|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Hissatsu: Gyoten", + "source": "FFXIVBeforetheFall", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Ronin", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 87, + "header": 1, + "entries": [ + "{@i 3rd-level Ronin feature}", + "At 3rd level, as an action you may spend one charge of your Sen to charge a target creature with lightning speed. Select a creature within 30ft. of you and move in a straight line towards them, stopping if you come in contact with an obstacle. This movement does not provoke attacks of opportunity. After doing so, you may make one melee weapon attack with advantage.", + "You must travel at least 10ft. to gain advantage on the attack." + ] + }, + { + "name": "Rascally Vagrant", + "source": "FFXIVBeforetheFall", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Ronin", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "page": 87, + "header": 2, + "entries": [ + "{@i 6th-level Ronin feature}", + "At 6th level, you have picked up some tricks of a thief in your travels. You gain proficiency in two of the following skills or tool set: {@skill Deception}, {@skill Sleight of Hand}, {@skill Stealth}, or {@item Theives' Tools|phb}." + ] + }, + { + "name": "Hissatsu: Yaten", + "source": "FFXIVBeforetheFall", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Ronin", + "subclassSource": "FFXIVBeforetheFall", + "level": 10, + "page": 87, + "header": 2, + "entries": [ + "{@i 10th-level Ronin feature}", + "At 10th level, as an action you may spend one Sen charge to deliver a parting blow on a creature. You make a melee weapon attack with advantage. After making your attack you move straight backwards 10ft. without provoking an attack of opportunity." + ] + }, + { + "name": "Yukikaze", + "source": "FFXIVBeforetheFall", + "className": "Samurai", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Ronin", + "subclassSource": "FFXIVBeforetheFall", + "level": 14, + "page": 87, + "header": 2, + "entries": [ + "{@i 14th-level Ronin feature}", + "At 14th level, you've learned to discern holes in your opponents guard, allowing you to make more effective strikes. As a bonus action, you may spend one Sen charge to add your Wisdom modifier to your weapon attack rolls until the start of your next turn." + ] + }, + { + "name": "Ninja", + "source": "FFXIVBeforetheFall", + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Ninja", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 82, + "entries": [ + "You have chosen to study the art of the ninjas of Doma. These talented fighters have learned to channel the power from the world around them, the heavens, the earth and the hearts of man through the use of mudras or hand gestures. These traditional arts are passed down from master to student, father to son and mother to daughter. Their secrets are closely guarded by the practitioners.", + "Each mudra carries meaning. The Ten mudras draws power from the heavens, while the Chi mudra draws power from the earth. Jin completes the triangle, drawing power from the hearts of man. Together, these mudras allow the ninja to draw power from the world they live in.", + { + "type": "refSubclassFeature", + "subclassFeature": "Ninjutsu|Rogue|PHB|Ninja|FFXIVBeforetheFall|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Ninjutsu Spell List|Rogue|PHB|Ninja|FFXIVBeforetheFall|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Shukuchi|Rogue|PHB|Ninja|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Ninjutsu", + "source": "FFXIVBeforetheFall", + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Ninja", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 82, + "header": 1, + "entries": [ + "{@i 3rd-level Ninja feature}", + "Beginning at the 3rd level, as an action, you may cast ninjutsu by combining mudra together. Beginning at 3rd level you gain access to the mudra 'Ten'. At 9th level you gain access to the mudra 'Chi', and at 13th level you gain access to the mudra 'Jin'. You may use each mudra a number of times equal to half your rogue level rounded down. You may not use two of the same mudra to cast ninjutsu which require a specific mudra. You regain all of your expended mudra when you finish a long rest.", + { + "type": "table", + "caption": "Ninjutsu", + "colLabels": [ + "Ninjutsu", + "Combination" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "Fuma", + "Any single mudra" + ], + [ + "Meiton", + "Any single mudra" + ], + [ + "Katon", + "Any mudra and Ten" + ], + [ + "Raiton", + "Any mudra and Chi" + ], + [ + "Hyoton", + "Any mudra and Jin" + ], + [ + "Huton", + "One of each of the mudras" + ], + [ + "Doton", + "One of each of the mudras" + ], + [ + "Suiton", + "One of each of the mudras" + ] + ] + } + ] + }, + { + "name": "Ninjutsu Spell List", + "source": "FFXIVBeforetheFall", + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Ninja", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 82, + "header": 1, + "entries": [ + "{@i 3rd-level Ninja feature}", + "Intelligence is the spell modifier for the following abilities. The spell casting focus for these spells is the caster's hands forming the required mudras. Spells cast through ninjutsu are cast at their base level. To cast ninjutsu at a higher spell level, you may spend the required mudra for the ninjutsu again to increase the spell level by one. You may spend mudra to increase the casting level to a maximum of the 9th level.", + { + "type": "abilityDc", + "name": "Ninjutsu", + "attributes": [ + "int" + ] + }, + { + "type": "abilityAttackMod", + "name": "Ninjutsu", + "attributes": [ + "int" + ] + }, + { + "type": "entries", + "entries": [ + { + "name": "Doton", + "type": "entries", + "entries": [ + "Performing the Doton ninjutsu allows you to cast the {@spell doton|FFXIVBeforetheFall} spell." + ] + }, + { + "name": "Fuma", + "type": "entries", + "entries": [ + "Performing the Fuma ninjutsu allows you to cast the {@spell ice knife|XGE} spell" + ] + }, + { + "name": "Huton", + "type": "entries", + "entries": [ + "Performing the Huton ninjutsu allows you to cast the {@spell haste} spell on yourself." + ] + }, + { + "name": "Hyoton", + "type": "entries", + "entries": [ + "Performing the Hyoton ninjutsu allows you to cast the {@spell ice storm} spell at half the maximum range." + ] + }, + { + "name": "Katon", + "type": "entries", + "entries": [ + "Performing the Doton ninjutsu allows you to cast the {@spell fireball} spell at half the maximum range." + ] + }, + { + "name": "Raiton", + "type": "entries", + "entries": [ + "Performing the Raiton ninjutsu allows you to cast the {@spell lightning bolt} spell at half the maximum range." + ] + }, + { + "name": "Meiton", + "type": "entries", + "entries": [ + "Performing the Shadon ninjutsu allows you to cast the {@spell darkness} spell." + ] + }, + { + "name": "Suiton", + "type": "entries", + "entries": [ + "Performing the Suiton ninjutsu allows you to cast the {@spell suiton|FFXIVBeforetheFall} spell." + ] + } + ] + } + ] + }, + { + "name": "Shukuchi", + "source": "FFXIVBeforetheFall", + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Ninja", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 82, + "header": 1, + "entries": [ + "{@i 3rd-level Ninja feature}", + "Also beginning at the 3rd level, when you use the hide action, you may spend one use of your Ten mudra to transform it into Shukuchi. You instantaneously travel a maximum distance of 5ft. per rogue level. You may travel over gaps in the ground, but cannot scale walls or travel through creatures or objects using shukuchi. At the 13th level you leave behind an optional 15ft. cube of smoke which persists for a number of rounds equal to your Intelligence modifier." + ] + }, + { + "name": "Infiltrator", + "source": "FFXIVBeforetheFall", + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Ninja", + "subclassSource": "FFXIVBeforetheFall", + "level": 9, + "page": 82, + "header": 2, + "entries": [ + "{@i 9th-level Ninja feature}", + "Beginning at the 9th level, you've honed your skills in breaking into and out of buildings. As long as you are not engaged in combat, you have advantage on {@skill Stealth} and {@skill Acrobatics} checks in areas with dim or no light." + ] + }, + { + "name": "Trick Attack", + "source": "FFXIVBeforetheFall", + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Ninja", + "subclassSource": "FFXIVBeforetheFall", + "level": 13, + "page": 82, + "header": 2, + "entries": [ + "{@i 13th-level Ninja feature}", + "Beginning at the 13th level you are able to perform a trick attack. When you attack an enemy with a sneak attack, you may expend one use of each mudra to perform a trick attack. On a successful attack roll, the target becomes vulnerable causing all attack rolls to have advantage against that creature for one round, beginning after your action." + ] + }, + { + "name": "Kassatsu", + "source": "FFXIVBeforetheFall", + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Ninja", + "subclassSource": "FFXIVBeforetheFall", + "level": 17, + "page": 82, + "header": 2, + "entries": [ + "{@i 17th-level Ninja feature}", + "Beginning at the 17th level, as a bonus action, after using a ninjutsu you may use a second ninjutsu which requires one fewer mudra. You may use Kassatsu once. You must then finish a long rest to use Kassatsu again." + ] + }, + { + "name": "Sword Dancer", + "source": "FFXIVBeforetheFall", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Sword Dancer", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "page": 80, + "entries": [ + "You've taken up sword in hand, aiming to weave magic and might into a flawless, deadly dance. Your blade moves like the wind, and you ride the currents perfectly.", + { + "type": "refSubclassFeature", + "subclassFeature": "Corps-a-corps|Red Mage|FFXIVBeforetheFall|Sword Dancer|FFXIVBeforetheFall|2" + } + ] + }, + { + "name": "Corps-a-corps", + "source": "FFXIVBeforetheFall", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Sword Dancer", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "page": 80, + "header": 1, + "entries": [ + "{@i 2nd-level Sword Dancer feature}", + "At 2nd level, you have mastered the art of approaching a foe with lightning speed and delivering a powerful strike. As a bonus action, you spend 1 flair point and select one target within 30ft. of you. You move in a straight line towards that target, stopping at the first creature you encounter in your path. This movement does not provoke attacks of opportunity. You make a weapon attack against the target, dealing a bonus {@dice 1d8} piercing damage if your attack lands." + ] + }, + { + "name": "Heroic Charm", + "source": "FFXIVBeforetheFall", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Sword Dancer", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "page": 80, + "header": 2, + "entries": [ + "{@i 6th-level Sword Dancer feature}", + "At 6th level, your renaissance man nature has given you an edge in conversation. You may spend one flair point to reroll any Charisma based ability check. You gain proficiency in a charisma skill of your choice: {@skill Deception}, {@skill Intimidation}, {@skill Performance}, {@skill Persuasion}." + ] + }, + { + "name": "Displacement", + "source": "FFXIVBeforetheFall", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Sword Dancer", + "subclassSource": "FFXIVBeforetheFall", + "level": 10, + "page": 81, + "header": 2, + "entries": [ + "{@i 10th-level Sword Dancer feature}", + "At 10th level, you have learned to flow between martial and magic combat effortlessly. By spending 1 flair point after taking the attack action you leap backwards through the air, landing up to 30ft. in a straight line behind you. You are considered to travel over the heads of medium creatures or smaller, but your travel is stopped by creatures larger than this. This movement does not provoke attacks of opportunity. When you take this action, make a ranged spell attack against the target of your attack action, dealing {@dice 2d8} + your Charisma modifier force damage on hit." + ] + }, + { + "name": "Enchanted Blade", + "source": "FFXIVBeforetheFall", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Sword Dancer", + "subclassSource": "FFXIVBeforetheFall", + "level": 14, + "page": 81, + "header": 2, + "entries": [ + "{@i 14th-level Sword Dancer feature}", + "At 14th level, your magical power seeps into any weapon you hold. After attuning to a one handed weapon for one hour, magical or not, you are able to summon the weapon to your hand as an action. You may spend one flair point to deal an additional {@dice 2d8} force damage on each damage roll when you take the attack action with this weapon. You must declare you are doing so prior to your attack roll." + ] + }, + { + "name": "Spell Slinger", + "source": "FFXIVBeforetheFall", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Spell Slinger", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "page": 81, + "entries": [ + "You've decided to master the casting of myriad magicks as a Red Mage. Your studies of the art have granted you the ability to rapidly cast spells at a speed that has never been seen before.", + { + "type": "refSubclassFeature", + "subclassFeature": "Manafication|Red Mage|FFXIVBeforetheFall|Spell Slinger|FFXIVBeforetheFall|2" + } + ] + }, + { + "name": "Manafication", + "source": "FFXIVBeforetheFall", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Spell Slinger", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "page": 81, + "header": 1, + "entries": [ + "{@i 2nd-level Spell Slinger feature}", + "At 2nd level, as a bonus action you may spend a number of flair points equal to twice the level of a spell you wish to cast, in place of using a spell slot." + ] + }, + { + "name": "Charmed I'm Sure", + "source": "FFXIVBeforetheFall", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Spell Slinger", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "page": 81, + "header": 2, + "entries": [ + "{@i 6th-level Spell Slinger feature}", + "At 6th level, the trace amounts of magic in your body influence those you come into contact with. You may spend a flair point to gain advantage on a Charisma ability check." + ] + }, + { + "name": "Quicksilver Casting", + "source": "FFXIVBeforetheFall", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Spell Slinger", + "subclassSource": "FFXIVBeforetheFall", + "level": 10, + "page": 81, + "header": 2, + "entries": [ + "{@i 10th-level Spell Slinger feature}", + "At 10th level, if you deal damage to a target with a cantrip, you may spend one flair point to gain advantage on a ranged spell attack against the target or cause the target to make dexterity saving throws against your spells with disadvantage until the end of your turn." + ] + }, + { + "name": "Liquification", + "source": "FFXIVBeforetheFall", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Spell Slinger", + "subclassSource": "FFXIVBeforetheFall", + "level": 14, + "page": 81, + "header": 2, + "entries": [ + "{@i 14th-level Spell Slinger feature}", + "At 14th level, as a bonus action you may spend a spell slot of any level to gain a number of flair points equal to twice the spell slot level. You may not gain flair points over your maximum number of points." + ] + }, + { + "name": "Battle Rose", + "source": "FFXIVBeforetheFall", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Battle Rose", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "page": 81, + "entries": [ + "You've focused on becoming the lead in battle, coming up with various methods to support your allies to be more effective in battle.", + { + "type": "refSubclassFeature", + "subclassFeature": "Dazzling Diversion|Red Mage|FFXIVBeforetheFall|Battle Rose|FFXIVBeforetheFall|2" + } + ] + }, + { + "name": "Dazzling Diversion", + "source": "FFXIVBeforetheFall", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Battle Rose", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "page": 81, + "header": 1, + "entries": [ + "{@i 2nd-level Battle Rose feature}", + "At 2nd level, you have learned to mix magic with your movements to pull the attention of an enemy, allowing your allies to strike. As an action you may spend one flair point to distract a target in melee within 5ft. of yourself. All melee weapon attacks performed by your allies against the target gain advantage until your next turn." + ] + }, + { + "name": "In Good Company", + "source": "FFXIVBeforetheFall", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Battle Rose", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "page": 81, + "header": 2, + "entries": [ + "{@i 6th-level Battle Rose feature}", + "At 6th level, you may spend 1 flair point to tutor your ally in the art of appealing to others. One ally may use your charisma ability modifiers for Charisma ability checks for up to 5 minutes. You may only share your Charisma ability modifiers once. You must then finish a short rest to use In Good Company again." + ] + }, + { + "name": "Embolden", + "source": "FFXIVBeforetheFall", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Battle Rose", + "subclassSource": "FFXIVBeforetheFall", + "level": 10, + "page": 81, + "header": 2, + "entries": [ + "{@i 10th-level Battle Rose feature}", + "At 10th level, you have learned to fill your allies with fervor using your natural appeal. As an action you may spend 1 flair point to empower all allies within 10ft. of you. Damaging effects from your allies deal an extra {@dice 1d8} damage for until the end of your next turn." + ] + }, + { + "name": "Follow My Lead", + "source": "FFXIVBeforetheFall", + "className": "Red Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Battle Rose", + "subclassSource": "FFXIVBeforetheFall", + "level": 14, + "page": 81, + "header": 2, + "entries": [ + "{@i 14th-level Battle Rose feature}", + "At 14th level, as a bonus action you may spend 2 flair points to move an ally who is lower in the initiative order than you up in the order, such that they act directly after you. You may only do this once. You must then finish a short rest to use Follow My Lead again." + ] + }, + { + "name": "Way of Rhalgr", + "source": "FFXIVBeforetheFall", + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Rhalgr", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 76, + "entries": [ + "Monks who follow this path are also known as students of the Fist of Rhalgr style. This style of martial arts was developed in the mountainous country of Ala Mhigo. These monks pursue rigorous training and travel to open their chakras, gates within the body through which Ki flows. By channeling Ki through their chakras they are able to concentrate the energy in select locations of the body to deliver devastating blows.", + "These monks spend their time traveling the world sparring with worthy opponents and seeking out places where great battles have occurred in hopes that these experiences will help in further opening their chakras.", + { + "type": "refSubclassFeature", + "subclassFeature": "Greased Lightning|Monk||Rhalgr|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Greased Lightning", + "source": "FFXIVBeforetheFall", + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Rhalgr", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 76, + "header": 1, + "entries": [ + "{@i 3rd-level Way of the Rhalgr feature}", + "Beginning at 3rd level, you are able to launch attacks at an incredible rate. If you use flurry of blows and successfully attack your target with both of the unarmed attacks, you may make an attack roll for one more unarmed attack with double the proficiency bonus." + ] + }, + { + "name": "Embodied Element", + "source": "FFXIVBeforetheFall", + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Rhalgr", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "page": 76, + "header": 2, + "entries": [ + "{@i 6th-level Way of the Rhalgr feature}", + "Beginning at the 6th level, after completing a short or long rest you may select an element which to meditate on and gain the following benefits.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Fists of Fire", + "entries": [ + "You may change the damage type of your unarmed strikes to Fire. Your unarmed strikes deal additional damage equal to your Wisdom ability modifier as bonus damage. As an action, you may expend a number of Ki points up to the number of creatures in a 15ft. cone in front of you. You make an unarmed strike against a number of creatures equal to the Ki points used." + ] + }, + { + "type": "entries", + "name": "Body of Earth", + "entries": [ + "Damage from bludgeoning, piercing and slashing damage from non-magical means is reduced by your Wisdom modifier. As a reaction you may expend 1 Ki point to transfer half the damage a creature within 5ft. of you to yourself. Your resistance applies to this damage." + ] + }, + { + "type": "entries", + "name": "Legs of Wind", + "entries": [ + "You may change the damage type of your unarmed strikes to Thunder. Your movement speed is increased by 10ft. As an action, you may spend 2 Ki points to cast the {@spell jump}, {@spell longstrider} or spend 4 ki points to cast the {@spell levitate} spell on yourself." + ] + } + ] + } + ] + }, + { + "name": "Forbidden Chakra", + "source": "FFXIVBeforetheFall", + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Rhalgr", + "subclassSource": "FFXIVBeforetheFall", + "level": 11, + "page": 76, + "header": 2, + "entries": [ + "{@i 11th-level Way of the Rhalgr feature}", + "Beginning at the 11th level, as an action, you are able to release dangerous amounts of Ki through your chakras. This release of Ki takes different forms depending on your current Embodied Element. While Fists of Fire is active you may use Howling Fist, while Body of Earth is active you may use Elixir Field, and while Legs of Wind is active you may use Tornado Kick. You spend 2 Ki points and may spend up to 3 additional Ki points to use Forbidden Chakra. For each extra Ki point spend, add an extra damage die to the effect.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Howling Fist", + "entries": [ + "You release an incredible amount of Ki through your fist, causing a stream of Ki to burst from the ground before you. All creatures in a 40ft. line make a Dexterity saving throw agaisnt your Ki save DC, taking {@dice 3d8} force damage on a failure and half as much on a success." + ] + }, + { + "type": "entries", + "name": "Elixir Field", + "entries": [ + "You unleash a forceful shower of aether from your body. All creatures in a 10ft. sphere around you make a Constitution saving throw against your Ki save DC, taking {@dice 3d6} force damage on a failure and half as much on a success." + ] + }, + { + "type": "entries", + "name": "Tornado Kick", + "entries": [ + "You leap into the air and unleash a rain of powerful kicks on a single target creature. Make an unarmed strike against the target dealing {@dice 3d10} bludgeoning damage. If you hit, you may use your Flurry of Blows feature and both attacks have advantage." + ] + } + ] + } + ] + }, + { + "name": "Perfect Balance", + "source": "FFXIVBeforetheFall", + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Rhalgr", + "subclassSource": "FFXIVBeforetheFall", + "level": 17, + "page": 76, + "header": 2, + "entries": [ + "{@i 17th-level Way of the Rhalgr feature}", + "Beginning at the 17th level, as a bonus action you enter a state of perfect balance for 1 minute. When you make an attack roll, after the die result is shown but not before the attack has been confirmed, you may expend a number of Ki points up to your Wisdom modifier, adding that number to your attack and damage roll. You may switch your selected element from your Embodied Elements feature as a bonus action. You must then finish a long rest to use Perfect Balance again." + ] + }, + { + "name": "Oath of the Sultansworn", + "source": "FFXIVBeforetheFall", + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Sultansworn", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 77, + "entries": [ + "The Sultansworn were once known as fierce warriors who pledged their lives in the defense of the Sultan or Sultana of their land. These steadfast protectors sworn an oath to their rulers and their ideals, becoming paragons of justice in their cities.", + "Today, paladins who take the oath of the Sultansworn make this oath to protect someone of great importance, being provided with a wide selection of tools to ensure the safety of their charges.", + { + "type": "refSubclassFeature", + "subclassFeature": "Tenets of the Sultansworn|Paladin||Sultansworn|FFXIVBeforetheFall|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Oath Spells|Paladin||Sultansworn|FFXIVBeforetheFall|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Paladin||Sultansworn|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Tenets of the Sultansworn", + "source": "FFXIVBeforetheFall", + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Sultansworn", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 77, + "header": 1, + "entries": [ + "{@i 3rd-level Oath of the Sultansworn feature}", + "The ideals of the Sultansworn change alongside the person who they are sworn to protect. These tenets have guided them through this ever changing path.", + { + "type": "entries", + "entries": [ + { + "name": "Shield", + "type": "entries", + "entries": [ + "Your leader is a beacon who will guide the land to prosperity. Protect them at all costs." + ] + }, + { + "name": "Sword", + "type": "entries", + "entries": [ + "You are the sword which will protect and enforce their ideals." + ] + }, + { + "name": "Armor", + "type": "entries", + "entries": [ + "You are the armor that will protect their interests." + ] + } + ] + } + ] + }, + { + "name": "Oath Spells", + "source": "FFXIVBeforetheFall", + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Sultansworn", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 77, + "header": 1, + "entries": [ + "{@i 3rd-level Oath of the Sultansworn feature}", + "You gain oath spells at the listed paladin levels.", + { + "type": "table", + "caption": "Oath of the Sultansworn Spells", + "colLabels": [ + "Paladin Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "3rd", + "{@spell heroism}, {@spell detect poison and disease}" + ], + [ + "5th", + "{@spell calm emotions}, {@spell find traps}" + ], + [ + "9th", + "{@spell haste}, {@spell clairvoyance}" + ], + [ + "13th", + "{@spell fire shield}, {@spell locate creature}" + ], + [ + "17th", + "{@spell mass cure wounds}, {@spell legend lore}" + ] + ] + } + ] + }, + { + "name": "Channel Divinity", + "source": "FFXIVBeforetheFall", + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Sultansworn", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 77, + "header": 1, + "entries": [ + "{@i 3rd-level Oath of the Sultansworn feature}", + "When you take this oath at the 3rd level, you gain the following two Channel Divinity options.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Cover", + "entries": [ + "As an action you are create an aetherial link with a nearby ally. All damage that ally would take is received by you instead. The link lasts a number of rounds equal to your Charisma ability modifier. You may break the link prematurely as a bonus action. The creature you are linked to must remain within 10ft. of you or the link is broken." + ] + }, + { + "type": "entries", + "name": "Ultimatum", + "entries": [ + "As an action your body releases threatening energy in a 30ft. radius. All hostile creatures make a Wisdom saving throw. On a failed save, the creature is provoked by you, having disadvantage on any battle actions against targets other than you for a number of rounds equal to your Charisma ability modifier. On a successful saving throw, creatures are provoked for half as long, rounded down." + ] + } + ] + } + ] + }, + { + "name": "Aura of the Divine Veil", + "source": "FFXIVBeforetheFall", + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Sultansworn", + "subclassSource": "FFXIVBeforetheFall", + "level": 7, + "page": 77, + "header": 2, + "entries": [ + "{@i 7th-level Oath of the Sultansworn feature}", + "Beginning at the 7th level, allies within 10 ft. of you are protected by a divine veil. As a reaction, you may choose to redirect half the damage an ally would receive to yourself.", + "At the 18th level, the range of this aura is increased to 30 ft." + ] + }, + { + "name": "Shield Oath", + "source": "FFXIVBeforetheFall", + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Sultansworn", + "subclassSource": "FFXIVBeforetheFall", + "level": 15, + "page": 77, + "header": 2, + "entries": [ + "{@i 15th-level Oath of the Sultansworn feature}", + "Beginning at the 15th level, your oath of protection has allowed you to block attacks easier. Using your reaction, you may spend one hit die to reduce the attack roll by the result of the roll." + ] + }, + { + "name": "Hallowed Ground", + "source": "FFXIVBeforetheFall", + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Sultansworn", + "subclassSource": "FFXIVBeforetheFall", + "level": 20, + "page": 77, + "header": 2, + "entries": [ + "{@i 20th-level Oath of the Sultansworn feature}", + "Beginning at the 20th level, you mastered a technique to channel your will into an impregnable barrier. As an action, you create a barrier which blocks all damage for a number of rounds equal to half your Charisma ability modifier rounded down. You must then finish a long rest to use Hallowed Ground again." + ] + }, + { + "name": "Marksman", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Marksman", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 74, + "entries": [ + "You have decided to focus on your marksmanship, developing tools and skills to assist in your sharpshooting.", + { + "type": "refSubclassFeature", + "subclassFeature": "Gauss Barrel|Machinist|FFXIVBeforetheFall|Marksman|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Gauss Barrel", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Marksman", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 74, + "header": 1, + "entries": [ + "{@i 3rd-level Marksman feature}", + "At 3rd level you have completed your work on a specialized barrel to attach to your firearm. While equipped and functioning you gain +2 to your attack and damage rolls. The Gauss barrel can assist a number of shots equal to your Intelligence modifier before requiring a cleaning completed at the end of a short or long rest. This bonus increases by 1 at the 6th, 11th and 17th level." + ] + }, + { + "name": "Hawkeye Goggles", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Marksman", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "page": 74, + "header": 2, + "entries": [ + "{@i 6th-level Marksman feature}", + "At 6th level you have completed special goggles to assist in shooting and scouting over long distances. While wearing the goggles you gain proficiency in the {@skill Perception} skill checks involving sight and may use Intelligence for those checks. You can see up to 4 miles in clear conditions and increase the normal range of your ranged weapons by 30ft." + ] + }, + { + "name": "Lock-On", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Marksman", + "subclassSource": "FFXIVBeforetheFall", + "level": 11, + "page": 74, + "header": 2, + "entries": [ + "{@i 11th-level Marksman feature}", + "At the 11th level, you double the number of Gauss Barrel shots available to you. While wearing your Hawkeye Goggles, when you make an attack roll with with your Gauss Barrel effect your weapon can shoot at maximum range without disadvantage." + ] + }, + { + "name": "Sniper", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Marksman", + "subclassSource": "FFXIVBeforetheFall", + "level": 17, + "page": 74, + "header": 2, + "entries": [ + "{@i 17th-level Marksman feature}", + "Beginning at the 17th level, when you land a critical hit, the damage is tripled. You score a critical hit on a die result 19 or 20." + ] + }, + { + "name": "Tinkerer", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Tinkerer", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 74, + "entries": [ + "You have decided to focus your efforts on the production of miniature turrets. These turrets come in many shapes and sizes and serve specific purposes.", + { + "type": "refSubclassFeature", + "subclassFeature": "Clockwork Companion|Machinist|FFXIVBeforetheFall|Tinkerer|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Clockwork Companion", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Tinkerer", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 74, + "header": 1, + "entries": [ + "{@i 3rd-level Tinkerer feature}", + "Also 3rd level, you have completed development of your turret companion alongside the selection of your machinist archetype. You select between the {@creature Rook Autoturret|FFXIVBeforetheFall} and {@creature Bishop Autoturret|FFXIVBeforetheFall} stat block.", + "When you complete a short rest, you are able to decide what load out the turret makes use of, changing its stat block between the two options.", + "In combat, the turret acts during 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 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. You can also sacrifice your one of your attacks when you take the {@action Attack} action to command the turret to take the {@action Attack} action.", + "If you are {@condition incapacitated}, the turret can take any action of its choice, not just {@action Dodge}.", + "If the turret runs out of hit points, it become inoperable. The turret will require 10 GP in materials and 1 day to complete repairs on the machine. When making repairs to your turret while it still has hit points, you spend 1 GP in materials and complete the repairs at the end of a short rest. If your turret is totally lost to you and needs to be fully rebuilt, it will cost you 100 GP in materials at 3rd level, with an additional 50 GP for each additional machinist level. At the end of completing repairs, the turret recovers all of its missing hit points." + ] + }, + { + "name": "Sensory Input", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Tinkerer", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "page": 74, + "header": 2, + "entries": [ + "{@i 6th-level Tinkerer feature}", + "Beginning at the 6th level, you have developed a head piece which allows you to see what the turret's camera perceives and hear what the turret is able to hear." + ] + }, + { + "name": "Tripod Stance", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Tinkerer", + "subclassSource": "FFXIVBeforetheFall", + "level": 11, + "page": 74, + "header": 2, + "entries": [ + "{@i 11th-level Tinkerer feature}", + "Beginning at the 11th level, you have developed stance gear for your turrets. They are able to use their action to use their stance action." + ] + }, + { + "name": "Promoted", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Tinkerer", + "subclassSource": "FFXIVBeforetheFall", + "level": 17, + "page": 74, + "header": 2, + "entries": [ + "{@i 17th-level Tinkerer feature}", + "Beginning at the 17th level, your turrets activate their promotion ability for a number of rounds equal to your intelligence modifier rounded down. You must then finish a long rest to use Promoted again." + ] + }, + { + "name": "Grenadier", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Grenadier", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 74, + "entries": [ + "The Grenadier has focused their studies on the creation and mastery of explosive arms.", + { + "type": "refSubclassFeature", + "subclassFeature": "Explosive Innovator|Machinist|FFXIVBeforetheFall|Grenadier|FFXIVBeforetheFall|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Planned Detonation|Machinist|FFXIVBeforetheFall|Grenadier|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Explosive Innovator", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Grenadier", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 74, + "header": 1, + "entries": [ + "{@i 3rd-level Grenadier feature}", + "Beginning at level 3, you've completed the plans to create your grenadier bombs. During a long rest, you are able to prepare and keep a number of bombs equal to your Intelligence modifier. Only you may use these bombs. A bomb costs 1 silver in materials to create.", + "As an action you throw a bomb within 30ft. of you. All creatures in a 5ft. sphere make a Dexterity saving throw against your Grenadier DC. The creatures takes {@dice 1d8} fire damage on a failed save and half as much on a success. This damage increases by another {@dice d8} at the 6th, 11th and 17th levels.", + "Additionally, you may craft one specialty bomb during a long rest. These bombs act as though you cast that spell centered on the point where you threw your bomb. The effect of your specialty bombs is challenged using your Tech save DC. You may only possess one type of each specialty bomb at a time. The bomb effect lasts the maximum amount of time the spell allows for concentration spells.", + "You may build a specialty bomb to cast its spell at a higher level by temporarily giving up a bomb slot for each level you want to raise the casting level of the specialty bomb. The slots return after the bomb is used.", + { + "type": "table", + "caption": "Specialty Bombs", + "colLabels": [ + "Level", + "Spell Bombs" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "3rd", + "{@spell sleep}, {@spell thunderwave}" + ], + [ + "6th", + "{@spell pyrotechnics|XGE} (no fire required), {@spell web}" + ], + [ + "11th", + "{@spell shatter}, {@spell stinking cloud}" + ], + [ + "17th", + "{@spell wall of fire}" + ] + ] + } + ] + }, + { + "name": "Planned Detonation", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Grenadier", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 75, + "header": 1, + "entries": [ + "{@i 3rd-level Grenadier feature}", + "Beginning at the 3rd level, you know how to adjust your bombs to prevent friendly fire. As a bonus action you may select a number of creatures equal to your intelligence modifier who are unaffected by the effects of a bomb you use during the same turn." + ] + }, + { + "name": "Proximity Detonation", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Grenadier", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "page": 75, + "header": 2, + "entries": [ + "{@i 6th-level Grenadier feature}", + "Beginning at the 6th level, you can set your bomb to go off when any creature wanders within 5ft. of the bomb." + ] + }, + { + "name": "Plentiful and Potent", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Grenadier", + "subclassSource": "FFXIVBeforetheFall", + "level": 11, + "page": 75, + "header": 2, + "entries": [ + "{@i 11th-level Grenadier feature}", + "Beginning at the 11th level, you double the number of bombs you can create during a long rest and can carry. Additionally you may hold two of each specialty bomb. Additionally your basic bombs can be detonated with a range up to 15ft. radius." + ] + }, + { + "name": "Bomb Launcher", + "source": "FFXIVBeforetheFall", + "className": "Machinist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Grenadier", + "subclassSource": "FFXIVBeforetheFall", + "level": 17, + "page": 75, + "header": 2, + "entries": [ + "{@i 17th-level Grenadier feature}", + "Beginning at the 17th level, you've developed a specialized launcher for your bombs which mounts on your forearm. You double the range of your bombs. Additionally, damaging effects of your bombs deal additional damage equal to your Intelligence modifier." + ] + }, + { + "name": "Breaker Style", + "source": "FFXIVBeforetheFall", + "page": 69, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Breaker", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "entries": [ + "The Breaker Style has been innovated by fighters who do not fear being on the front line taking hits from foes. They make it their job to disable their foes and create openings for their allies while standing defiantly against their foes.", + { + "type": "refSubclassFeature", + "subclassFeature": "Slash Bang|Gunbreaker|FFXIVBeforetheFall|Breaker|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Slash Bang", + "source": "FFXIVBeforetheFall", + "page": 69, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Breaker", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Breaker Style feature}", + "Beginning at the 3rd level, you have learned to use your Gunblade's Munitions to disrupt the enemy's body. When you use your Burst Strike feature, instead of the regular effect, you can attempt to force the enemy to the ground. The creature makes a Constitution saving throw against your Gunbreaker Save DC. On a failure they take {@dice 1d6} thunder damage and are knocked {@condition prone}. On a success they are not knocked {@condition prone}.", + "This damage increases to {@dice 2d6} at the 6th level, {@dice 3d6} at the 12th level and {@dice 4d6} at the 18th level. Beginning at 9th level, if the creature is medium or smaller, they are {@condition stunned} until your next turn instead of knocked {@condition prone}." + ] + }, + { + "name": "Tether Bracer", + "source": "FFXIVBeforetheFall", + "page": 69, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Breaker", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Breaker Style feature}", + "At 6th level, you have developed a grappling hook mounted on a bracer to assist you in both exploration and battle. Your grappling hook has a range of 60ft. When the grappling hook is anchored to a surface, you gain advantage on climb checks. If you are moving in the direction of the anchor point by foot, your speed is increased by 10ft.", + "In battle, as a bonus action you may make a ranged weapon attack using your Gunbreaker Ranged Attack modifier. On a hit, you deal {@dice 1d6} piercing damage and the creature must make a Strength saving throw against your Gunbreaker Save DC, becoming {@condition grappled} on a failed save. The creature may reattempt this save as an action on their turn.", + "While the creature is {@condition grappled} by your Tether Bracer, you gain 10ft. of movement when travelling in a straight line towards the target. As a bonus action, you attempt to drag the creature closer to you. The creature makes a Strength saving throw against your Gunbreaker Save DC, moving 10ft. closer to you on a failure.", + "A creature {@condition grappled} in this way retains its movement speed if it moves towards you or strafes at its current distance away from you. If the creature is within 5ft. of you, its speed is then reduced to 0." + ] + }, + { + "name": "Maimed Reflexes", + "source": "FFXIVBeforetheFall", + "page": 69, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Breaker", + "subclassSource": "FFXIVBeforetheFall", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Breaker Style feature}", + "Beginning at the 10th level, When you use your Burst Strike feature, instead of the regular effect, you can temporarily dull the target's reflexes. The creature makes a Constitution saving throw against your Gunbreaker Spell Save DC. On a failure they take {@dice 3d6} thunder damage and cannot make attacks of opportunity until your next turn.", + "This damage increases to {@dice 4d6} at the 15th level and {@dice 5d6} at the 20th level." + ] + }, + { + "name": "Nebula Burst", + "source": "FFXIVBeforetheFall", + "page": 70, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Breaker", + "subclassSource": "FFXIVBeforetheFall", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Breaker Style feature}", + "Beginning at the 14th level, when you take damage, as a reaction you may expend one use of Munitions to reduce the damage taken by {@dice 1d6} + your Constitution ability modifier and all creatures within 5ft. take thunder damage equal to {@dice 1d6} + your Constitution ability modifier." + ] + }, + { + "name": "Superbolide", + "source": "FFXIVBeforetheFall", + "page": 70, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Breaker", + "subclassSource": "FFXIVBeforetheFall", + "level": 20, + "header": 2, + "entries": [ + "{@i 20th-level Breaker Style feature}", + "Beginning at the 20th level, when you reach 0 hit points and would not be killed outright, you may instead drop to 1 hit point instead. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain any expended uses when you finish a long rest." + ] + }, + { + "name": "Lionhart Style", + "source": "FFXIVBeforetheFall", + "page": 70, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Lionhart", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "entries": [ + "Practitioners of the Lionhart Style have learned to elementally tune their Munitions, allowing them to pierce enemy's guard with elemental energies and dealing out heavy damage.", + { + "type": "refSubclassFeature", + "subclassFeature": "Elemental Slash|Gunbreaker|FFXIVBeforetheFall|Lionhart|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Elemental Slash", + "source": "FFXIVBeforetheFall", + "page": 70, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Lionhart", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Lionhart Style feature}", + "Beginning at the 3rd level, when you use your Burst Strike feature, instead of the regular effect, you can deal an additional {@dice 1d12} damage to the creature of your choice from the following: Fire, Cold, Lightning or Thunder.", + "This damage increases to {@dice 2d12} at the 6th level, {@dice 3d12} at the 12th level and {@dice 4d12} at the 18th level." + ] + }, + { + "name": "Rough Divide", + "source": "FFXIVBeforetheFall", + "page": 70, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Lionhart", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Lionhart Style feature}", + "Beginning at the 6th level, as a bonus action you may expend one Munitions charge to move as though you are under the effects of the {@spell jump} or {@spell longstrider} spell until your next turn. The first melee weapon attack while under this effect deals an additional {@dice d6} of damage matching your weapon type." + ] + }, + { + "name": "Fated Circle", + "source": "FFXIVBeforetheFall", + "page": 70, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Lionhart", + "subclassSource": "FFXIVBeforetheFall", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Lionhart Style feature}", + "Beginning at the 10th level, when you make a successful melee weapon attack with a gunblade, instead of using your Burst Strike feature, you may expend three Munitions charges to wave of elemental energy originating from you. All creatures in a 10ft. radius must make a Dexterity saving throw against your Gunbreaker Save DC. On a failure Creatures take {@dice 3d12} damage of your choice from the following: Fire, Cold, Lightning or Thunder, and half as much on a success. This damage increases to {@dice 4d12} at the 15th level and {@dice 5d12} at the 20th level. You can only use Fated Circle once per round.", + "You can also use your action to use Fated Circle without making a successful melee weapon attack." + ] + }, + { + "name": "Elemental Intensity", + "source": "FFXIVBeforetheFall", + "page": 70, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Lionhart", + "subclassSource": "FFXIVBeforetheFall", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Lionhart Style feature}", + "Beginning at the 14th level, you deal bonus damage on your Elemental Slash and Fated Circle abilities equal to your Intelligence ability modifier. Additionally, you may choose Force, Necrotic or Radiant damage when using those abilities." + ] + }, + { + "name": "Renzokuken", + "source": "FFXIVBeforetheFall", + "page": 70, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Lionhart", + "subclassSource": "FFXIVBeforetheFall", + "level": 20, + "header": 2, + "entries": [ + "{@i 20th-level Lionhart Style feature}", + "Beginning at the 20th level, when you make a successful melee weapon attack with a gunblade, you may expend one Munitions charge to make another melee weapon attack." + ] + }, + { + "name": "Revolver Style", + "source": "FFXIVBeforetheFall", + "page": 70, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Revolver", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "entries": [ + "The Revolver Style involves becoming a skilled marksman alongside being a powerful sword fighter. Mastery of ranged combat with this new form of weaponry will be a challenge for those using the Revolver style but their ability to fight at both close and long range will be highly valuable.", + { + "type": "refSubclassFeature", + "subclassFeature": "Gritty Gunner|Gunbreaker|FFXIVBeforetheFall|Revolver|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Gritty Gunner", + "source": "FFXIVBeforetheFall", + "page": 70, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Revolver", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Revolver Style feature}", + "Beginning at the 3rd level, when you use Gunner Shot with a hostile creature within 5ft. of you, you do not suffer disadvantage on the attack and you add your Strength ability modifier to your Gunner Shot damage rolls.", + "Additionally, you gain proficiency in all firearms." + ] + }, + { + "name": "Gambler's Guts", + "source": "FFXIVBeforetheFall", + "page": 70, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Revolver", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Revolver Style feature}", + "Beginning at the 6th level, you have gained proficiency in the {@skill Insight} skill and a set of gaming tools of your choice. When making a skill check or attack roll with die result 9 or lower, you may expend one Munitions charge to reroll the die. You must use the new number." + ] + }, + { + "name": "Armor Piercing Round", + "source": "FFXIVBeforetheFall", + "page": 70, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Revolver", + "subclassSource": "FFXIVBeforetheFall", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Revolver Style feature}", + "Beginning at the 10th level, when you use the Gunner Shot Attack action, you may spend an additional Munitions charge to calculate your attack roll as though your enemy's AC is 10 + their Dexterity modifier. If the creature has natural armour the base of 10 is increased to the appropriate number." + ] + }, + { + "name": "Bombardment", + "source": "FFXIVBeforetheFall", + "page": 70, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Revolver", + "subclassSource": "FFXIVBeforetheFall", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Revolver Style feature}", + "Beginning at the 14th level, you may use the following abilities when you use your Gunner Shot attack action as though you are attacking in melee range: Burst Strike, Blasting Zone and Sonic Breaker." + ] + }, + { + "name": "Bullet Hell", + "source": "FFXIVBeforetheFall", + "page": 70, + "className": "Gunbreaker", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Revolver", + "subclassSource": "FFXIVBeforetheFall", + "level": 20, + "header": 2, + "entries": [ + "{@i 20th-level Revolver Style feature}", + "Beginning at the 20th level, when you use your Gunner Shot Attack action, you may expend loaded Munition charges to make additional Gunner Shot attacks. You expend one charge per extra attack made. You cannot use the Bombardment feature on the additional attacks." + ] + }, + { + "name": "Dragon Slayer", + "source": "FFXIVBeforetheFall", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Dragon Slayer", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 64, + "entries": [ + "Dragoons find their roots in war against dragons, but over time it became a discipline with a less singular focus. That is the case for some anyways, but the Dragon Slayer has fully dedicated themselves to plunging into battle with some of the most feared beasts that exist. Experts in piercing tough hide and laying great beasts low, Dragon Slayers are able to ply their violent craft against all kinds of foes.", + { + "type": "refSubclassFeature", + "subclassFeature": "Spineshatter Dive|Dragoon|FFXIVBeforetheFall|Dragon Slayer|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Spineshatter Dive", + "source": "FFXIVBeforetheFall", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Dragon Slayer", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 64, + "header": 1, + "entries": [ + "{@i 3rd-level Dragon Slayer feature}", + "Beginning at the 3rd level, when you use your {@classFeature Jump|Dragoon|FFXIVBeforetheFall|1} feature, you can empower the attack to disable the target creature. When you do so, if the creature fails its Dexterity saving throw, it becomes stunned until the end of your next turn and you double the bonus damage of the Jump. When you use this feature, your Dragoon Trance ends after completing your Jump." + ] + }, + { + "name": "Dragon Lore", + "source": "FFXIVBeforetheFall", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Dragon Slayer", + "subclassSource": "FFXIVBeforetheFall", + "level": 7, + "page": 64, + "header": 2, + "entries": [ + "{@i 7th-level Dragon Slayer feature}", + "Beginning at the 7th level, you have gained a wealth of knowledge about dragons. You have proficiency in {@skill History}, {@skill Nature} and {@skill Perception} checks when the check involves dragons, and you add the {@language Draconic} language to your known languages." + ] + }, + { + "name": "Drachenlance", + "source": "FFXIVBeforetheFall", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Dragon Slayer", + "subclassSource": "FFXIVBeforetheFall", + "level": 11, + "page": 64, + "header": 2, + "entries": [ + "{@i 11th-level Dragon Slayer feature}", + "Beginning at the 11th level, as an action you make a special lance attack which focuses on piercing tough defenses. Your attack roll is contested by 10 + the target's Dexterity modifier." + ] + }, + { + "name": "Dragon's Bane", + "source": "FFXIVBeforetheFall", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Dragon Slayer", + "subclassSource": "FFXIVBeforetheFall", + "level": 15, + "page": 64, + "header": 2, + "entries": [ + "{@i 15th-level Dragon Slayer feature}", + "Beginning at the 15th level, your expertise at battling dragons has provided you with greater techniques to battle them. When you are subjected to an effect that requires you to make a Dexterity 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. Additionally your attacks against dragons deals {@dice 3d6} extra damage as you are able to pin point their most vulnerable areas. Against non-dragon creatures your blows still carry extra precision, dealing an additonal {@dice 1d6} damage." + ] + }, + { + "name": "Dragon Heart", + "source": "FFXIVBeforetheFall", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Dragon Heart", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 64, + "entries": [ + "Dragon Hearts are dragoons who've leaned into the draconic origins of their foes and learned how to manipulate the magics latent in their bodies to become more like dragons. These fierce warriors use the breath of a dragon to attack large swaths of foes, while using their training as a Dragoon in combination to emulate a dragon in battle.", + { + "type": "refSubclassFeature", + "subclassFeature": "Breath of the Dragon|Dragoon|FFXIVBeforetheFall|Dragon Heart|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Breath of the Dragon", + "source": "FFXIVBeforetheFall", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Dragon Heart", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 64, + "header": 1, + "entries": [ + "{@i 3rd-level Dragon Heart feature}", + "Beginning at the 3rd level, as a bonus action, you may expand a use of your Dragoon's Trance in order to cast the {@spell dragon's breath|XGE} spell on yourself at the 2nd level. At 9th level you cast this spell at the 3rd level, and at the 17th level you cast this spell at the 4th level. Strength is your spell casting ability for this spell." + ] + }, + { + "name": "Dragon Sense", + "source": "FFXIVBeforetheFall", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Dragon Heart", + "subclassSource": "FFXIVBeforetheFall", + "level": 7, + "page": 65, + "header": 2, + "entries": [ + "{@i 7th-level Dragon Heart feature}", + "Beginning at the 7th level, you've gained the senses which are akin to a dragon. You've gained 30ft. of {@sense blindsight} and 60ft. of {@sense darkvision}. Additionally during battle as a bonus action you may make a {@skill Perception} check." + ] + }, + { + "name": "Blood of the Dragon", + "source": "FFXIVBeforetheFall", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Dragon Heart", + "subclassSource": "FFXIVBeforetheFall", + "level": 11, + "page": 65, + "header": 2, + "entries": [ + "{@i 11th-level Dragon Heart feature}", + "Beginning at the 11th level, you fight with the ferocity of a dragon now. When you use your Dragoon's Trance ability, you gain 10 temporary hit points and the spell casting and concentration restriction of Dragoon's Trance is lifted from the {@spell dragon's breath|XGE} spell. The temporary hit points fade when your trance ends." + ] + }, + { + "name": "Life of the Dragon", + "source": "FFXIVBeforetheFall", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Dragon Heart", + "subclassSource": "FFXIVBeforetheFall", + "level": 15, + "page": 65, + "header": 2, + "entries": [ + "{@i 15th-level Dragon Heart feature}", + "Beginning at the 15th level, while you are under the effect of both {@classFeature Dragoon's Trance|Dragoon|FFXIVBeforetheFall|1} and {@subclassFeature Breath of the Dragon|Dragoon|FFXIVBeforetheFall|Dragon Heart|FFXIVBeforetheFall|3}, you are able to combine these powers to fight like a legendary dragon. You may use the effect of the {@spell dragon's breath|XGE} spell as a bonus action on your turn." + ] + }, + { + "name": "Valkyrie", + "source": "FFXIVBeforetheFall", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Valkyrie", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 65, + "entries": [ + "Valkyries have chosen to distance themselves from the Dragoon's roots and instead seek to be masters of the skies themselves. Using swift movements and the power of flight, Valkyires are able to move quickly in and out of battle with power and a certain grace.", + { + "type": "refSubclassFeature", + "subclassFeature": "Crescent Moon Strikes|Dragoon|FFXIVBeforetheFall|Valkyrie|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Crescent Moon Strikes", + "source": "FFXIVBeforetheFall", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Valkyrie", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 65, + "header": 1, + "entries": [ + "{@i 3rd-level Valkyrie feature}", + "Beginning at the 3rd level, when you make the {@action Attack} action, if there is a creature directly beside your target, you may roll a second attack roll against that creature as a bonus action. You do not receive an ability modifier bonus on the damage roll for this attack." + ] + }, + { + "name": "Flight of the Dragon", + "source": "FFXIVBeforetheFall", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Valkyrie", + "subclassSource": "FFXIVBeforetheFall", + "level": 7, + "page": 65, + "header": 2, + "entries": [ + "{@i 7th-level Valkyrie feature}", + "Beginning at the 7th level, you are able to expend two uses of {@classFeature Dragoon's Trance|Dragoon|FFXIVBeforetheFall|1} to gain 60ft. of flying speed for the duration of the Trance. When you do so, an ethereal pair of dragon's wings sprout from your back. You may use your {@classFeature Jump|Dragoon|FFXIVBeforetheFall|1} and {@classFeature High Jump|Dragoon|FFXIVBeforetheFall|9} features while in flight, using your place in the air as your starting position." + ] + }, + { + "name": "Valkyrie Strike", + "source": "FFXIVBeforetheFall", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Valkyrie", + "subclassSource": "FFXIVBeforetheFall", + "level": 11, + "page": 65, + "header": 2, + "entries": [ + "{@i 11th-level Valkyrie feature}", + "Beginning at the 11th level, you don't provoke opportunity attacks when you fly out of enemies reach." + ] + }, + { + "name": "Stardiver", + "source": "FFXIVBeforetheFall", + "className": "Dragoon", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Valkyrie", + "subclassSource": "FFXIVBeforetheFall", + "level": 15, + "page": 65, + "header": 2, + "entries": [ + "{@i 15th-level Valkyrie feature}", + "Beginning at the 15th level, while under the effects of {@subclassFeature Flight of the Dragon|Dragoon|FFXIVBeforetheFall|Valkyrie|FFXIVBeforetheFall|7}, as an action you use your {@classFeature High Jump|Dragoon|FFXIVBeforetheFall|9|FFXIVBeforetheFall} feature, but may complete the attack in the same turn you start your dive. If you do so, you expend one use of Dragoon's Trance." + ] + }, + { + "name": "Blackblood", + "source": "FFXIVBeforetheFall", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Blackblood", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 59, + "entries": [ + "Blackbloods are Dark Knights who seek great power and presence on the battlefield. They spend their time perfecting their martial abilities, and then infusing their peerless skill with power drawn from the darkness which resides in their hearts.", + { + "type": "refSubclassFeature", + "subclassFeature": "Plunge|Dark Knight|FFXIVBeforetheFall|Blackblood|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Plunge", + "source": "FFXIVBeforetheFall", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Blackblood", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 59, + "header": 1, + "entries": [ + "{@i 3rd-level Blackblood feature}", + "Beginning at 3rd level, as a bonus action you may spend one Well of Darkness point to fill your body with a burst of dark power, allowing you to jump to an unoccupied space beside a target within 20ft. of you.", + "You may jump over obstacles or creatures up to 10ft. tall while moving to the target creature. This movement does not provoke attacks of opprunity. When you land you may make a melee weapon attack against the creature." + ] + }, + { + "name": "Piercing Intimidation", + "source": "FFXIVBeforetheFall", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Blackblood", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "page": 59, + "header": 2, + "entries": [ + "{@i 6th-level Blackblood feature}", + "Beginning at 6th level, when making an {@skill Intimidation} skill check, you may spend 1 Well of Darkness point to gain assistance from your inner darkness. Roll your Darkside damage die and add the result to the result of your check." + ] + }, + { + "name": "Soul Eater", + "source": "FFXIVBeforetheFall", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Blackblood", + "subclassSource": "FFXIVBeforetheFall", + "level": 11, + "page": 59, + "header": 2, + "entries": [ + "{@i 11th-level Blackblood feature}", + "Beginning at 11th level, once per turn when you make a melee weapon attack, you may choose to recover hit points equal to half the damage dealt by your Darkside feature's bonus damage, rounded down." + ] + }, + { + "name": "Ravaging Darkness", + "source": "FFXIVBeforetheFall", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Blackblood", + "subclassSource": "FFXIVBeforetheFall", + "level": 17, + "page": 59, + "header": 2, + "entries": [ + "{@i 17th-level Blackblood feature}", + "Beginning at the 17th level, you add your Charisma modifier to the bonus damage of your Darkside feature." + ] + }, + { + "name": "Abyss Knight", + "source": "FFXIVBeforetheFall", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Abyss Knight", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 59, + "entries": [ + "Abyss Knights are warriors who sneer in the face of suffering, using techniques which injure themselves in order to deliver devastating damage to their opponents.", + { + "type": "refSubclassFeature", + "subclassFeature": "Dark Burst|Dark Knight|FFXIVBeforetheFall|Abyss Knight|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Dark Burst", + "source": "FFXIVBeforetheFall", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Abyss Knight", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 59, + "header": 1, + "entries": [ + "{@i 3rd-level Abyss Knight feature}", + "Beginning at 3rd level, you are able to weaponize your own life energy to unleash a burst of dark energy against your foes. While under the effect of Darkside, you may spend {@dice 2d4} hit points to cast the {@spell burning hands} spell. When cast in this way, the spell deals necrotic damage instead of fire, and does not ignite flammable objects. Use the Well of Darkness DC when casting the spell.", + "You are able to cast the spell at higher levels by increasing the damage you take by {@dice 1d4} for each increase in casting level You may only increase the spell level up to a number of levels equal to your Charisma modifier." + ] + }, + { + "name": "Adversity", + "source": "FFXIVBeforetheFall", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Abyss Knight", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "page": 59, + "header": 2, + "entries": [ + "{@i 6th-level Abyss Knight feature}", + "Beginning at 6th level, you become fueled by the suffering you endure in battle. For every 20 hit points you are missing, you gain a +1 bonus to attack and damage rolls up to a maximum equal to your Charisma modifier.", + "Additionally you gain resistance to necrotic damage." + ] + }, + { + "name": "Supernatural Sense", + "source": "FFXIVBeforetheFall", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Abyss Knight", + "subclassSource": "FFXIVBeforetheFall", + "level": 11, + "page": 59, + "header": 2, + "entries": [ + "{@i 11th-level Abyss Knight feature}", + "Beginning at 11th level, you may cast the {@spell detect evil and good} spell at will. You may also cast {@spell detect thoughts} at will on a willing creature or spend 2 Well of Darkness points to cast it on an unwilling creature." + ] + }, + { + "name": "Dark Star", + "source": "FFXIVBeforetheFall", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Abyss Knight", + "subclassSource": "FFXIVBeforetheFall", + "level": 17, + "page": 59, + "header": 2, + "entries": [ + "{@i 17th-level Abyss Knight feature}", + "Beginning at 17th level, damage from all sources is reduced by your current Adversity bonus. When you cast {@spell burning hands} using the Dark Burst feature, you deal bonus damage equal to your Charisma Modifier + your Adversity bonus. Additionally, you may change the range from a 15ft. cone to a 30ft. line. You reference the Adversity bonus after spending your hit points to use {@subclassFeature Dark Burst|Dark Knight|FFXIVBeforetheFall|Abyss Knight|FFXIVBeforetheFall|3|FFXIVBeforetheFall} feature." + ] + }, + { + "name": "Dark Magus", + "source": "FFXIVBeforetheFall", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Dark Magus", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 59, + "entries": [ + "As a Dark Magus, you have decided to focus on manipulating your Well of Darkness. Doing so allows you to convert your own life force into powerful Dark Arts.", + "You know two Dark Arts at 3rd level, detailed in the Dark Arts section below. You learn one additional Dark Art of your choice at the 6th, 11th and 17th level Additionally you know the {@spell toll the dead|XGE} cantrip. Also, your maximum number of Well of Darkness points is increased by a number equal to your Charisma modifier.", + { + "type": "entries", + "entries": [ + { + "name": "Casting Dark Arts", + "type": "entries", + "entries": [ + "Using the dark magical energy from within, you are able to cast spells. See {@book chapter 10|PHB|10} for the general rules of spell casting. 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.", + "Once you reach the 6th level in this class, you can spend additional Well of Darkness point to increase the level of a Dark Art that you cast, provided that the spell has an enhanced effect at a higher level. The spell's level increases by 1 for each additional Well of Darkness hit die you spend. The default casting level of these spells is at the lowest possible level.", + "The maximum number of Well of Darkness point you can spend in this way (including the base cost and the additional points you spend to increase the level) is determined by your Dark Knight level, as shown in the Spells and Well of Darkness Points table.", + { + "type": "table", + "caption": "Spells and Well of Darkness Points", + "colLabels": [ + "Dark Knight Levels", + "Maximum Points for a Spell" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "6th-8th", + 4 + ], + [ + "9th-12th", + 5 + ], + [ + "13th-16th", + 6 + ], + [ + "17th-20th", + 7 + ] + ] + } + ] + } + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Dark Arts|Dark Knight|FFXIVBeforetheFall|Dark Magus|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Dark Arts", + "source": "FFXIVBeforetheFall", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Dark Magus", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 59, + "header": 1, + "entries": [ + "{@i 3rd-level Dark Magus feature}", + "The Dark Arts list is presented in alphabetical order. If the magic requires a level, you must be that level in this class to learn the spell.", + { + "type": "entries", + "entries": [ + { + "type": "options", + "count": 2, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Abyssal Drain|FFXIVBeforetheFall", + "name": "Abyssal Drain (17th Level)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Creeping Darkness|FFXIVBeforetheFall" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Damning Curse|FFXIVBeforetheFall" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Dark Dance|FFXIVBeforetheFall" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Dark Passenger|FFXIVBeforetheFall", + "name": "Dark Passenger (11th Level)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Delirium|FFXIVBeforetheFall" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Edge of Shadow|FFXIVBeforetheFall" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Flood of Darkness|FFXIVBeforetheFall" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Helter Skelter|FFXIVBeforetheFall" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Power Slash|FFXIVBeforetheFall" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Reprisal|FFXIVBeforetheFall" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Salted Earth|FFXIVBeforetheFall", + "name": "Salted Earth (6th Level)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Scourge|FFXIVBeforetheFall" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Shadow Skin|FFXIVBeforetheFall", + "name": "Shadow Skin (11th Level)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Shadow Wall|FFXIVBeforetheFall", + "name": "Shadow Wall (17th Level)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Syphon Touch|FFXIVBeforetheFall", + "name": "Syphon Touch (6th Level)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Unleash|FFXIVBeforetheFall" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Unmend|FFXIVBeforetheFall" + } + ] + } + ] + } + ] + }, + { + "name": "Additional Dark Arts", + "source": "FFXIVBeforetheFall", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Dark Magus", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "page": 59, + "header": 2, + "entries": [ + "{@i 6th-level Dark Magus feature}", + "At 6th level, you learn one additional {@filter Dark Art|optionalfeatures|feature type=dk:da} of your choice." + ] + }, + { + "name": "Additional Dark Arts", + "source": "FFXIVBeforetheFall", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Dark Magus", + "subclassSource": "FFXIVBeforetheFall", + "level": 11, + "page": 59, + "header": 2, + "entries": [ + "{@i 11th-level Dark Magus feature}", + "At 11th level, you learn one additional {@filter Dark Art|optionalfeatures|feature type=dk:da} of your choice." + ] + }, + { + "name": "Additional Dark Arts", + "source": "FFXIVBeforetheFall", + "className": "Dark Knight", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Dark Magus", + "subclassSource": "FFXIVBeforetheFall", + "level": 17, + "page": 59, + "header": 2, + "entries": [ + "{@i 17th-level Dark Magus feature}", + "At 17th level, you learn one additional {@filter Dark Art|optionalfeatures|feature type=dk:da} of your choice." + ] + }, + { + "name": "Paragon", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Paragon", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 54, + "entries": [ + "You've devoted your training to dance as an art form itself, staying a purist of dance. Your singular focus will allow you to reach mastery few ever hope to achieve in your discipline.", + { + "type": "refSubclassFeature", + "subclassFeature": "Inspiring Salsa|Dancer|FFXIVBeforetheFall|Paragon|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Inspiring Salsa", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Paragon", + "subclassSource": "FFXIVBeforetheFall", + "page": 55, + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Paragon feature}", + "Beginning at the 3rd level, as a bonus action you can spend up to 2 Dazzling Dance charges to inspire an ally within 5ft. of you. Your ally may add a bonus to any attack roll, saving throw or ability check they make equal to twice the number of charges used to inspire them one time. At 10th level you may spend any number of Dazzling Dance charges in the same way." + ] + }, + { + "name": "Magic of Movement", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Paragon", + "subclassSource": "FFXIVBeforetheFall", + "page": 55, + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Paragon feature}", + "Beginning at the 6th level, when you cast a spell, you may spend a number of Dazzling Dance charges equal to the spell level instead of spending a spell slot. Spells cast using this feature do not generate Dazzling Dance charges." + ] + }, + { + "name": "Improvised Flow", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Paragon", + "subclassSource": "FFXIVBeforetheFall", + "page": 55, + "level": 11, + "header": 2, + "entries": [ + "{@i 11th-level Paragon feature}", + "Beginning at the 11th level, when you make a concentration check you may spend a Dazzling Dance charge to roll with advantage." + ] + }, + { + "name": "Forte Fusion", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Paragon", + "subclassSource": "FFXIVBeforetheFall", + "page": 55, + "level": 15, + "header": 2, + "entries": [ + "{@i 15th-level Paragon feature}", + "Beginning at the 15th level, you have learned how to mix known dances into new exciting combinations. You are able to cast a second spell which requires concentration without ending the first. To do so you use your action to spend 1 Dazzling Dance charge to cast the second spell alongside the required spell slot. Each turn you concentrate on the second spell, you must use your action to spend once Dazzling Dance charge and spend 10ft. of movement per spell." + ] + }, + { + "name": "Peace Bringer", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Peace Bringer", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 55, + "entries": [ + "You've learned to effectively wield restorative spells while dancing across the battlefield, offering relief and joy in even the worst situations.", + { + "type": "refSubclassFeature", + "subclassFeature": "Succor Swing|Dancer|FFXIVBeforetheFall|Peace Bringer|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Succor Swing", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Peace Bringer", + "subclassSource": "FFXIVBeforetheFall", + "page": 55, + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Peace Bringer feature}", + "Beginning at 3rd level, your magical dances are capable of healing wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Dancer level × 5.", + "As an action, you can perform for a creature within 5ft. of you and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool." + ] + }, + { + "name": "Refreshing Round", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Peace Bringer", + "subclassSource": "FFXIVBeforetheFall", + "page": 55, + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Peace Bringer feature}", + "Beginning at the 6th level, you've further developed your healing abilities. When you use your Succor Swing feature, you may target any number of creatures within 10ft. of you." + ] + }, + { + "name": "Safe Haven Hop", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Peace Bringer", + "subclassSource": "FFXIVBeforetheFall", + "page": 55, + "level": 11, + "header": 2, + "entries": [ + "{@i 11th-level Peace Bringer feature}", + "Beginning at the 11th level, you may select {@spell aura of life}, {@spell aura of purity} or {@spell aura of vitality} and cast it without spending a spell slot. You may do so a number of times equal to half your Charisma modifier rounded down, these uses refresh after completing a long rest." + ] + }, + { + "name": "The Solace Swing", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Peace Bringer", + "subclassSource": "FFXIVBeforetheFall", + "page": 55, + "level": 15, + "header": 2, + "entries": [ + "{@i 15th-level Peace Bringer feature}", + "Beginning at the 15th level, you may spend Dazzling Dance charges to restore your pool of healing power. For each point spent you recover points to your pool equal to your Charisma modifier." + ] + }, + { + "name": "Exotic Wonder", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Exotic Wonder", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "page": 55, + "entries": [ + "You've trained in an exotic dancing style which incorporates weapons into your routines. You mix martial knowledge with graceful steps to create an awe inspiring dance which devastates your foes.", + { + "type": "refSubclassFeature", + "subclassFeature": "Flourishing Swing|Dancer|FFXIVBeforetheFall|Exotic Wonder|FFXIVBeforetheFall|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Fighting Style|Dancer|FFXIVBeforetheFall|Exotic Wonder|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Flourishing Swing", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Exotic Wonder", + "subclassSource": "FFXIVBeforetheFall", + "page": 55, + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Exotic Wonder feature}", + "Beginning at 3rd level, your melee weapon attacks with finesse weapons activate your Flourish feature." + ] + }, + { + "name": "Fighting Style", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Exotic Wonder", + "subclassSource": "FFXIVBeforetheFall", + "page": 55, + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Exotic Wonder feature}", + "Beginning at the 3rd level, you adopt a particular style of fighting as your 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": "options", + "count": 1, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Defense" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Dueling" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Fleet Foot|FFXIVBeforetheFall" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Two-Weapon Fighting" + } + ] + } + ] + }, + { + "name": "Double Step", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Exotic Wonder", + "subclassSource": "FFXIVBeforetheFall", + "page": 55, + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Exotic Wonder feature}", + "Beginning at the 6th level, whenever you use the {@action Attack} action, you may spend 1 Dazzling Dance charge to make an extra melee weapon attack." + ] + }, + { + "name": "Flawless Flow", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Exotic Wonder", + "subclassSource": "FFXIVBeforetheFall", + "page": 55, + "level": 11, + "header": 2, + "entries": [ + "{@i 11th-level Exotic Wonder feature}", + "Beginning at the 11th level, you may make a melee weapon attack as a bonus action after casting a spell." + ] + }, + { + "name": "Lamia Bite", + "source": "FFXIVBeforetheFall", + "className": "Dancer", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Exotic Wonder", + "subclassSource": "FFXIVBeforetheFall", + "page": 55, + "level": 15, + "header": 2, + "entries": [ + "{@i 15th-level Exotic Wonder feature}", + "Beginning at the 15th level, you may spend 4 Dazzling Dance charges prior to making a weapon attack. Doing so increases the critical hit range of your attack rolls for the remainder of the turn, lowering the threshold by 4." + ] + }, + { + "name": "Lore Keeper", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Lore Keeper", + "subclassSource": "FFXIVBeforetheFall", + "level": 1, + "page": 47, + "entries": [ + "You have taken on the duty of becoming a Lore Keeper, researchers who seek out and chronicle the monsters of the world to the finest details possible. In doing so you've learned to create magical bonds which allow you to borrow their power or emulate their magical effects. Be it the fiery breath of a drake or the climbing ability of a spider, you know how to cast spells which pay homage to the beasts you've dedicated yourself to.", + { + "type": "refSubclassFeature", + "subclassFeature": "Azure Knowledge|Blue Mage|FFXIVBeforetheFall|Lore Keeper|FFXIVBeforetheFall|1" + } + ] + }, + { + "name": "Azure Knowledge", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Lore Keeper", + "subclassSource": "FFXIVBeforetheFall", + "page": 47, + "level": 1, + "header": 1, + "entries": [ + "{@i 1st-level Lore Keeper feature}", + "Beginning at 1st level, you may select an additional two cantrips from the blue mage spell list and add them to your cantrips known list. These do not count against the Cantrips Known in the blue mage class table." + ] + }, + { + "name": "Focused Assessment", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Lore Keeper", + "subclassSource": "FFXIVBeforetheFall", + "header": 2, + "level": 3, + "page": 47, + "entries": [ + "{@i 3rd-level Lore Keeper feature}", + "Starting at 3rd level, you gain proficiency in the {@skill Investigation} skill. If you already have proficiency in the {@skill Investigation}, you gain expertise in it, doubling your proficiency bonus.", + "Additionally, you may use Libra as an action on a creature. You also have gained an eye for spotting weaknesses and strengths, allowing you to learn additional types of information:", + { + "type": "list", + "items": [ + "Damage resistances", + "Damage vulnerabilities", + "Damage immunities" + ] + } + ] + }, + { + "name": "Quick Assessment", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Lore Keeper", + "subclassSource": "FFXIVBeforetheFall", + "header": 2, + "level": 6, + "page": 47, + "entries": [ + "{@i 6th-level Lore Keeper feature}", + "Beginning at the 6th level, as a bonus action you are able to use Libra during combat on a creature that is within 30ft. of you." + ] + }, + { + "name": "Extracurricular Studies", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Lore Keeper", + "subclassSource": "FFXIVBeforetheFall", + "header": 2, + "level": 10, + "page": 47, + "entries": [ + "{@i 10th-level Lore Keeper feature}", + "Beginning at the 10th level, you may learn two spells of your choice from any class. A spell you choose must be of 5th level or lower, or a cantrip. The chosen spells count as blue mage spells for you." + ] + }, + { + "name": "Ace Tutor", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Lore Keeper", + "subclassSource": "FFXIVBeforetheFall", + "header": 2, + "level": 14, + "page": 48, + "entries": [ + "{@i 14th-level Lore Keeper feature}", + "Beginning at the 14th level, you are able to read the subtle movements of monsters and beasts from afar. As an action you can offer advice on how to approach a beast or monster within 30ft of you, that you have used Libra on.", + "Choose an ally within 60ft. of you, until your next turn they have advantage on attack rolls against that creature." + ] + }, + { + "name": "Fell Guard", + "source": "FFXIVBeforetheFall", + "page": 48, + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Fell Guard", + "subclassSource": "FFXIVBeforetheFall", + "level": 1, + "entries": [ + "Fell Guard Blue Mages are adventurers who travel the world battling monsters and beasts, bathing in their essence to absorb their power and use it to further defend the world from those same beasts. The exposure to this monstrous power, sometimes referred to as fell energy, comes at a risk. Fell Guard must balance the number of monsters whose energy they tap into or else they'll lose themselves to the power. Walking the line between monster and man, these magical warriors take major risks to protect the world.", + { + "type": "refSubclassFeature", + "subclassFeature": "Azure Guard|Blue Mage|FFXIVBeforetheFall|Fell Guard|FFXIVBeforetheFall|1" + } + ] + }, + { + "name": "Azure Guard", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Fell Guard", + "subclassSource": "FFXIVBeforetheFall", + "page": 48, + "level": 1, + "header": 1, + "entries": [ + "{@i 1st-level Fell Guard feature}", + "Beginning at 1st level, you may use one handed melee weapons as spellcasting focus for your blue mage spells.", + "Additionally, you gain proficiency with medium armor and martial weapons. When you level up you gain an additional two hit points." + ] + }, + { + "name": "Monstrous Vanguard", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Fell Guard", + "subclassSource": "FFXIVBeforetheFall", + "header": 2, + "level": 3, + "page": 47, + "entries": [ + "{@i 3rd-level Fell Guard feature}", + "Beginning at 3rd level, you choose a fighting style focus to assist you in the type of monster you prefer to hunt.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Colossus Slayer", + "entries": [ + "Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra {@dice 1d8} damage if it's below its hit point maximum. You can deal this extra damage only once per turn." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Giant Killer", + "entries": [ + "When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack. provided that you can see the creature." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Horde Breaker", + "entries": [ + "Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon." + ] + } + ] + } + ] + }, + { + "name": "Survival Tactics", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Fell Guard", + "subclassSource": "FFXIVBeforetheFall", + "header": 2, + "level": 6, + "page": 47, + "entries": [ + "{@i 6th-level Fell Guard feature}", + "Beginning at the 6th level, you gain one of the following features of your choice.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Escape the Horde", + "entries": [ + "Opportunity attacks against you are made with disadvantage." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Multiattack Defense", + "entries": [ + "When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Steel Will", + "entries": [ + "You have advantage on saving throws against being {@condition frightened}." + ] + } + ] + } + ] + }, + { + "name": "Azure Corruption", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Fell Guard", + "subclassSource": "FFXIVBeforetheFall", + "header": 2, + "level": 10, + "page": 47, + "entries": [ + "{@i 10th-level Fell Guard feature}", + "Beginning at the 10th level, you've learned to influence your body using monstrous magics, When you create a monster link, you may substitute one of your spells learned with one of the following damage resistances: acid, cold, fire, lightning, poison or thunder. You may only gain two resistences from your monster links at one time, and may only include one resistance within a single monster link." + ] + }, + { + "name": "Absorb Ability", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Fell Guard", + "subclassSource": "FFXIVBeforetheFall", + "header": 2, + "level": 14, + "page": 47, + "entries": [ + "{@i 14th-level Fell Guard feature}", + "Beginning at the 14th level, you have learned to drain the natural abilities of your prey. As an action, you draw energy out of a creature you touch. The creature must make a Charisma saving throw against your spell save DC or receive a -2 reduction to an ability score of your choice on a failed save. on a success, the creautre becomes immune to this effect for 1 minute. You gain a +2 bonus in the reduced ability socre. This change in ability socre lasts 10 minutes and may only be used once a day. Failed attempts do not expend the use of this ability.", + "You must then finish a long rest to use Absorb Ability again." + ] + }, + { + "name": "Masked Carnevallian", + "source": "FFXIVBeforetheFall", + "page": 48, + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Masked Carnevallian", + "subclassSource": "FFXIVBeforetheFall", + "level": 1, + "entries": [ + "The powerful and outlandish magics of the Blue Mage provide their practitioners with a large variety of magic few have seen before. As such, some Blue Mages mix their monstrous magic with showmanship, becoming a Masked Carnevallian.", + { + "type": "refSubclassFeature", + "subclassFeature": "Monster Carnival|Blue Mage|FFXIVBeforetheFall|Masked Carnevallian|FFXIVBeforetheFall|1" + } + ] + }, + { + "name": "Monster Carnival", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Masked Carnevallian", + "subclassSource": "FFXIVBeforetheFall", + "page": 48, + "level": 1, + "header": 1, + "entries": [ + "{@i 1st-level Masked Carnevallian feature}", + "Beginning at 1st level, you can inspire others through performing with monstrouc magics. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can see and hear you. That creature gains one Carnevallian Inspiration die, a {@dice d6}.", + "Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls The d20 before deciding to use the Carnevallian Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Carnevallian Inspiration die is rolled, it is lost. A creature can have only one Carnevallian Inspiration die at a time.", + "You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.", + "Your Carnevallian Inspiration die changes when you reach certain levels in this class. The die becomes a {@dice d8} at 5th level, a {@dice d10} at 10th level, and a {@dice d12} at 15th level." + ] + }, + { + "name": "Dramatic Recovery", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Masked Carnevallian", + "subclassSource": "FFXIVBeforetheFall", + "page": 48, + "level": 3, + "header": 2, + "entries": [ + "{@i 3rd-level Masked Carnevallian feature}", + "Beginning at 3rd level, when you are hit by a melee attack, you may use your reaction and spend one Carnevallian Inspiration die to move 5ft. backwards away from the attacker and roll the Carnevallian Inspiration die, reducing the damage you take by the result." + ] + }, + { + "name": "Entertainer's Intuition", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Masked Carnevallian", + "subclassSource": "FFXIVBeforetheFall", + "page": 48, + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Masked Carnevallian feature}", + "Beginning at 6th level, when making a Charisma related skill check on a creature you have used the Libra feature on, you have advantage on the check." + ] + }, + { + "name": "Traveling Troupe", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Masked Carnevallian", + "subclassSource": "FFXIVBeforetheFall", + "page": 48, + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Masked Carnevallian feature}", + "Beginning at 10th level, a creature who has one of your Carnevallian Inspiration die may spend it when they take damage. The damage taken is reduced by the die's result." + ] + }, + { + "name": "Monstrous Confidence", + "source": "FFXIVBeforetheFall", + "className": "Blue Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Masked Carnevallian", + "subclassSource": "FFXIVBeforetheFall", + "page": 48, + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Masked Carnevallian feature}", + "Beginning at 14th level, creatures who use your Carnevallian Inspiration die add your Charisma modifier to the die result." + ] + }, + { + "name": "Enchanter", + "source": "FFXIVBeforetheFall", + "page": 42, + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Enchanter", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "entries": [ + "While many Black Mages focus their studies on the destructive arts, the Enchanter has shifted their study to empower their allies and weaken their allies through the use of powerful magics.", + { + "type": "refSubclassFeature", + "subclassFeature": "Expanded Spell List|Black Mage|FFXIVBeforetheFall|Enchanter|FFXIVBeforetheFall|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Point of Influence|Black Mage|FFXIVBeforetheFall|Enchanter|FFXIVBeforetheFall|2" + } + ] + }, + { + "name": "Expanded Spell List", + "source": "FFXIVBeforetheFall", + "page": 42, + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Enchanter", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Enchanter feature}", + "Your specialization as an Enchanter lets you choose from an expanded list of spells when you learn a black mage spell. The following spells are added to the blackmage spell list for you.", + { + "type": "table", + "caption": "Expanded Spell List", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell bless}, {@spell cause fear|XGE}" + ], + [ + "2nd", + "{@spell enlarge/reduce}, {@spell magic weapon}" + ], + [ + "3rd", + "{@spell slow}, {@spell haste}" + ], + [ + "4th", + "{@spell blight}, {@spell charm monster|XGE}" + ], + [ + "5th", + "{@spell dominate person}, {@spell hold monster}" + ] + ] + } + ] + }, + { + "name": "Point of Influence", + "source": "FFXIVBeforetheFall", + "page": 43, + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Enchanter", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Enchanter feature}", + "Beginning at the 2nd level, you are able to use your Leylines feature for both enchantment and evocation spells." + ] + }, + { + "name": "Silvered Tongue", + "source": "FFXIVBeforetheFall", + "page": 43, + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Enchanter", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Enchanter feature}", + "Beginning at the 6th level, your focus on enchantment magic has improved your speech. You gain proficiency in one of the following skills: {@skill Deception}, {@skill Intimidation}, {@skill Persuasion}. If you are already proficient in that skill, you gain expertise with it. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. Additionally, you may use Intelligence as your ability score for the selected skill." + ] + }, + { + "name": "Unshaken Will", + "source": "FFXIVBeforetheFall", + "page": 43, + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Enchanter", + "subclassSource": "FFXIVBeforetheFall", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Enchanter feature}", + "Beginning at the 10th level, when you must make a Wisdom saving throw, you may spend 1 mana point to gain advantage on the saving throw." + ] + }, + { + "name": "Deep Influence", + "source": "FFXIVBeforetheFall", + "page": 43, + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Enchanter", + "subclassSource": "FFXIVBeforetheFall", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Enchanter feature}", + "Beginning at the 14th level, when you cast an enchantment spell, you may spend 1 mana point to cause the target to have disadvantage on their saving throw." + ] + }, + { + "name": "Void Mage", + "source": "FFXIVBeforetheFall", + "page": 43, + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Void Mage", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "entries": [ + "A Void Mage is a Black Mage who has focused their research on harnessing the power of The Void and the dark creatures who live within it. This has granted the Black Mage proficiency over dark magic which they wield with authority.", + { + "type": "refSubclassFeature", + "subclassFeature": "Expanded Spell List|Black Mage|FFXIVBeforetheFall|Void Mage|FFXIVBeforetheFall|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Void Casting|Black Mage|FFXIVBeforetheFall|Void Mage|FFXIVBeforetheFall|2" + } + ] + }, + { + "name": "Expanded Spell List", + "source": "FFXIVBeforetheFall", + "page": 43, + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Void Mage", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Void Mage feature}", + "Your specialization as a Void Mage lets you choose from an expanded list of spells when you learn a black mage spell. The following spells are added to the black mage spell list for you.", + { + "type": "table", + "caption": "Expanded Spell List", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell armor of Agathys}, {@spell arms of Hadar}" + ], + [ + "2nd", + "{@spell ray of enfeeblement}, {@spell shadow blade|XGE}" + ], + [ + "3rd", + "{@spell hunger of Hadar}, {@spell summon lesser demons|XGE}" + ], + [ + "4th", + "{@spell banishment}, {@spell summon greater demon|XGE}" + ], + [ + "5th", + "{@spell contact other plane||contact other plane (ritual)}, {@spell negative energy flood|XGE}" + ] + ] + } + ] + }, + { + "name": "Void Casting", + "source": "FFXIVBeforetheFall", + "page": 43, + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Void Mage", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Void Mage feature}", + "Beginning at 2nd level, when you cast a spell, you may spend one mana point to change the damage type of the spell to necrotic. When you change the damage type of your spell in this way it does additional damage equal to your Intelligence ability modifier. This bonus applies to your spell once." + ] + }, + { + "name": "Void Sense", + "source": "FFXIVBeforetheFall", + "page": 43, + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Void Mage", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Void Mage feature}", + "Beginning at 6th level, you have learned to borrow power from the void to improve your senses and causing your eyes to glow with dim red light. You may spend 1 mana point to gain {@sense darkvision} out to 60ft. for one hour. If you already have {@sense darkvision}, the range is increased by 60ft. Additionally, you gain advantage on {@skill Perception} checks that use your eyes while under this effect." + ] + }, + { + "name": "Ebony Offense", + "source": "FFXIVBeforetheFall", + "page": 43, + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Void Mage", + "subclassSource": "FFXIVBeforetheFall", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Void Mage feature}", + "At 11th level, necrotic damage you deal is unaffected by resistances. As a bonus action, you may spend a mana point to overcome necrotic damage immunity for your next spell." + ] + }, + { + "name": "Bloody Veil", + "source": "FFXIVBeforetheFall", + "page": 43, + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Void Mage", + "subclassSource": "FFXIVBeforetheFall", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Void Mage feature}", + "Beginning at the 14th level, when you kill a creature with a spell of first level or higher with necrotic damage, you gain temporary hit points equal to the spell's level multiplied by your Intelligence ability modifier." + ] + }, + { + "name": "Mhachi", + "source": "FFXIVBeforetheFall", + "page": 42, + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Mhachi", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "entries": [ + "The Machi are mages who specialize in the destructive arts. The Mhachi are the ones who created the art of Black Magic. Through deep introspection, they've learned to use their manafont to increase their destructive power.", + { + "type": "refSubclassFeature", + "subclassFeature": "Expanded Spell List|Black Mage|FFXIVBeforetheFall|Mhachi|FFXIVBeforetheFall|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Unstable Aether|Black Mage|FFXIVBeforetheFall|Mhachi|FFXIVBeforetheFall|2" + } + ] + }, + { + "name": "Expanded Spell List", + "source": "FFXIVBeforetheFall", + "page": 42, + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Mhachi", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Thaumaturge feature}", + "Your specialization as a Mhachi lets you choose from an expanded list of spells when you learn a blackmage spell. The following spells are added to the blackmage spell list for you.", + { + "type": "table", + "caption": "Expanded Spell List", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell chromatic orb}, {@spell witch bolt}" + ], + [ + "2nd", + "{@spell Aganazzar's scorcher|XGE}, {@spell Snilloc's snowball swarm|XGE}" + ], + [ + "3rd", + "{@spell call lightning}, {@spell sleet storm}" + ], + [ + "4th", + "{@spell ice storm}, {@spell storm sphere|XGE}" + ], + [ + "5th", + "{@spell cone of cold}, {@spell immolation|XGE}" + ] + ] + } + ] + }, + { + "name": "Unstable Aether", + "source": "FFXIVBeforetheFall", + "page": 42, + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Mhachi", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Thaumaturge feature}", + "Beginning at the 2nd level, when you cast a spell, you may spend one mana point to reroll any damage die which resulted in a 1 or 2. You must use the resulting rolls." + ] + }, + { + "name": "Polyglot", + "source": "FFXIVBeforetheFall", + "page": 42, + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Mhachi", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Thaumaturge feature}", + "Beginning at the 6th level, your magical studies have warped your mind and understanding of the world. You can read all writing." + ] + }, + { + "name": "Aetherial Manipulation", + "source": "FFXIVBeforetheFall", + "page": 42, + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Mhachi", + "subclassSource": "FFXIVBeforetheFall", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Thaumaturge feature}", + "Beginning at the 10th level, you are able to more effectively manipulate your Leylines. Your movement is no longer restricted when making use of your Leylines feature. Casting a spell with the effect of Leylines still immediately ends your turn.", + "Additionally, if you expended a spell slot during your last turn, as a bonus action, you may spend one mana point to magically teleport back to the location you were standing in when you cast the spell if the space is unoccupied." + ] + }, + { + "name": "Devastating Force", + "source": "FFXIVBeforetheFall", + "page": 42, + "className": "Black Mage", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Mhachi", + "subclassSource": "FFXIVBeforetheFall", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Thaumaturge feature}", + "Beginning at the 14th level, when you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest." + ] + }, + { + "name": "College of the Skysinger", + "source": "FFXIVBeforetheFall", + "page": 38, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Skysinger", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "entries": [ + "Members of the College of the Skysinger are adventurers who travel the world acting not only as entertainers but as agents of remembrance and soothesayers for souls who've not yet moved on.", + "Members of the college are tasked with the mission of traveling the world to record history through poetry and verse, ensuring the harsh truths of history are not swept away. At the same time these bards must help lost souls who've suffered the tragedies of the past find peace.", + "The college of the Skysinger was the dream of a famed archer who inadvertently caused the deaths of his comrades. To cope with his grief he turned to the poetic arts and traveled the world trying to atone for his sins by delivering restless spirits to a peaceful slumber. He hoped to one day return to the place where his friends were lost, and lay their souls to rest.", + "To honour this legendary bard and archer, members of the College often take up the bow alongside their instruments.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Bard|PHB|Skysinger|FFXIVBeforetheFall|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Troubadour's Paean|Bard|PHB|Skysinger|FFXIVBeforetheFall|3" + } + ] + }, + { + "name": "Bonus Proficiencies", + "source": "FFXIVBeforetheFall", + "page": 38, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Skysinger", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "entries": [ + "{@i 3rd-level College of the Skysinger feature}", + "Beginning at the 3rd level, you gain proficiency with longbows, the {@skill History} skill and one other skill of your choice." + ] + }, + { + "name": "Troubadour's Paean", + "source": "FFXIVBeforetheFall", + "page": 38, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Skysinger", + "subclassSource": "FFXIVBeforetheFall", + "level": 3, + "entries": [ + "{@i 3rd-level College of the Skysinger feature}", + "Beginning at the 3rd level, you learn to protect your allies with your songs. A creature that has a Bardic Inspiration die from you can roll that die to gain temporary hit points equal to the result when an attack or spell targets the creature. While those temporary hit points are protecting the creature, they gain advantage against Intelligence, Wisdom and Charisma based saving throws." + ] + }, + { + "name": "Scars of History", + "source": "FFXIVBeforetheFall", + "page": 38, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Skysinger", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "entries": [ + "{@i 6th-level College of the Skysinger feature}", + "Beginning at the 6th level, you gain advantage on checks regarding the history of battles and tragedies.", + "You are able to to channel your intuitive knowledge of tragedy into song. When you cast a spell, you may expend a Bardic Inspiration die to cause a creature to strike with hesitation. Select a creature within 60ft. of you that can hear you. That creature must make a Charisma saving throw against your spell save DC. On a failed save, the creature's mind is wrought with sorrow causing it to hold back. Until your next turn, when the creature makes a damage roll their damage is reduced by an amount equal to the Bardic Inspiration die + your Charisma ability modifier. The creature becomes immune to this effect for one hour afterwards. If successful, they are unaffected by your performance and become immune to the effect for one hour." + ] + }, + { + "name": "Wanderer's Ballad", + "source": "FFXIVBeforetheFall", + "page": 38, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Skysinger", + "subclassSource": "FFXIVBeforetheFall", + "level": 14, + "entries": [ + "{@i 14th-level College of the Skysinger feature}", + "Beginning at the 14th level, when you cast a spell you may expend one Bardic Inspiration die to further inspire your allies. Select an allied creature within 60ft. of you that can hear you. Their critical hit range increases by 1 for a number of rounds equal to your Charisma ability modifier. If the creature is under another effect which increases their crit range prior to the effects of Wanderer's Ballad, simply add the next lowest number to your crit range. For example, a fighter with a crit range of 19 or 20 affected by this ability has a crit range of 18, 19 or 20." + ] + }, + { + "name": "Diurnal Sect", + "source": "FFXIVBeforetheFall", + "page": 36, + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Diurnal Sect", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "entries": [ + "Your study of astrology has led you to studying under the Diurnal sect. Students of this sect focus on developing their understanding of the stars and their fortune telling in reference to the sun. Reflective of the life the sun provides those of the land, students of the Diurnal Sect focus on improving their ability to heal and support their allies.", + { + "type": "refSubclassFeature", + "subclassFeature": "Fortunate Healing|Astrologian|FFXIVBeforetheFall|Diurnal Sect|FFXIVBeforetheFall|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Eyes of Azeyma|Astrologian|FFXIVBeforetheFall|Diurnal Sect|FFXIVBeforetheFall|2" + } + ] + }, + { + "name": "Fortunate Healing", + "source": "FFXIVBeforetheFall", + "page": 36, + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Diurnal Sect", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Diurnal Sect feature}", + "Beginning at the 2nd level, whenever you use a spell of 1st level or higher to restore hit points to a creature, you may expend an available draw to further empower the heal. The creature regains additional hit points equal to {@dice 1d6} + your Wisdom modifier." + ] + }, + { + "name": "Eyes of Azeyma", + "source": "FFXIVBeforetheFall", + "page": 36, + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Diurnal Sect", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Diurnal Sect feature}", + "Also beginning at the 2nd level, you may expend an available draw to assist you in revealing dangers of the area, as an action you may do a quick reading to scan for traps in the area, giving you advantage on {@skill Perception} checks for 1 minute." + ] + }, + { + "name": "Diurnal Benefic", + "source": "FFXIVBeforetheFall", + "page": 36, + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Diurnal Sect", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Diurnal Sect feature}", + "Beginning at the 6th level you are able to empower your healing spells with the power of the sun. When you cast a spell of the 1st-level or higher that restores the hit points of an ally, you may leave a regenerative effect on all affected allies. After the spell is cast, the affected creatures recover {@dice 1d6} hit points at the start of their turn for a number of rounds equal to your Wisdom ability modifier. You must then finish a short or long rest to use Diurnal Benefic again." + ] + }, + { + "name": "Lightspeed", + "source": "FFXIVBeforetheFall", + "page": 36, + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Diurnal Sect", + "subclassSource": "FFXIVBeforetheFall", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Diurnal Sect feature}", + "Beginning at the 10th level, you may cast a 1st, 2nd or 3rd-level spell you have prepared as a bonus action by spending a number of available draws equal to the level of the spell you wish to cast." + ] + }, + { + "name": "Sun's Fortune", + "source": "FFXIVBeforetheFall", + "page": 36, + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Diurnal Sect", + "subclassSource": "FFXIVBeforetheFall", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Diurnal Sect feature}", + "Beginning at the 14th level, when you use the Fortunate Healing feature, the additional healing becomes 6 + your Wisdom Modifier. Additionally, you may roll {@dice 1d6} and apply the appropriate effect as if you had used the Draw action." + ] + }, + { + "name": "Nocturnal Sect", + "source": "FFXIVBeforetheFall", + "page": 36, + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Nocturnal Sect", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "entries": [ + "Students of the Nocturnal Sect have chosen to unravel the mysteries of the night sky and how the moon influences the world and fate. As seekers of knowledge, the Nocturnal Sect tries to unravel the unknown, akin to chasing the dark side of the moon. In their efforts, students of this sect have taken to focusing on preventative measures and offensive magics.", + { + "type": "refSubclassFeature", + "subclassFeature": "Mage of Menphina|Astrologian|FFXIVBeforetheFall|Nocturnal Sect|FFXIVBeforetheFall|2" + } + ] + }, + { + "name": "Mage of Menphina", + "source": "FFXIVBeforetheFall", + "page": 36, + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Nocturnal Sect", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Nocturnal Sect feature}", + "Beginning at the 2nd level, you have trained your body alongside your mind, gaining prowess in the martial arts to survive on the battlefield. You have proficiency with one hand handed simple and martial weapons, light and medium armor. You gain 1 extra hit point when you level up.", + "As a bonus action you may spend one draw to help you predict how your enemy will react to your presence. You do not provoke attacks of opportunity until your next turn." + ] + }, + { + "name": "Nocturnal Benefic", + "source": "FFXIVBeforetheFall", + "page": 37, + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Nocturnal Sect", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Nocturnal Sect feature}", + "Beginning at the 6th level you can empower your spells with the magic of the moon. When you cast a spell of 1st-level or higher that restores the hit points of an ally, you may leave a shielding effect on all affected creatures. After the spell is cast, your all affected creatures gain temporary hit points equal to #d4 where # is equal to your Wisdom ability modifier. You must then finish a short or long rest to use Noctournal Benefic again." + ] + }, + { + "name": "Malefic Attunement", + "source": "FFXIVBeforetheFall", + "page": 37, + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Nocturnal Sect", + "subclassSource": "FFXIVBeforetheFall", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Nocturnal Sect feature}", + "Beginning at the 10th level, when you make a melee weapon attack, you may cast a spell as a bonus action. You do not have disadvantage on ranged attack rolls if a hostile creature is within 5ft. of you." + ] + }, + { + "name": "Lunar Rage", + "source": "FFXIVBeforetheFall", + "page": 37, + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Nocturnal Sect", + "subclassSource": "FFXIVBeforetheFall", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Nocturnal Sect feature}", + "Beginning at the 14th level, you touch a willing creature or yourself and bless them with the power of the Noctournal Sect. Weapon attacks made by the selected creature deal an additional {@dice 2d6} force damage for 1 minute. At the start of each of the affected creature's turns, they roll {@dice 1d6} + your Wisdom modifier and gain that many temporary hit points. You must then finish a long rest to use grant Lunar Rage again." + ] + }, + { + "name": "Fortuneteller", + "source": "FFXIVBeforetheFall", + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "level": 2, + "page": 37, + "subclassShortName": "Fortuneteller", + "subclassSource": "FFXIVBeforetheFall", + "entries": [ + "Some Astrologians turn away from the study of the cosmos and instead turn their attention to fate and the Deck of Sixty. Such Astrologians are known as Fortunetellers and develop innovative ways to make use of the tarot, even bending fate to their will.", + { + "type": "refSubclassFeature", + "subclassFeature": "Minor Arcana|Astrologian|FFXIVBeforetheFall|Fortuneteller|FFXIVBeforetheFall|2" + } + ] + }, + { + "name": "Minor Arcana", + "source": "FFXIVBeforetheFall", + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "level": 2, + "page": 37, + "subclassShortName": "Fortuneteller", + "subclassSource": "FFXIVBeforetheFall", + "header": 1, + "entries": [ + "{@i 2nd-level Fortuneteller feature}", + "Beginning at the 2nd level, you have learned to take advantage of the minor arcana of your tarot deck. When you use the Draw feature, on a die result 1, 3 or 5 you may use the card to make a ranged Spell attack that deals {@dice 1d6} + your Wisdom modifier force damage to a creature within 30ft. of you that you can see. On a die result 2, 4 or 6 you may use the card to heal {@dice 1d6} + your Wisdom modifier hit points to a creature within 30ft. of you that you can see. The potency of this effect increases to {@dice 2d6} at 6th level, {@dice 3d6} at 10th level and {@dice 4d6} at the 14th level." + ] + }, + { + "name": "Skillful Readings", + "source": "FFXIVBeforetheFall", + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "level": 6, + "page": 37, + "subclassShortName": "Fortuneteller", + "subclassSource": "FFXIVBeforetheFall", + "header": 2, + "entries": [ + "{@i 6th-level Fortuneteller feature}", + "Beginning at the 6th level, you are able to use your arcana cards to more effectively tell the future. When casting a Divination spell, you may spend a number of available draws equal to the spell's level in place of expending a spell slot." + ] + }, + { + "name": "Stacked Deck", + "source": "FFXIVBeforetheFall", + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "level": 10, + "page": 37, + "subclassShortName": "Fortuneteller", + "subclassSource": "FFXIVBeforetheFall", + "header": 2, + "entries": [ + "{@i 10th-level Fortuneteller feature}", + "Beginning at the 10th level, you have learned how to bend the results of your fortune telling. When you use the Draw ability, you may roll {@dice 2d6} and select which die is the true result of the card." + ] + }, + { + "name": "Sleeve Draw", + "source": "FFXIVBeforetheFall", + "className": "Astrologian", + "classSource": "FFXIVBeforetheFall", + "level": 14, + "page": 37, + "subclassShortName": "Fortuneteller", + "subclassSource": "FFXIVBeforetheFall", + "header": 2, + "entries": [ + "{@i 14th-level Fortuneteller feature}", + "Beginning at the 14th level, as an action you may make use of each of your card drawing effects. Roll {@dice 6d6} and select 3 results. Two are added to your Spread and one may be used for the Draw or Minor Arcana effect. This expends three uses of the Draw action. You must then finish a short or long rest to use Sleeve Draw again." + ] + }, + { + "name": "Tactician", + "source": "FFXIVBeforetheFall", + "page": 31, + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Tactician", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "entries": [ + "Most arcanists walk the path of the Tactician, highly intelligent spell casters who assist their allies by organizing their forces and swaying battle with tactical maneuvers. In the tradition of arcanists, the tactician who brings forth a carbuncle, to help dictate the pace of battle.", + { + "type": "refSubclassFeature", + "subclassFeature": "Field Commander|Arcanist|FFXIVBeforetheFall|Tactician|FFXIVBeforetheFall|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Tactical Eye|Arcanist|FFXIVBeforetheFall|Tactician|FFXIVBeforetheFall|2" + } + ] + }, + { + "name": "Field Commander", + "source": "FFXIVBeforetheFall", + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Tactician", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Tactician feature}", + "Beginning at the 2nd level, you have opted to take up the blade alongside the book to protect yourself on the battle field. You gain proficiency in light armor, shields, simple and martial weapons. You may use your weapon as a casting focus to satisfy the somantic component. You gain one extra hitpoint when you level up, including reaching the 2nd level.", + "Additionally, when you select a new tactic according to the Tactics feature, you select two tactics. You regain any expended uses of Tactics when you complete a short or long rest." + ] + }, + { + "name": "Tactical Eye", + "source": "FFXIVBeforetheFall", + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Tactician", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Tactician feature}", + "Also beginning at 2nd level, when you use the {@action Help} action to aid an ally in attacking a creature, the target of that attack can be within 30 ft. of you, if the target can see or hear you." + ] + }, + { + "name": "Strategic Preparation", + "source": "FFXIVBeforetheFall", + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Tactician", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Tactician feature}", + "Beginning at the 6th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own.", + "The DM tells you if the creature is your equal, superior, or inferior in regard to two of the follow characteristics of your choice:", + { + "type": "list", + "items": [ + "Strength score", + "Dexterity score", + "Constitution score", + "Intelligence score", + "Wisdom score", + "Charisma score", + "Armor Class", + "Current hit points", + "Class levels (if any)" + ] + }, + "At the DM's discretion, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any." + ] + }, + { + "name": "Chain Stratagem", + "source": "FFXIVBeforetheFall", + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Tactician", + "subclassSource": "FFXIVBeforetheFall", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Tactician feature}", + "Beginning at the 10th level, when an ally is attacking a creature whom is affected by your {@action Help} action, their attack lands a critical hit on a die result 19 or 20." + ] + }, + { + "name": "Carbuncle's Sacrifice", + "source": "FFXIVBeforetheFall", + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Tactician", + "subclassSource": "FFXIVBeforetheFall", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Tactician feature}", + "Beginning at the 14th level, you are able to sacrifice your carbuncle to recall the magic energy which makes up its body and calm your mind. Your carbuncle is unsummoned and you recover half the expended uses of your Tactics feature." + ] + }, + { + "name": "Summoner", + "source": "FFXIVBeforetheFall", + "page": 31, + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Summoner", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "entries": [ + "A summoner has directed their studies towards harnessing the powers of elementals from another plane, summoning fragments of their strength as Egis to serve them.", + { + "type": "refSubclassFeature", + "subclassFeature": "Egi's Boon|Arcanist|FFXIVBeforetheFall|Summoner|FFXIVBeforetheFall|2" + } + ] + }, + { + "name": "Egi's Boon", + "source": "FFXIVBeforetheFall", + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Summoner", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Summoner feature}", + "Beginning at the 2nd level, while you have your {@creature Ifrit-Egi|FFXIVBeforetheFall} summoned you know the {@spell fire bolt} cantrip and have resistance against fire damage. While you have your {@creature Garuda-Egi|FFXIVBeforetheFall} summoned you know the {@spell thunderclap|XGE} cantrip and have resistance against thunder damage. While you have your {@creature Titan-Egi|FFXIVBeforetheFall} summoned you know the {@spell magic stone} cantrip and have resistance against bludgeoning damage." + ] + }, + { + "name": "Channeled Casting", + "source": "FFXIVBeforetheFall", + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Summoner", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Summoner feature}", + "Beginning at the 6th level, when you cast a spell you may cast the spell as if you were standing where your egi is. Spells which use you as their point of origin may instead use your egi as the point of origin. These spells do not cause damage to your egi. You can use this feature three times. You regain any expended uses when you finish a long rest." + ] + }, + { + "name": "Fester", + "source": "FFXIVBeforetheFall", + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Summoner", + "subclassSource": "FFXIVBeforetheFall", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Summoner feature}", + "Beginning at the 10th level, when you cast a spell that deals damage and requires a target creature to make a saving throw, if it fails you may deal additional necrotic damage to the target creature equal to #d8, where # is equal to your Intelligence modifier. You can use this feature three times. You regain any expended uses when you finish a long rest." + ] + }, + { + "name": "Enkindle", + "source": "FFXIVBeforetheFall", + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Summoner", + "subclassSource": "FFXIVBeforetheFall", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Summoner feature}", + "Beginning at the 14th level, as an action you are able to call on your egi to release the great power hidden within it, unleashing a devastating attack. You must then finish a short or long rest to use Enkindle again. The power is described in the creature description at the end of the class description." + ] + }, + { + "name": "Nymian Scholar", + "source": "FFXIVBeforetheFall", + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Nymian Scholar", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "page": 32, + "entries": [ + "Some arcanists decide to research the use of their magic in the medical arts. These arcanists come to be known as nymian scholars, specializing in the lost healing magic of Nym. They call on the fey of this lost city, summoning them to assist them on the field of battle.", + { + "type": "entries", + "name": "Expanded Spell List", + "entries": [ + "Your specialization as a scholar lets you choose from an expanded list of spells when you learn an arcanist spell. The following spells are added to the arcanist spell list for you.", + { + "type": "table", + "caption": "Expanded Spell List", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell bless}, {@spell sanctuary}" + ], + [ + "2nd", + "{@spell lesser restoration}, {@spell prayer of healing}" + ], + [ + "3rd", + "{@spell mass healing word}, {@spell revivify}" + ], + [ + "4th", + "{@spell lustrate|FFXIVBeforetheFall}, {@spell sacred soil|FFXIVBeforetheFall}" + ], + [ + "5th", + "{@spell greater restoration}, {@spell mass cure wounds}" + ] + ] + } + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Critical Heal|Arcanist|FFXIVBeforetheFall|Nymian Scholar|FFXIVBeforetheFall|2" + } + ] + }, + { + "name": "Critical Heal", + "source": "FFXIVBeforetheFall", + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Nymian Scholar", + "subclassSource": "FFXIVBeforetheFall", + "level": 2, + "header": 1, + "entries": [ + "{@i 2nd-level Nymian Scholar feature}", + "Starting at the 2nd level, your healing spells have the potential to cause a critical heal. When you cast a healing spell and one of the die results in its highest possible result. Roll another die of the same value and add that number to the amount of hit points recovered. A critical heal may only occur once per healing spell." + ] + }, + { + "name": "Nymian Healer", + "source": "FFXIVBeforetheFall", + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Nymian Scholar", + "subclassSource": "FFXIVBeforetheFall", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Nymian Scholar feature}", + "Starting at 6th level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your proficiency bonus + the spell's level." + ] + }, + { + "name": "Adloquiem", + "source": "FFXIVBeforetheFall", + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Nymian Scholar", + "subclassSource": "FFXIVBeforetheFall", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Nymian Scholar feature}", + "Starting at the 10th level, when you cast a spell of 1st level or higher to restore hit points to a creature, you may expend one us of tactics to empower the heal. Your healing spell creates a protective ward on the creature, granting them temporary hit points equal to the hit points recovered for 10 minutes. If a critical heal occurred, the target gains additional temporary hit points equal to half of the amount of hit points recovered." + ] + }, + { + "name": "Nymian Savior", + "source": "FFXIVBeforetheFall", + "className": "Arcanist", + "classSource": "FFXIVBeforetheFall", + "subclassShortName": "Nymian Scholar", + "subclassSource": "FFXIVBeforetheFall", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Nymian Scholar feature}", + "Starting at the 14th level, when you cast a healing spell which will not grant temporary hit points, that creature gains {@dice 1d10} temporary hitpoints." + ] + } + ], + "optionalfeature": [ + { + "name": "Careful Spell", + "source": "FFXIVBeforetheFall", + "page": 5, + "entries": [ + "When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 Noulith charge and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell." + ], + "featureType": [ + "S:AA" + ] + }, + { + "name": "Empowered Spell", + "source": "FFXIVBeforetheFall", + "page": 5, + "entries": [ + "When you roll damage for a spell, you can spend 1 Noulith charge to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.", + "You can use Empowered Spell even if you have already used a different Aetheric Adaptation option during the casting of the spell." + ], + "featureType": [ + "S:AA" + ] + }, + { + "name": "Extended Spell", + "source": "FFXIVBeforetheFall", + "page": 5, + "entries": [ + "When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Noulith charge to double its duration, to a maximum duration of 24 hours." + ], + "featureType": [ + "S:AA" + ] + }, + { + "name": "Heightened Spell", + "source": "FFXIVBeforetheFall", + "page": 5, + "entries": [ + "When you cast a spell that forces a creature to make a saving throw to resist its Effects, you can spend 3 Noulith charges to give one target of the spell disadvantage on its first saving throw made against the spell." + ], + "featureType": [ + "S:AA" + ] + }, + { + "name": "Noulithic Casting", + "source": "FFXIVBeforetheFall", + "page": 5, + "entries": [ + "When you cast a spell, you spend 1 Noulith charge to cast the spell as though you were standing at the location of one of your Nouliths." + ], + "featureType": [ + "S:AA" + ] + }, + { + "name": "Quickened Spell", + "source": "FFXIVBeforetheFall", + "page": 5, + "entries": [ + "When you cast a spell that has a casting time of 1 action, you can spend 2 Noulith charges to change the casting time to 1 bonus action for this casting." + ], + "featureType": [ + "S:AA" + ] + }, + { + "name": "Subtle Spell", + "source": "FFXIVBeforetheFall", + "page": 5, + "entries": [ + "When you cast a spell, you can spend 1 Noulith charge to cast it without any somatic or verbal components." + ], + "featureType": [ + "S:AA" + ] + }, + { + "name": "Twinned Spell", + "source": "FFXIVBeforetheFall", + "page": 5, + "entries": [ + "When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of Noulith charges equal to the spell's level to target a second creature in range with the same spell (1 Noulith charge if the spell is a cantrip).", + "To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, {@spell magic missile} and {@spell scorching ray} aren't eligible, but {@spell ray of frost} is." + ], + "featureType": [ + "S:AA" + ] + }, + { + "name": "Abyssal Drain", + "source": "FFXIVBeforetheFall", + "page": 60, + "prerequisite": [ + { + "level": { + "level": 17 + } + } + ], + "entries": [ + "You can spend 6 {@classFeature Well of Darkness|Dark Knight|FFXIVBeforetheFall|1} points to cast {@spell contagion}." + ], + "featureType": [ + "DK:DA" + ] + }, + { + "name": "Creeping Darkness", + "source": "FFXIVBeforetheFall", + "page": 60, + "entries": [ + "You can spend 2 {@classFeature Well of Darkness|Dark Knight|FFXIVBeforetheFall|1} points to cast {@spell darkness}." + ], + "featureType": [ + "DK:DA" + ] + }, + { + "name": "Damning Curse", + "source": "FFXIVBeforetheFall", + "page": 60, + "entries": [ + "You can spend 1 {@classFeature Well of Darkness|Dark Knight|FFXIVBeforetheFall|1} points to cast {@spell bane}." + ], + "featureType": [ + "DK:DA" + ] + }, + { + "name": "Dark Dance", + "source": "FFXIVBeforetheFall", + "page": 60, + "entries": [ + "You can spend 2 {@classFeature Well of Darkness|Dark Knight|FFXIVBeforetheFall|1} points to cast {@spell mirror image}." + ], + "featureType": [ + "DK:DA" + ] + }, + { + "name": "Dark Passenger", + "source": "FFXIVBeforetheFall", + "page": 60, + "prerequisite": [ + { + "level": { + "level": 11 + } + } + ], + "entries": [ + "You can spend 3 {@classFeature Well of Darkness|Dark Knight|FFXIVBeforetheFall|1} points to cast {@spell lightning bolt}. The spell deals necrotic damage." + ], + "featureType": [ + "DK:DA" + ] + }, + { + "name": "Delirium", + "source": "FFXIVBeforetheFall", + "page": 60, + "entries": [ + "You can spend 2 {@classFeature Well of Darkness|Dark Knight|FFXIVBeforetheFall|1} points to cast {@spell suggestion}." + ], + "featureType": [ + "DK:DA" + ] + }, + { + "name": "Edge of Shadow", + "source": "FFXIVBeforetheFall", + "page": 60, + "entries": [ + "You can spend 2 {@classFeature Well of Darkness|Dark Knight|FFXIVBeforetheFall|1} points to cast {@spell shatter}." + ], + "featureType": [ + "DK:DA" + ] + }, + { + "name": "Flood of Darkness", + "source": "FFXIVBeforetheFall", + "page": 60, + "prerequisite": [ + { + "level": { + "level": 17 + } + } + ], + "entries": [ + "You can spend 6 {@classFeature Well of Darkness|Dark Knight|FFXIVBeforetheFall|1} points to cast {@spell negative energy flood|XGE}." + ], + "featureType": [ + "DK:DA" + ] + }, + { + "name": "Helter Skelter", + "source": "FFXIVBeforetheFall", + "page": 60, + "prerequisite": [ + { + "level": { + "level": 11 + } + } + ], + "entries": [ + "You can spend 4 {@classFeature Well of Darkness|Dark Knight|FFXIVBeforetheFall|1} points to cast {@spell hypnotic pattern}." + ], + "featureType": [ + "DK:DA" + ] + }, + { + "name": "Power Slash", + "source": "FFXIVBeforetheFall", + "page": 60, + "prerequisite": [ + { + "level": { + "level": 6 + } + } + ], + "entries": [ + "You can spend 3 {@classFeature Well of Darkness|Dark Knight|FFXIVBeforetheFall|1} points to cast {@spell elemental weapon}." + ], + "featureType": [ + "DK:DA" + ] + }, + { + "name": "Reprisal", + "source": "FFXIVBeforetheFall", + "page": 60, + "entries": [ + "You can spend 2 {@classFeature Well of Darkness|Dark Knight|FFXIVBeforetheFall|1} points to cast {@spell hellish rebuke}." + ], + "featureType": [ + "DK:DA" + ] + }, + { + "name": "Salted Earth", + "source": "FFXIVBeforetheFall", + "page": 60, + "prerequisite": [ + { + "level": { + "level": 6 + } + } + ], + "entries": [ + "You can spend 3 {@classFeature Well of Darkness|Dark Knight|FFXIVBeforetheFall|1} points to cast {@spell hunger of Hadar}." + ], + "featureType": [ + "DK:DA" + ] + }, + { + "name": "Scourge", + "source": "FFXIVBeforetheFall", + "page": 60, + "entries": [ + "You can spend 1 {@classFeature Well of Darkness|Dark Knight|FFXIVBeforetheFall|1} points to cast {@spell hex}." + ], + "featureType": [ + "DK:DA" + ] + }, + { + "name": "Shadow Skin", + "source": "FFXIVBeforetheFall", + "page": 60, + "prerequisite": [ + { + "level": { + "level": 11 + } + } + ], + "entries": [ + "You can spend 4 {@classFeature Well of Darkness|Dark Knight|FFXIVBeforetheFall|1} points to cast {@spell shadow of Moil}." + ], + "featureType": [ + "DK:DA" + ] + }, + { + "name": "Shadow Wall", + "source": "FFXIVBeforetheFall", + "page": 60, + "prerequisite": [ + { + "level": { + "level": 17 + } + } + ], + "entries": [ + "You can spend 6 {@classFeature Well of Darkness|Dark Knight|FFXIVBeforetheFall|1} points to cast {@spell wall of force}." + ], + "featureType": [ + "DK:DA" + ] + }, + { + "name": "Syphon Touch", + "source": "FFXIVBeforetheFall", + "page": 60, + "prerequisite": [ + { + "level": { + "level": 6 + } + } + ], + "entries": [ + "You can 3 {@classFeature Well of Darkness|Dark Knight|FFXIVBeforetheFall|1} points to cast {@spell vampiric touch}." + ], + "featureType": [ + "DK:DA" + ] + }, + { + "name": "Unleash", + "source": "FFXIVBeforetheFall", + "page": 60, + "entries": [ + "You can 1 {@classFeature Well of Darkness|Dark Knight|FFXIVBeforetheFall|1} points to cast {@spell arms of Hadar}." + ], + "featureType": [ + "DK:DA" + ] + }, + { + "name": "Unmend", + "source": "FFXIVBeforetheFall", + "page": 60, + "entries": [ + "You can 1 {@classFeature Well of Darkness|Dark Knight|FFXIVBeforetheFall|1} points to cast {@spell magic missile}." + ], + "featureType": [ + "DK:DA" + ] + }, + { + "name": "Fleet Foot", + "source": "FFXIVBeforetheFall", + "page": 55, + "entries": [ + "Your movement speed increases by 5ft." + ], + "featureType": [ + "D:FS" + ] + }, + { + "name": "Fuma", + "source": "FFXIVBeforetheFall", + "page": 83, + "entries": [ + "Performing the Furna ninjutsu allows you to cast the {@spell ice knife|XGE} spell." + ], + "featureType": [ + "R:NN" + ] + }, + { + "name": "Shadon", + "source": "FFXIVBeforetheFall", + "page": 83, + "entries": [ + "Performing the Furna ninjutsu allows you to cast the {@spell darkness} spell." + ], + "featureType": [ + "R:NN" + ] + }, + { + "name": "Katon", + "source": "FFXIVBeforetheFall", + "page": 83, + "entries": [ + "Performing the Katon ninjutsu allows you to cast the {@spell fireball} spell at half the maximum range." + ], + "featureType": [ + "R:NN" + ] + }, + { + "name": "Raiton", + "source": "FFXIVBeforetheFall", + "page": 83, + "entries": [ + "Performing the Raiton ninjutsu allows you to cast the {@spell lightning bolt} spell at half the maximum range." + ], + "featureType": [ + "R:NN" + ] + }, + { + "name": "Hyoton", + "source": "FFXIVBeforetheFall", + "page": 83, + "entries": [ + "Performing the Hyoton ninjutsu allows you to cast the {@spell ice storm} spell at half the maximum range." + ], + "featureType": [ + "R:NN" + ] + }, + { + "name": "Huton", + "source": "FFXIVBeforetheFall", + "page": 83, + "entries": [ + "Performing the Huton ninjutsu allows you to cast the {@spell haste} spell on yourself." + ], + "featureType": [ + "R:NN" + ] + }, + { + "name": "Doton", + "source": "FFXIVBeforetheFall", + "page": 83, + "entries": [ + "Performing the Doton ninjutsu allows you to cast the {@spell doton|FFXIVBeforetheFall} spell" + ], + "featureType": [ + "R:NN" + ] + }, + { + "name": "Suiton", + "source": "FFXIVBeforetheFall", + "page": 83, + "entries": [ + "Performing the Suiton ninjutsu allows you to cast the {@spell suiton|FFXIVBeforetheFall} spell" + ], + "featureType": [ + "R:NN" + ] + }, + { + "name": "Gunner", + "source": "FFXIVBeforetheFall", + "page": 68, + "entries": [ + "You gain a +2 bonus to attack rolls you make with your Gunner Shot {@action Attack} action." + ], + "featureType": [ + "GB:FS" + ] + }, + { + "name": "Adamantoise Shell", + "source": "FFXIVBeforetheFall", + "entries": [ + "You can cast {@spell mage armor} on yourself at will, without expending a spell slot or material components." + ], + "featureType": [ + "BM:MM" + ], + "additionalSpells": [ + { + "innate": { + "_": [ + "mage armor" + ] + } + } + ] + }, + { + "name": "Ahriman's Gaze", + "source": "FFXIVBeforetheFall", + "prerequisite": [ + { + "level": { + "level": 3 + } + } + ], + "entries": [ + "You can cast {@spell hold person} once using a blue mage spell slot." + ], + "featureType": [ + "BM:MM" + ], + "additionalSpells": [ + { + "prepared": { + "_": [ + "hold person" + ] + } + } + ] + }, + { + "name": "Bad Breath", + "source": "FFXIVBeforetheFall", + "entries": [ + "You develop a breath weapon you may use as your action. Your breath weapon is a 15ft. cone. Any creature in range must make a Dexterity saving throw against your spell save DC. Your breath weapon deals poison damage. A creature takes {@dice 2d6} damage on a failed save, and half as much damage on a successful one. The damage increases to {@dice 3d6} at 6th level, {@dice 4d6} at 11th level, and {@dice 5d6} at 16th level. Each time the damage of your breath weapon increases, the range also increases by 5ft", + "Additionally, a creature who fails their saving throw becomes {@condition poisoned} or {@condition blinded} for 1 minute. You choose the additional effects when you decide to take this action.", + "You must finish a long rest to use Bad Breath again." + ], + "featureType": [ + "BM:MM" + ] + }, + { + "name": "Blood Siphon", + "source": "FFXIVBeforetheFall", + "prerequisite": [ + { + "level": { + "level": 5 + } + } + ], + "entries": [ + "You can cast {@spell vampiric touch} using a blue mage spell slot." + ], + "featureType": [ + "BM:MM" + ], + "additionalSpells": [ + { + "prepared": { + "_": [ + "vampiric touch" + ] + } + } + ] + }, + { + "name": "Behemoth's Destruction", + "source": "FFXIVBeforetheFall", + "prerequisite": [ + { + "level": { + "level": 9 + } + } + ], + "entries": [ + "You can cast {@spell destructive wave} once using a blue mage spell slot." + ], + "featureType": [ + "BM:MM" + ], + "additionalSpells": [ + { + "prepared": { + "_": [ + "destructive wave" + ] + } + } + ] + }, + { + "name": "Bomb Detonation", + "source": "FFXIVBeforetheFall", + "prerequisite": [ + { + "level": { + "level": 5 + } + } + ], + "entries": [ + "You can cast {@spell fireball} at will centered on yourself. You automatically take half the damage of the spell." + ], + "featureType": [ + "BM:MM" + ], + "additionalSpells": [ + { + "innate": { + "_": [ + "fireball" + ] + } + } + ] + }, + { + "name": "Cactuar Needles", + "source": "FFXIVBeforetheFall", + "entries": [ + "When you are attacked by a melee weapon attack, as a reaction you may release a flurry of aetherial needles from your body in a 5ft. radius around you. All creatures in range must make a Dexterity saving throw against your spell save DC, taking {@dice 1d10} damage on a failure and half as much on a success. Creatures who fail this saving throw become {@condition poisoned} for one minute." + ], + "featureType": [ + "BM:MM" + ] + }, + { + "name": "Crab Grab", + "source": "FFXIVBeforetheFall", + "entries": [ + "When you use your {@action Attack|PHB} action to grapple a creature of your size or smaller, you gain advantage on your Strength ({@skill Athletics}) check." + ], + "featureType": [ + "BM:MM" + ], + "skillProficiencies": [ + { + "athletics": true + } + ] + }, + { + "name": "Chocobo's Dash", + "source": "FFXIVBeforetheFall", + "entries": [ + "You can cast {@spell expeditious retreat} at will, without expending a spell slot or material components." + ], + "featureType": [ + "BM:MM" + ], + "additionalSpells": [ + { + "innate": { + "_": [ + "expeditious retreat" + ] + } + } + ] + }, + { + "name": "Choco Cure", + "source": "FFXIVBeforetheFall", + "entries": [ + "You can cast {@spell cure wounds} using a blue mage spell slot." + ], + "featureType": [ + "BM:MM" + ], + "additionalSpells": [ + { + "prepared": { + "_": [ + "cure wounds" + ] + } + } + ] + }, + { + "name": "Coblyn's Shatter", + "source": "FFXIVBeforetheFall", + "prerequisite": [ + { + "level": { + "level": 3 + } + } + ], + "entries": [ + "You can cast {@spell shatter} at will centered on yourself. You do not take damage from the spell." + ], + "featureType": [ + "BM:MM" + ], + "additionalSpells": [ + { + "innate": { + "_": [ + "shatter" + ] + } + } + ] + }, + { + "name": "Couerl Blaster", + "source": "FFXIVBeforetheFall", + "prerequisite": [ + { + "level": { + "level": 5 + } + } + ], + "entries": [ + "You can cast {@spell lightning bolt} using a blue mage spell slot." + ], + "featureType": [ + "BM:MM" + ], + "additionalSpells": [ + { + "prepared": { + "_": [ + "lightning bolt" + ] + } + } + ] + }, + { + "name": "Drake Breath", + "source": "FFXIVBeforetheFall", + "prerequisite": [ + { + "level": { + "level": 3 + } + } + ], + "entries": [ + "You can cast {@spell Aganazzar's scorcher|XGE} using a blue mage spell slot." + ], + "featureType": [ + "BM:MM" + ], + "additionalSpells": [ + { + "prepared": { + "_": [ + "aganazzar's scorcher|xge" + ] + } + } + ] + }, + { + "name": "Flan's Body", + "source": "FFXIVBeforetheFall", + "entries": [ + "You can cast {@spell absorb elements|XGE} at will, without expending a spell slot or material components.", + "You must finish a long rest to use Flan's Body again." + ], + "featureType": [ + "BM:MM" + ], + "additionalSpells": [ + { + "innate": { + "_": [ + "absorb elements|xge" + ] + } + } + ] + }, + { + "name": "Funguar's Nature", + "source": "FFXIVBeforetheFall", + "prerequisite": [ + { + "level": { + "level": 9 + } + } + ], + "entries": [ + "You can cast {@spell speak with plants} at will, without expending a spell slot or material components." + ], + "featureType": [ + "BM:MM" + ], + "additionalSpells": [ + { + "innate": { + "_": [ + "speak with plants" + ] + } + } + ] + }, + { + "name": "Gremlin Tongue", + "source": "FFXIVBeforetheFall", + "entries": [ + "You can cast {@spell vicious mockery}. You gain proficiency in the {@skill Deception} skill." + ], + "featureType": [ + "BM:MM" + ], + "additionalSpells": [ + { + "innate": { + "_": [ + "vicious mockery" + ] + } + } + ], + "skillProficiencies": [ + { + "deception": true + } + ] + }, + { + "name": "Goblin Operations", + "source": "FFXIVBeforetheFall", + "entries": [ + "You gain proficiency in the {@skill Sleight of Hand} and {@skill Stealth} skills." + ], + "featureType": [ + "BM:MM" + ], + "skillProficiencies": [ + { + "sleight of hand": true, + "stealth": true + } + ] + }, + { + "name": "Goobbue Sneeze", + "source": "FFXIVBeforetheFall", + "prerequisite": [ + { + "level": { + "level": 5 + } + } + ], + "entries": [ + "You can cast {@spell stinking cloud} using a blue mage spell slot." + ], + "featureType": [ + "BM:MM" + ], + "additionalSpells": [ + { + "prepared": { + "_": [ + "stinking cloud" + ] + } + } + ] + }, + { + "name": "Mandragora Shriek", + "source": "FFXIVBeforetheFall", + "prerequisite": [ + { + "level": { + "level": 9 + } + } + ], + "entries": [ + "You can cast {@spell confusion} using a blue mage spell slot." + ], + "featureType": [ + "BM:MM" + ], + "additionalSpells": [ + { + "prepared": { + "_": [ + "confusion" + ] + } + } + ] + }, + { + "name": "Mantis Claws", + "source": "FFXIVBeforetheFall", + "prerequisite": [ + { + "level": { + "level": 5 + } + } + ], + "entries": [ + "You can attack with your weapon twice, instead of once, whenever you take the {@action Attack} action on your turn." + ], + "featureType": [ + "BM:MM" + ] + }, + { + "name": "Mind Flayer's Blast", + "source": "FFXIVBeforetheFall", + "prerequisite": [ + { + "level": { + "level": 9 + } + } + ], + "entries": [ + "As an action, you release a blast of psychic energy from your mouth. All creatures in a 15ft. cone make an Intelligence saving throw against your spell save DC. On a failure, they become {@condition stunned} for 1 minute. They may repeat the save as an action on their turn.", + "You must finish a long rest to use Mind Flayer's Blast again." + ], + "featureType": [ + "BM:MM" + ] + }, + { + "name": "Mimic's Nature", + "source": "FFXIVBeforetheFall", + "entries": [ + "You can cast {@spell disguise self} at will, without expending a spell slot or material components." + ], + "featureType": [ + "BM:MM" + ], + "additionalSpells": [ + { + "innate": { + "_": [ + "disguise self" + ] + } + } + ] + }, + { + "name": "Pom Cure", + "source": "FFXIVBeforetheFall", + "entries": [ + "You can cast {@spell healing word} using a blue mage spell slot." + ], + "featureType": [ + "BM:MM" + ], + "additionalSpells": [ + { + "prepared": { + "_": [ + "healing word" + ] + } + } + ] + }, + { + "name": "Ochu Vines", + "source": "FFXIVBeforetheFall", + "entries": [ + "You can cast {@spell entangle} using a blue mage spell slot." + ], + "featureType": [ + "BM:MM" + ], + "additionalSpells": [ + { + "prepared": { + "_": [ + "entangle" + ] + } + } + ] + }, + { + "name": "Opo-Opo Athletics", + "source": "FFXIVBeforetheFall", + "entries": [ + "You gain proficiency in the {@skill Athletics} and {@skill Acrobatics} skills." + ], + "featureType": [ + "BM:MM" + ], + "skillProficiencies": [ + { + "athletics": true, + "acrobatics": true + } + ] + }, + { + "name": "Sahagin's Curse", + "source": "FFXIVBeforetheFall", + "prerequisite": [ + { + "level": { + "level": 7 + } + } + ], + "entries": [ + "You can cast {@spell polymorph} using a blue mage spell slot. You may only select {@creature frog|MM} or a {@creature giant frog|MM} as the new form. You must finish a long rest to use Sahagin's Curse again." + ], + "featureType": [ + "BM:MM" + ], + "additionalSpells": [ + { + "prepared": { + "_": [ + "polymorph" + ] + } + } + ] + }, + { + "name": "Succubus Charm", + "source": "FFXIVBeforetheFall", + "prerequisite": [ + { + "level": { + "level": 9 + } + } + ], + "entries": [ + "You can cast {@spell charm person} at will, without spending a spell slot or material components. A creature that resists this effect becomes immune to this spell cast by you for 1 hour." + ], + "featureType": [ + "BM:MM" + ], + "additionalSpells": [ + { + "innate": { + "_": [ + "charm person" + ] + } + } + ] + }, + { + "name": "Frog's Legs", + "source": "FFXIVBeforetheFall", + "prerequisite": [ + { + "level": { + "level": 9 + } + } + ], + "entries": [ + "You can cast {@spell jump} on yourself at will, without expending a spell slot or material components." + ], + "featureType": [ + "BM:MM" + ], + "additionalSpells": [ + { + "innate": { + "_": [ + "jump" + ] + } + } + ] + }, + { + "name": "Tonberry's Grudge", + "source": "FFXIVBeforetheFall", + "entries": [ + "When you attack a creature who is {@condition stunned} or {@condition paralyed} with a melee weapon, you deal bonus damage equal to the average damage of the weapon's damage die." + ], + "featureType": [ + "BM:MM" + ] + }, + { + "name": "Undead Touch", + "source": "FFXIVBeforetheFall", + "entries": [ + "You can cast {@spell inflict wounds} using a blue mage spell slot." + ], + "featureType": [ + "BM:MM" + ], + "additionalSpells": [ + { + "prepared": { + "_": [ + "inflict wounds" + ] + } + } + ] + }, + { + "name": "Worm Sense", + "source": "FFXIVBeforetheFall", + "prerequisite": [ + { + "level": { + "level": 15 + } + } + ], + "entries": [ + "You gain 30ft. {@sense tremorsense|MM}. You can detect and pinpoint the origin of vibrations within a 30ft. radius, provided that you and the source of the vibrations are in contact with the same ground or substance. {@sense Tremorsense|MM} can't be used to detect flying or incorporeal creatures." + ], + "featureType": [ + "BM:MM" + ] + }, + { + "name": "Zu's Rage", + "source": "FFXIVBeforetheFall", + "prerequisite": [ + { + "level": { + "level": 9 + } + } + ], + "entries": [ + "As an action, you leap 20ft. from your current location at blinding speed, delivering a leaping strike with a melee weapon. Once you land, you may make one melee weapon attack against a creature in range. This attack does bonus damage equal to your spell casting ability modifier." + ], + "featureType": [ + "BM:MM" + ] + }, + { + "name": "Advantageous", + "source": "FFXIVBeforetheFall", + "entries": [ + "When rolling initiative, you may expend one use of tactics to increase an ally or your own initiative roll by your proficiency bonus. You may only do so once per initiative roll." + ], + "featureType": [ + "AT" + ] + }, + { + "name": "Aetherial Barrier", + "source": "FFXIVBeforetheFall", + "entries": [ + "When a creature you can see attacks a target other than you that is within 15ft. of you or your aetherial ally, you can use your reaction to impose disadvantage on the attack roll." + ], + "featureType": [ + "AT" + ] + }, + { + "name": "Blessing of Nym", + "source": "FFXIVBeforetheFall", + "entries": [ + "When you cast a spell which recovers hit points or is from the Nymian Scholar expanded spell list, you may cast it through your aetherial ally. Your fey acts as the point of origin for the spell and your touch based spells may be cast as though you were standing where your fey is." + ], + "featureType": [ + "AT:N" + ] + }, + { + "name": "Bombarding", + "source": "FFXIVBeforetheFall", + "entries": [ + "When you take the {@action Attack} action or cast a spell, as a bonus action, you may direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack." + ], + "featureType": [ + "AT:T" + ] + }, + { + "name": "Castle", + "source": "FFXIVBeforetheFall", + "prerequisite": [ + { + "level": { + "level": 10 + } + } + ], + "entries": [ + "As a bonus action, your aetherial ally and a willing creature within 30ft. of it instantaneously switch positions. This does not provoke attacks of opportunity." + ], + "featureType": [ + "AT" + ] + }, + { + "name": "Carbuncle Bind", + "source": "FFXIVBeforetheFall", + "entries": [ + "When your carbuncle lands a melee attack, as part of its action you may empower it. You attempt to bind the target creature to your carbuncle. The target of your carbuncle's attack must make a Dexterity saving throw. On a failed save, a binding ethereal chain bursts forth from the carbuncle, shackling the target. The creature may not move more than 5ft away from the carbuncle for {@dice 1d4} rounds." + ], + "featureType": [ + "AT:T" + ] + }, + { + "name": "Carbuncle Shine", + "source": "FFXIVBeforetheFall", + "entries": [ + "As a bonus action you cause your carbuncle to shine brightly. All creatures who can see the carbuncle within 10ft. must make a Constitution saving throw. On a failed save, the creature is {@condition blinded} for {@dice 1d4} rounds." + ], + "featureType": [ + "AT:T" + ] + }, + { + "name": "Deployment Tactics", + "source": "FFXIVBeforetheFall", + "entries": [ + "As a bonus action, select two friendly creatures who can see and hear you. They may move up to half their movement speed without provoking attacks of opportunity." + ], + "featureType": [ + "AT:T" + ] + }, + { + "name": "Devotion", + "source": "FFXIVBeforetheFall", + "prerequisite": [ + { + "level": { + "level": 10 + } + } + ], + "entries": [ + "When a creature within 10ft. of your aetherial ally attacks another creature with a melee attack successfully, as a reaction you may add your Intelligence modifier and proficiency bonus to the damage roll." + ], + "featureType": [ + "AT:S" + ] + }, + { + "name": "Elemental Attunement", + "source": "FFXIVBeforetheFall", + "entries": [ + "As an action, you may grant resistance to fire, cold, lightning, poison or thunder damage to yourself or a creature within 5ft. of you for a number of rounds equal to your Intelligence modifier." + ], + "featureType": [ + "AT:S" + ] + }, + { + "name": "Emergency Tactics", + "source": "FFXIVBeforetheFall", + "prerequisite": [ + { + "level": { + "level": 10 + } + } + ], + "entries": [ + "When a creature you can see takes damage, as a reaction you may cast a spell which restores hit points to its target." + ], + "featureType": [ + "AT:N" + ] + }, + { + "name": "Excogitation", + "source": "FFXIVBeforetheFall", + "entries": [ + "When you cast a healing spell, you may delay the effect by up to 1 minute. The spell effect activates after the target takes a total amount of damage declared by you when you use this tactic. If the creature reaches 0 hit points or less the healing spell takes effect immediately." + ], + "featureType": [ + "AT:N" + ] + }, + { + "name": "False Fear", + "source": "FFXIVBeforetheFall", + "prerequisite": [ + { + "level": { + "level": 6 + } + } + ], + "entries": [ + "When your carbuncle lands an attack, as part of their attack you may empower it further. You attempt to attack their mind. The creature must make a Wisdom saving throw against your spell save DC, on a failed save their mind is infested with an illusion causing them to become {@condition frightened} of the carbuncle until the end of your next turn." + ], + "featureType": [ + "AT:T" + ] + }, + { + "name": "Logistics Preparation", + "source": "FFXIVBeforetheFall", + "entries": [ + "As a bonus action, all allied creatures within 20ft. of you or your aetherial ally gain 10ft. of movement until the start of your next turn." + ], + "featureType": [ + "AT" + ] + }, + { + "name": "Nymian Preparation", + "source": "FFXIVBeforetheFall", + "prerequisite": [ + { + "level": { + "level": 6 + } + } + ], + "entries": [ + "When you cast a spell which recovers hit points, instead of healing the target, they gain temporary hit points equal to half the amount of hit points that would have been healed. The healing spell must require the caster to roll dice to decide the amount of hit points recovered. If any die results in its maximum value, the creature gains temporary hit points equal to the full amount of hit points healed." + ], + "featureType": [ + "AT:N" + ] + }, + { + "name": "Plan of Attack", + "source": "FFXIVBeforetheFall", + "entries": [ + "As a reaction, you may add your proficiency bonus to the attack roll of an allied creature within 10ft. of you." + ], + "featureType": [ + "AT" + ] + }, + { + "name": "Quick Summoning", + "source": "FFXIVBeforetheFall", + "prerequisite": [ + { + "level": { + "level": 14 + } + } + ], + "entries": [ + "As an action, you may summon an aetherial ally as though you just completed a long rest. You may do so once, use of this tactic recovers after a long rest." + ], + "featureType": [ + "AT" + ] + }, + { + "name": "Rouse", + "source": "FFXIVBeforetheFall", + "entries": [ + "When your aetherial ally takes its action within 30ft. of you, as part of their action you may empower it further. For a number of rounds equal to your Intelligence modifier, add your Intelligence modifier to the damage rolls and healing effects of your aetherial ally." + ], + "featureType": [ + "AT" + ] + }, + { + "name": "Spreading Strike", + "source": "FFXIVBeforetheFall", + "prerequisite": [ + { + "level": { + "level": 6 + } + } + ], + "entries": [ + "When your aetherial ally takes the {@action Attack} action, as part of their action you may empower them. They may make a second attack on a creature 5ft. from the first target." + ], + "featureType": [ + "AT" + ] + }, + { + "name": "Spur", + "source": "FFXIVBeforetheFall", + "entries": [ + "When your Egi takes an action, as part of their action you may empower them. They gain advantage on their attack roll. The additional damage from your proficiency bonus is doubled for this attack." + ], + "featureType": [ + "AT:S" + ] + }, + { + "name": "Switching Step", + "source": "FFXIVBeforetheFall", + "prerequisite": [ + { + "level": { + "level": 6 + } + } + ], + "entries": [ + "As a bonus action, you may switch places with your aetherial ally instantly if they are within 60ft. of you. This does not provoke attacks of opportunity." + ], + "featureType": [ + "AT" + ] + }, + { + "name": "Tactical Position", + "source": "FFXIVBeforetheFall", + "entries": [ + "You may use the {@action Help} action as a bonus action." + ], + "featureType": [ + "AT:T" + ] + }, + { + "name": "Tri-bind", + "source": "FFXIVBeforetheFall", + "prerequisite": [ + { + "level": { + "level": 6 + } + } + ], + "entries": [ + "As an action all creatures within 10ft. of your aetherial ally must make a Dexterity saving throw against your Spell Save DC or become {@condition restrained} for 1 minute. As an action on their turn an affected creature may make a Strength saving throw to end the effect." + ], + "featureType": [ + "AT:S" + ] + } + ], + "spell": [ + { + "name": "Dark", + "source": "FFXIVBeforetheFall", + "page": 8, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You form an orb of necrotic energy in the palm of your hand and fire it at a target within range, making a ranged spell attack. If the attack hits, the creature takes {@damage 3d8} necrotic damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "necrotic" + ] + }, + { + "name": "Darkra", + "source": "FFXIVBeforetheFall", + "page": 8, + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You fill your limb with necrotic energy and swing it out in an arcing motion, causing a wave of energy to burst out towards in a cone. All creatures in a 30ft. cone originating on you make a Dexterity saving throw against your spell save DC. On a failure they take {@damage 3d8} necrotic damage and half as much on a success." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Darkga", + "source": "FFXIVBeforetheFall", + "page": 8, + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You concentrate necrotic energy in the earth beneath a target creature in range you can see. All creatures within a 20ft. radius of the creature must make a Dexterity saving throw against your spell save DC, taking {@damage 8d6} necrotic damage on a failure and half as much on a success." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 1d6} for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Drain", + "source": "FFXIVBeforetheFall", + "page": 8, + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Forcefully draw the life force from a creature within range. The target creature makes a Charisma saving throw against your spell save DC, taking {@damage 1d8} necrotic damage on a failure and half as much on a success. You recover hit points equal to half the damage dealt." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "charisma" + ] + }, + { + "name": "Asylum", + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create a protective field which provides healing to friendly creatures. You create a globe of holy energy with a radius of 10ft. within range. All allies within the affected area recover {@dice 1d8} hit points at the start of their turn. Additionally, allied creatures within the affected creatures gain resistance to nonmagical slashing, piercing, and bludgeoning damage and necrotic damage." + ], + "source": "FFXIVBeforetheFall", + "page": 109, + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, increase the heal by {@dice 1d8} for each slot level above 5th." + ], + "type": "entries" + } + ], + "miscTags": [ + "HL" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Tetragrammaton", + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + }, + { + "number": 1, + "unit": "reaction" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You may cast this spell as an action or a reaction. A creature within range you can see is healed for {@dice 3d8} hit points instantaneously." + ], + "source": "FFXIVBeforetheFall", + "page": 104, + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the hit points recovered increases by {@dice 1d8} for each slot level above 4th." + ], + "type": "entries" + } + ] + }, + { + "name": "Regen", + "level": 4, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "entries": [ + "The target's body is enchanted with a blessing which repairs damage to their body over time. For the duration, the creature regains {@dice 1d6} hit points at the start of its turn." + ], + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the hit points recovered increases by {@dice 1d6} for each slot level above 4th." + ], + "type": "entries" + } + ], + "source": "FFXIVBeforetheFall", + "page": 104, + "components": { + "v": true, + "s": true + }, + "areaTags": [ + "ST" + ], + "miscTags": [ + "HL" + ] + }, + { + "name": "Holy", + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You let loose an orb of radiant energy which floats above you for a moment before exploding with great force in a 10ft radius. All creatures within range must make a Constitution saving throw. Creatures take {@damage 6d8} radiant damage and are {@condition stunned} for one round on a failed save, and take half as much and resist the stun effect on a successful save." + ], + "source": "FFXIVBeforetheFall", + "page": 104, + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the damage increases by {@dice 1d8} for each slot level above 5th." + ], + "type": "entries" + } + ], + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Banish", + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Light energy converges on a creature you can see within range. The creature makes a Dexterity saving throw. This energy erupts with great force, searing the target creature with {@damage 3d6} radiant damage on a failed save and half as much on a successful save." + ], + "source": "FFXIVBeforetheFall", + "page": 103, + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 2d6} for each slot level above 2nd." + ], + "type": "entries" + } + ], + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Assize", + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "An eruption of energy from your body soothes allies and wounds enemies. All allies within 60ft. recover {@dice 3d8} hit points and all enemies within 60ft. must make a Wisdom saving throw. They take {@damage 4d4} radiant damage, and half as much on a successful save. You may reverse which die affect healing and which die deal radiant damage, but must make this distinction before rolling." + ], + "source": "FFXIVBeforetheFall", + "page": 103, + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, increase the number of die for each effect for each slot level above 5th." + ], + "type": "entries" + } + ], + "damageInflict": [ + "radiant" + ], + "miscTags": [ + "HL" + ], + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Suiton", + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You draw out the energies of Jin to cause a powerful geyser of water to explode from the ground beneath around you in a 10 ft. radius circle. Each creatures inside the geyser must make a Dexterity saving throw. A creature takes {@damage 4d6} bludgeoning damage and {@damage 4d6} cold damage, and half as much on a successful save. Additionally, you and any items you are wearing or carrying become {@condition invisible} for 1 minute. The invisibility ends when you attack or cast a spell." + ], + "source": "FFXIVBeforetheFall", + "page": 104, + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@damage 1d6} bludgeoning damage for each slot level above 4th." + ], + "type": "entries" + } + ] + }, + { + "name": "Doton", + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + } + } + ], + "entries": [ + "You draw out the energies of Ten to create a circle of corrupted earth on the ground centered at a point of your choosing within range. The circle has a radius of 10ft. and is considered to be difficult terrain for all creatures except for you. Creatures take {@damage 4d4} necrotic damage for every 5ft. they travel within Doton. When Doton appears, all creatures within the ring make a Dexterity saving throw, taking {@damage 4d4} necrotic damage and half as much on a successful save. You are unaffected by this damage." + ], + "source": "FFXIVBeforetheFall", + "page": 103, + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@dice 1d4} for each slot level above 4th." + ], + "type": "entries" + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "R" + ] + }, + { + "name": "Jolt", + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A shard of crystallized aether streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 1d8} force damage.", + "The spell creates more than one shard when you reach higher levels: two shards at 5th level, three shards at 11th level, and four shards at 17th level. You can direct the shards at the same target or at different ones. Make a separate attack roll for each shard." + ], + "source": "FFXIVBeforetheFall", + "page": 104, + "components": { + "v": true, + "s": true + }, + "damageInflict": [ + "force" + ], + "areaTags": [ + "MT" + ], + "spellAttack": [ + "R" + ] + }, + { + "name": "Flare", + "level": 9, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You select a target within range, and create a point of energy on their body. Fiery energy explodes from their location in a 40ft. globe, incinerating all creatures within the globe. All affected creatures make a Dexterity saving throw, taking {@damage 20d6} fire damage and {@damage 20d6} force damage on a failed saving throw and half as much on a success." + ], + "source": "FFXIVBeforetheFall", + "page": 103, + "components": { + "v": true, + "s": true + } + }, + { + "name": "Lustrate", + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + }, + { + "number": 1, + "unit": "reaction" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You may cast this spell as an action or as a reaction. This spell cannot be used in tandem with Adloquiem (Nymian Scholar feature). A target you can see within range is invigorated by a burst of soothing magic. They recover hit points equal to {@dice 5d8}" + ], + "source": "FFXIVBeforetheFall", + "page": 104, + "components": { + "v": true, + "s": true + }, + "areaTags": [ + "ST" + ], + "miscTags": [ + "HL", + "SGT" + ], + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the hit points recovered increases by {@dice 1d8} for each slot level above 4th." + ], + "type": "entries" + } + ] + }, + { + "name": "Sacred Soil", + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You create a 10ft. radius dome of protective magic to shield your allies from harm centered on a location within range. When an ally within the dome takes damage, the damage is reduced by {@dice 1d6}." + ], + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the damage reduction increases by {@dice 1d6} for each slot level above 4th." + ], + "type": "entries" + } + ], + "source": "FFXIVBeforetheFall", + "page": 104, + "components": { + "v": true, + "s": true + }, + "areaTags": [ + "Q", + "H" + ] + }, + { + "name": "Celestial Opposition", + "level": 8, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "entries": [ + "You release a massive amount of astral energy in a 30 feet radius globe centered on you. The inside of the globe is dimly lit, and filled with the softly glowing lights which map the starry sky. On this release, all enemies coming in contact with the globe are star struck and must make a Wisdom saving throw. Enemies take {@damage 6d8} force damage and are {@condition stunned} for the next {@dice 1d4} rounds on a failed save, and half the damage is taken and they resist becoming {@condition stunned} on a success." + ], + "source": "FFXIVBeforetheFall", + "page": 103, + "components": { + "v": true, + "s": true + }, + "damageInflict": [ + "force" + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Collective Unconscious", + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "entries": [ + "You create a magical barrier around yourself. The barrier is 10ft. in radius and spherical. All allies within 10ft. of you are healed immediately for {@dice 3d8}. As long as they remain in the barrier, their AC receives a +1 bonus and each time they start their turn within the barrier they are healed for {@dice 1d6} hit points." + ], + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the heal increases by {@dice 1d6} for each slot level above 5th." + ], + "type": "entries" + } + ], + "source": "FFXIVBeforetheFall", + "page": 103, + "components": { + "v": true, + "s": true + }, + "miscTags": [ + "HL" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Gravity", + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You conjure the energies of the stars through your arcane focus to temporarily create a small, dense celestial body at a point in space within range. A spherical gravitational field appears around the body with 20ft. radius and produces a pulsing sound. Each creature within the field must make a Dexterity saving throw. A target takes {@damage 10d6} force damage on a failed save, and half as much on a successful one." + ], + "source": "FFXIVBeforetheFall", + "page": 104, + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the damage increases by {@dice 1d6} for each slot level above 5th." + ], + "type": "entries" + } + ], + "damageInflict": [ + "force" + ], + "areaTags": [ + "S" + ], + "savingThrow": [ + "dexterity" + ] + } + ], + "monster": [ + { + "name": "Void Avatar", + "source": "FFXIVBeforetheFall", + "page": 85, + "summonedByClass": "Reaper|FFXIVBeforetheFall", + "size": [ + "M" + ], + "type": { + "type": "fiend", + "tags": [ + "voidsent" + ] + }, + "alignment": [ + "U" + ], + "ac": [ + { + "special": "13 + PB" + } + ], + "hp": { + "special": "5 + four times your reaper level (the avatar has a number of Hit Dice [d6s] equal to your reaper level)" + }, + "speed": { + "walk": { + "number": 30, + "condition": "(hover)" + } + }, + "str": 14, + "dex": 14, + "con": 15, + "int": 8, + "wis": 14, + "cha": 11, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "languages": [ + "understands the languages of its summoner but cannot speak" + ], + "pbNote": "equals your bonus", + "trait": [ + { + "name": "Void Bond", + "entries": [ + "You can add your proficiency bonus to any ability check or saving throw that the voidsent makes." + ] + } + ], + "action": [ + { + "name": "Rend", + "entries": [ + "{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d8 + 2 + PB} slashing damage." + ] + } + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MW" + ] + }, + { + "name": "Emerald Carbuncle", + "source": "FFXIVBeforetheFall", + "summonedByClass": "Arcanist|FFXIVBeforetheFall", + "page": 33, + "size": [ + "S" + ], + "type": "elemental", + "alignment": [ + "U" + ], + "ac": [ + { + "special": "12 + PB" + } + ], + "hp": { + "special": "4 + four times your arcanist level (the carbuncle has a number of Hit Dice [d6s] equal to your arcanist level)." + }, + "speed": { + "walk": 30 + }, + "str": 6, + "dex": 14, + "con": 13, + "int": 8, + "wis": 14, + "cha": 11, + "passive": 12, + "languages": [ + "understands the languages of its summoner but can't speak" + ], + "action": [ + { + "name": "Downburst", + "entries": [ + "{@atk ms} {@hitYourSpellAttack} to hit, reach 5 ft. one target. {@h}9 ({@damage 1d6 + 2 + PB}) thunder damage" + ] + }, + { + "name": "Gust", + "entries": [ + "{@atk rs} {@hitYourSpellAttack} to hit, range 30 ft., one target. {@h}8 ({@damage 1d6 + 2 + PB}) thunder damage." + ] + }, + { + "name": "Back Draft {@recharge}", + "entries": [ + "{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 2 + PB}) thunder damage. When a creature is damaged by Back Draft they must make a Strength saving throw against your spell save DC. On a failed save, the target is knocked back 10 ft., and are not knocked back on a successful save." + ] + } + ], + "group": [ + "Arcanist Summons" + ], + "fluff": { + "entries": [ + { + "type": "section", + "name": "Tactician's Carbuncles", + "page": 33, + "entries": [ + "Carbuncles are fox-like creatures with long rabbit like ears who are summoned by Tacticians as their stalwart allies. These creatures can come in a variety of colours based on the colours of gem stones, but their bodies are formed of materialized aether. The most common appearances of the carbuncles are Emerald and Topaz coloured. All carbuncles are based upon the summoning frame work of emerald and topaz, allowing variation in appearance but the functionality remains the same." + ] + } + ] + }, + "languageTags": [ + "CS" + ], + "damageTags": [ + "T" + ], + "miscTags": [ + "MW" + ] + }, + { + "name": "Topaz Carbuncle", + "source": "FFXIVBeforetheFall", + "summonedByClass": "Arcanist|FFXIVBeforetheFall", + "page": 33, + "size": [ + "S" + ], + "type": "elemental", + "alignment": [ + "U" + ], + "ac": [ + { + "special": "13 + PB" + } + ], + "hp": { + "special": "5 + five times your arcanist level (the turret has a number of Hit Dice [d8s] equal to your arcanist level)" + }, + "speed": { + "walk": 30 + }, + "str": 14, + "dex": 14, + "con": 14, + "int": 8, + "wis": 14, + "cha": 11, + "passive": 12, + "languages": [ + "understands the languages of its summoner but can't speak" + ], + "pbNote": "equals your bonus", + "action": [ + { + "name": "Gouge", + "entries": [ + "{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 2 + PB}) bludgeoning damage." + ] + }, + { + "name": "Glittering Topaz {@recharge 5}", + "entries": [ + "Topaz Carbuncle increases its AC by 2 for {@dice 1d4} rounds." + ] + }, + { + "name": "Shining Topaz {@recharge}", + "entries": [ + "{@atk ms} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 2 + PB}) bludgeoning damage. A creature struck by Gouge must make a Wisdom saving throw against your spell save DC. On a failed save, the creature has disadvantage on actions taken against targets other than Topaz Carbuncle during their next action." + ] + } + ], + "group": [ + "Arcanist Summons" + ], + "fluff": { + "entries": [ + { + "type": "section", + "name": "Tactician's Carbuncles", + "page": 33, + "entries": [ + "Carbuncles are fox-like creatures with long rabbit like ears who are summoned by Tacticians as their stalwart allies. These creatures can come in a variety of colours based on the colours of gem stones, but their bodies are formed of materialized aether. The most common appearances of the carbuncles are Emerald and Topaz coloured. All carbuncles are based upon the summoning frame work of emerald and topaz, allowing variation in appearance but the functionality remains the same." + ] + } + ] + }, + "languageTags": [ + "CS" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW" + ] + }, + { + "name": "Ifrit-Egi", + "source": "FFXIVBeforetheFall", + "summonedByClass": "Arcanist|FFXIVBeforetheFall", + "page": 34, + "size": [ + "S" + ], + "type": "elemental", + "alignment": [ + "U" + ], + "ac": [ + { + "special": "12 + PB" + } + ], + "hp": { + "special": "5 + five times your arcanist level (the egi has a number of Hit Dice [d8s] equal to your arcanist level)" + }, + "speed": { + "fly": { + "number": 30, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 16, + "dex": 14, + "con": 15, + "int": 8, + "wis": 12, + "cha": 14, + "immune": [ + "fire" + ], + "passive": 10, + "languages": [ + "understands the languages of its summoner but cannot speak" + ], + "action": [ + { + "name": "Burning Strike", + "entries": [ + "{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}({@damage 1d6 + 3 + PB}) slashing damage plus ({@damage 1d4}) fire damage." + ] + }, + { + "name": "Flame Charge {@recharge}", + "entries": [ + "The Ifrit-Egi releases a burst of flames in a 10ft. radius circle around itself. Each creature in the affected area must succeed on a Dexterity saving throw against your spell save DC. Each creature takes {@damage 1d12 + PB} fire damage, or half as much damage on a success." + ] + }, + { + "name": "Inferno (Requires Enkindle)", + "entries": [ + "Ifrit-Egi releases an explosive pillar of fire around itself in a 30ft. radius, severely burning all creatures in range. All affected creatures must make a Dexterity saving throw against your spell save DC. Creatures that fail the Dexterity check take 45 ({@damage 7d12}) fire damage, or half as much on a successful save." + ] + } + ], + "group": [ + "Arcanist Summons" + ], + "fluff": { + "entries": [ + { + "type": "section", + "name": "Summoner's Egis", + "page": 34, + "entries": [ + "The summoner's Egis are elementals created in the image of far more powerful beings. Their bodies are formed of aether and reflect the summoner's mental image of these more powerful beings.", + "{@b Ifrit-Egis} are bathed fire, their bodies sporting large horns and claws. Some depictions swing between demonic, lizard like or beastial in nature.", + "{@b Titan-Egis} are bulky in nature, their bodies formed of stone with gemstones inlaid in its body that glow softly. Their upper body tends to sport broad shoulders, thick arms, and jagged hair tied back. Some depictions of Titan-Egis show them in a more humanoid form.", + "{@b Garuda-Egis} are sleek in their build with large wings and are bathed in aetherial winds that course around their body. Their bodies are usually tinged in green hues. Some other depictions of Garuda often appear as a winged woman with a wicked grin." + ] + } + ] + }, + "damageTags": [ + "S", + "F" + ], + "miscTags": [ + "MW" + ] + }, + { + "name": "Titan-Egi", + "source": "FFXIVBeforetheFall", + "summonedByClass": "Arcanist|FFXIVBeforetheFall", + "page": 35, + "size": [ + "S" + ], + "type": "elemental", + "alignment": [ + "U" + ], + "ac": [ + { + "special": "13 + PB (natural armor)" + } + ], + "hp": { + "special": "5 + five times your arcanist level (the egi has a number of Hit Dice [d8s] equal to your arcanist level)" + }, + "speed": { + "fly": { + "number": 30, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 14, + "dex": 13, + "con": 16, + "int": 8, + "wis": 12, + "cha": 14, + "passive": 11, + "languages": [ + "understands the languages of its summoner but cannot speak" + ], + "pbNote": "equals your bonus", + "action": [ + { + "name": "Rock Buster", + "entries": [ + "{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h} ({@damage 1d4 + 2 + PB}) bludgeoning damage." + ] + }, + { + "name": "Earthen Armor {@recharge}", + "entries": [ + "Creates a barrier or stone around Titan-Egi and either the summoner or any other ally within 30ft. of the Titan-Egi. Both targets obtain temporary Hit Points equal to Titan-Egi's {@dice 3 + PB|Constitution modifier + PB}. The barriers crumble to the dust at the end of Titan-Egi's next round, removing the temporary Hit Points as well." + ] + }, + { + "name": "Earthen Fury (Requires Enkindle)", + "entries": [ + "Titan-Egi instantaneously pulverizes the land around it, turning a 30ft. radius circle of land into a swampy mire. The affected area is considered difficult terrain and all creatures other than the Summoner or Titan-Egi that start their turn in the mire receive 18 ({@damage 4d8}) poison damage. The area remains for a number of turns equal to your Intelligence modifier." + ] + } + ], + "group": [ + "Arcanist Summons" + ], + "fluff": { + "entries": [ + { + "type": "section", + "name": "Summoner's Egis", + "page": 34, + "entries": [ + "The summoner's Egis are elementals created in the image of far more powerful beings. Their bodies are formed of aether and reflect the summoner's mental image of these more powerful beings.", + "{@b Ifrit-Egis} are bathed fire, their bodies sporting large horns and claws. Some depictions swing between demonic, lizard like or beastial in nature.", + "{@b Titan-Egis} are bulky in nature, their bodies formed of stone with gemstones inlaid in its body that glow softly. Their upper body tends to sport broad shoulders, thick arms, and jagged hair tied back. Some depictions of Titan-Egis show them in a more humanoid form.", + "{@b Garuda-Egis} are sleek in their build with large wings and are bathed in aetherial winds that course around their body. Their bodies are usually tinged in green hues. Some other depictions of Garuda often appear as a winged woman with a wicked grin." + ] + } + ] + }, + "damageTags": [ + "B" + ], + "miscTags": [ + "MW" + ] + }, + { + "name": "Garuda-Egi", + "source": "FFXIVBeforetheFall", + "summonedByClass": "Arcanist|FFXIVBeforetheFall", + "page": 35, + "size": [ + "S" + ], + "type": "elemental", + "alignment": [ + "U" + ], + "ac": [ + { + "special": "12 + 5" + } + ], + "hp": { + "special": "5 + five times your class level (the egi has a number of Hit Dice [d6s] equal to your machinist level)" + }, + "speed": { + "fly": { + "number": 30, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 10, + "dex": 14, + "con": 14, + "int": 8, + "wis": 12, + "cha": 14, + "passive": 11, + "languages": [ + "understands the languages of its summoner but cannot speak" + ], + "pbNote": "equals your bonus", + "action": [ + { + "name": "Shred", + "entries": [ + "{@atk mw} {@hitYourSpellAttack} to hit, reach 5ft., one target. {@h}{@damage 1d6 + PB} slashing damage." + ] + }, + { + "name": "Wind Blade", + "entries": [ + "{@atk rs} {@hitYourSpellAttack} to hit, range 30 ft., one target. {@h}({@damage 1d6 + 2 + PB}) thunder damage." + ] + }, + { + "name": "Aerial Slash {@recharge}", + "entries": [ + "A target creature within 30ft. of Garuda-Egi becomes the center point of a massive burst of wind. All creatures within 10ft. must made a Dexterity saving throw against your spell save DC. On a failed save, the creatures takes {@damage 2d6 + 2 + PB} thunder damage and half as much on a successful save." + ] + }, + { + "name": "Aerial Blast (Requires Enkindle)", + "entries": [ + "Garuda-Egi unleashes a thunderous burst of wind in a 20ft. radius circle within 30ft. of it. All creatures wtihin range must make a Strength save equal against your spell save DC. Each creature that fails the save is knocked back 20ft. from the central point of Aerial Blast and takes 39 ({@damage 6d12}) thunder damage. Creatures that succeed on the save take half as much damage and are not knocked back. Garuda-Egi is immune to this attack." + ] + } + ], + "group": [ + "Arcanist Summons" + ], + "fluff": { + "entries": [ + { + "type": "section", + "name": "Summoner's Egis", + "page": 34, + "entries": [ + "The summoner's Egis are elementals created in the image of far more powerful beings. Their bodies are formed of aether and reflect the summoner's mental image of these more powerful beings.", + "{@b Ifrit-Egis} are bathed fire, their bodies sporting large horns and claws. Some depictions swing between demonic, lizard like or beastial in nature.", + "{@b Titan-Egis} are bulky in nature, their bodies formed of stone with gemstones inlaid in its body that glow softly. Their upper body tends to sport broad shoulders, thick arms, and jagged hair tied back. Some depictions of Titan-Egis show them in a more humanoid form.", + "{@b Garuda-Egis} are sleek in their build with large wings and are bathed in aetherial winds that course around their body. Their bodies are usually tinged in green hues. Some other depictions of Garuda often appear as a winged woman with a wicked grin." + ] + } + ] + }, + "damageTags": [ + "T" + ], + "miscTags": [ + "MW" + ] + }, + { + "name": "Eos", + "source": "FFXIVBeforetheFall", + "summonedByClass": "Arcanist|FFXIVBeforetheFall", + "page": 108, + "size": [ + "S" + ], + "type": "fey", + "alignment": [ + "U" + ], + "ac": [ + { + "special": "13 + PB" + } + ], + "hp": { + "special": "3 + three times your arcanist level (the fey has a number of Hit Dice [d4s] equal to your arcanist level)" + }, + "speed": { + "fly": 30 + }, + "str": 2, + "dex": 16, + "con": 10, + "int": 10, + "wis": 12, + "cha": 16, + "passive": 14, + "languages": [ + "understands the languages of its summoner but cannot speak" + ], + "pbNote": "equals your bonus", + "spellcasting": [ + { + "name": "Innate Spellcasting", + "headerEntries": [ + "Eos's innate spellcasting ability is Charisma but shares your spell save DC and spell attack bonus. It can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell blade ward|PHB}", + "{@spell light|PHB}" + ], + "daily": { + "1e": [ + "{@spell aid|PHB}" + ], + "2e": [ + "{@spell cure wounds|PHB}", + "{@spell healing word|PHB}" + ] + }, + "ability": "cha", + "type": "spellcasting" + } + ], + "action": [ + { + "name": "Unarmed", + "entries": [ + "{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}1 bludgeoning damage." + ] + }, + { + "name": "Fey Shield {@recharge}", + "entries": [ + "Eos creates a shield of temporary hit points around a target creature within 60ft. of them. This shield is {@dice 1d4 #$prompt_number:min=1,title=Enter your spellcasting ability modifier,default=123$#|1d4 + your spellcasting abiltiy modifier}. The shield lasts for one minute before fading." + ] + } + ], + "group": [ + "Arcanist Summons" + ], + "fluff": { + "entries": [ + { + "type": "section", + "name": "Scholar's Fey", + "page": 36, + "entries": [ + "Arcanists who take up the path of a Scholar are students of the ancient healing arts of Nym. These strategic healers who backed legions of marauders in the past. Alongside every skilled Scholar stood a whimsical and caring fey that assisted them in their healing practice.", + "Fey known as {@b Eos} sport long hair and pastel coloured clothing and wings, while {@b Selene} often kept their hair short and dressed in far more vibrant colours.", + "Despite their humanlike appearance, the Nymian Fey's bodies were formed of aether, but their memories and spirit lived with their scholar, remembering their past each time they were called forth." + ] + } + ] + }, + "damageTags": [ + "B" + ], + "miscTags": [ + "MW" + ], + "savingThrowForcedSpell": [ + "dexterity" + ] + }, + { + "name": "Selene", + "source": "FFXIVBeforetheFall", + "summonedByClass": "Arcanist|FFXIVBeforetheFall", + "page": 108, + "size": [ + "S" + ], + "type": "fey", + "alignment": [ + "U" + ], + "ac": [ + { + "special": "13 + PB" + } + ], + "hp": { + "special": "4 + four times your arcanist level (the fey has a number of Hit Dice [d6s] equal to your arcanist level)." + }, + "speed": { + "fly": 30 + }, + "str": 2, + "dex": 16, + "con": 0, + "int": 10, + "wis": 12, + "cha": 16, + "passive": 14, + "languages": [ + "understands the languages of its summoner but cannot speak" + ], + "pbNote": "equals your bonus", + "spellcasting": [ + { + "name": "Innate Spellcasting", + "headerEntries": [ + "Selene's innate spellcasting ability is Charisma but shares your spell save DC and spell attack bonus. It can innately cast the following spells, requiring no material components:" + ], + "will": [ + "{@spell true strike|PHB}", + "{@spell dancing lights|PHB}" + ], + "daily": { + "1e": [ + "{@spell aid|PHB}" + ], + "2e": [ + "{@spell healing word|PHB}" + ] + }, + "ability": "cha", + "type": "spellcasting" + } + ], + "action": [ + { + "name": "Unarmed", + "entries": [ + "{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}1 bludgeoning damage." + ] + }, + { + "name": "Unarmed", + "entries": [ + "{@atk rs} {@hitYourSpellAttack} to hit, range 30 ft., one target. {@h}{@damage 1d4 + 3 + PB} radiant damage." + ] + }, + { + "name": "Fey Lance", + "entries": [ + "{@atk rs} {@hitYourSpellAttack} to hit, range 30 ft., one target. {@h}{@damage 1d10 + 3 + PB} radiant damage." + ] + } + ], + "group": [ + "Arcanist Summons" + ], + "fluff": { + "entries": [ + { + "type": "section", + "name": "Scholar's Fey", + "page": 36, + "entries": [ + "Arcanists who take up the path of a Scholar are students of the ancient healing arts of Nym. These strategic healers who backed legions of marauders in the past. Alongside every skilled Scholar stood a whimsical and caring fey that assisted them in their healing practice.", + "Fey known as {@b Eos} sport long hair and pastel coloured clothing and wings, while {@b Selene} often kept their hair short and dressed in far more vibrant colours.", + "Despite their humanlike appearance, the Nymian Fey's bodies were formed of aether, but their memories and spirit lived with their scholar, remembering their past each time they were called forth." + ] + } + ] + }, + "damageTags": [ + "B", + "R" + ], + "miscTags": [ + "MW" + ] + }, + { + "name": "Rook Autoturret", + "source": "FFXIVBeforetheFall", + "summonedByClass": "Machinist|FFXIVBeforetheFall", + "page": 80, + "size": [ + "S" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "special": "12 + PB" + } + ], + "hp": { + "special": "5 + five times your machinist level (the turret has a number of Hit Dice [d6s] equal to your machinist level)" + }, + "speed": { + "fly": 50, + "walk": 5 + }, + "str": 8, + "dex": 14, + "con": 10, + "int": 1, + "wis": 3, + "cha": 1, + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "passive": 12, + "pbNote": "equals your bonus", + "trait": [ + { + "name": "Spell Attack?", + "entries": [ + "{@homebrew You must use your Tech attack bonus for the Auto-fire action below. This is a change by the converter to allow automation until a fix is in place.}" + ] + } + ], + "action": [ + { + "name": "Auto-fire", + "entries": [ + "{@atk rw} {@hitYourSpellAttack} to hit, range 60 ft., one target. {@h}({@damage 1d6 + 2 + PB}) piercing damage." + ] + }, + { + "name": "Root Stance (Requires Machinist Level 11)", + "entries": [ + "As an action the Rook Autoturret releases tripod legs into the ground rooting it in place. The turret now automatically fails all Dexterity saves and it's speed becomes 0 ft. The turret must use an action to retract its tripod legs and leave its stance. The Rook Autoturret doubles the proficiency bonus on its attack and damage rolls." + ] + }, + { + "name": "Muscle Stimulator (Requires Machinist Level 17)", + "entries": [ + "As an action, Rook Autoturret releases a field of stimulating energy around itself. Allied creatures within 20ft. of Rook Autoturret deal {@damage 2d6} bonus damage when they make a melee or ranged weapon attack for {@dice 1d4} rounds." + ] + } + ], + "group": [ + "Autoturrets" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "RW" + ], + "languages": [ + "understands the languages you speak" + ], + "fluff": { + "entries": [ + "Clockwork Companions come in all different shapes and sizes. The initial building of a Clockwork companion is free to complete for your class.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Rook and Bishop Autoturret", + "page": 80, + "entries": [ + "The Autoturret series of clockwork companions are small metalic allies that move around via propellers. These machines come in a cylindrical chassis specialized in shooting (Rook) and a spherical chassis specialized in electrical shocks." + ] + } + ] + } + ] + } + ] + } + }, + { + "name": "Bishop Autoturret", + "source": "FFXIVBeforetheFall", + "page": 80, + "summonedByClass": "Machinist|FFXIVBeforetheFall", + "size": [ + "S" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "special": "12 + PB" + } + ], + "hp": { + "special": "5 + five times your machinist level (the turret has a number of Hit Dice [d6s] equal to your machinist level)" + }, + "speed": { + "fly": 50, + "walk": 5 + }, + "str": 8, + "dex": 14, + "con": 10, + "int": 1, + "wis": 3, + "cha": 1, + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "passive": 12, + "pbNote": "equals your bonus", + "trait": [ + { + "name": "Spell Attack?", + "entries": [ + "{@homebrew You must use your Tech attack bonus for the Single Shock action below. This is a change by the converter to allow automation until a fix is in place.}" + ] + } + ], + "action": [ + { + "name": "Area Shock", + "entries": [ + "All creatures within 5ft. of the Bishop Autoturret must make a Dexterity saving throw against your Tech save DC, taking {@damage 1d6} + your Intelligence modifier + PB lightning damage on a failed saved, and half as much on a successful save." + ] + }, + { + "name": "Single Shock", + "entries": [ + "{@atk rs} {@hitYourSpellAttack} to hit, range 20 ft., one target. {@h}({@damage 1d6 + 2 + PB}) lightning damage." + ] + }, + { + "name": "Barrier Stance (Requires Machinist Level 11)", + "entries": [ + "As an action the Bishop Autoturret releases tripod legs into the ground rooting it in place. The turret now automatically fails all Dexterity saves and it's speed becomes 0 ft. The turret must use an action to retract its tripod legs and leave its stance. The Bishop Autoturret creates a circular barrier of lightning energy, 10ft. in radius centered on itself. Any creature that attempts to pass through the barrier must make a Constitution check against your Tech save DC. On a failed check, the creature takes {@damage 2d6} lightning damage and is {@condition paralyzed} for one round. On a successful save, half damage is taken and the creature is not {@condition paralyzed}." + ] + }, + { + "name": "Mana Capacitor (Requires Machinist Level 17)", + "entries": [ + "As an action, Bishop Autoturret releases a field of aether amplifying energy around itself. Allied creatures within 20ft. of Bishop Autoturrent gain +3 to their spell save DC and ranged spell attack bonus for {@dice 1d4} rounds." + ] + } + ], + "group": [ + "Autoturrets" + ], + "conditionInflict": [ + "paralyzed" + ], + "damageTags": [ + "L" + ], + "languages": [ + "understands the languages you speak" + ], + "fluff": { + "entries": [ + "Clockwork Companions come in all different shapes and sizes. The initial building of a Clockwork companion is free to complete for your class.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Rook and Bishop Autoturret", + "page": 80, + "entries": [ + "The Autoturret series of clockwork companions are small metalic allies that move around via propellers. These machines come in a cylindrical chassis specialized in shooting (Rook) and a spherical chassis specialized in electrical shocks." + ] + } + ] + } + ] + } + ] + } + } + ], + "subrace": [ + { + "name": "Xaela", + "source": "FFXIVBeforetheFall", + "page": 6, + "ability": [ + { + "str": 1 + } + ], + "skillProficiencies": [ + { + "survival": true + } + ], + "entries": [ + { + "name": "Nomadic Instincts", + "type": "entries", + "entries": [ + "You gain proficiency in the {@skill Survival} skill." + ] + }, + { + "name": "Savage Attacks", + "type": "entries", + "entries": [ + "When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it tot the extra damage of the critical hit." + ] + } + ], + "fluff": { + "entries": [ + "As a Xaela, you've been hardened by your life on the road as a part of a nomadic tribe. A life of hunting and warring has led you to martial prowess and improved strength. You are more outgoing than your Raen counterparts and are much more willing to engage in battle to resolve a conflict. Xaela tribes are small but numerous, battling for territory against one another on the Azim Steppe. Despite a willingness to fight, Xaela do not seek war, it is merely a tool to settle differences." + ], + "_appendRaceFluff": { + "name": "Au Ra", + "source": "FFXIVBeforetheFall" + } + }, + "raceName": "Au Ra", + "raceSource": "FFXIVBeforetheFall" + }, + { + "name": "Raen", + "source": "FFXIVBeforetheFall", + "page": 7, + "ability": [ + { + "cha": 1 + } + ], + "skillProficiencies": [ + { + "persuasion": true + } + ], + "entries": [ + { + "name": "Polite Society", + "type": "entries", + "entries": [ + "You gain proficiency in {@skill Persuasion} skill." + ] + }, + { + "name": "Unwavering Loyalty", + "type": "entries", + "entries": [ + "You have advantage on saves against being {@condition charmed}." + ] + } + ], + "fluff": { + "entries": [ + "The Raen live in harmony with the other civilized races of the East. They've assimilated fully into Doman culture, becoming valued for their unwavering determination to loyalty to their allies. They are largely looked upon favourably by the other races for their peaceful demeanor and respectable approach to life." + ], + "_appendRaceFluff": { + "name": "Au Ra", + "source": "FFXIVBeforetheFall" + } + }, + "raceName": "Au Ra", + "raceSource": "FFXIVBeforetheFall" + }, + { + "name": "Wildwood", + "source": "FFXIVBeforetheFall", + "page": 9, + "ability": [ + { + "dex": 1 + } + ], + "skillProficiencies": [ + { + "insight": true + } + ], + "entries": [ + { + "name": "Hawk Sight", + "type": "entries", + "entries": [ + "The normal range of your ranged weapon is increased by 20ft. This cannot exceed the max range of the weapon." + ] + }, + { + "name": "Natural Shrewdness", + "type": "entries", + "entries": [ + "You gain proficiency in the {@skill Insight} skill." + ] + } + ], + "fluff": { + "entries": [ + "The Wildwood Elezen have become the protectors of the forest and masters of . Despite this, the Wildwood keep a tight hold on their homes, defending them aggressively. They have learned to live off the land wherever they find themselves. Years of life in the forests of the Black Shroud has imbued them with various abilities" + ], + "_appendRaceFluff": { + "name": "Elezen", + "source": "FFXIVBeforetheFall" + } + }, + "raceName": "Elezen", + "raceSource": "FFXIVBeforetheFall" + }, + { + "name": "Duskwight", + "source": "FFXIVBeforetheFall", + "darkvision": 60, + "page": 9, + "ability": [ + { + "con": 1 + } + ], + "entries": [ + { + "name": "Cave Dweller", + "type": "entries", + "entries": [ + "You gain advantage when making {@skill Stealth} checks in caves or dim and dark lighting conditions." + ] + }, + { + "name": "Darkvision", + "type": "entries", + "entries": [ + "Due to life in caverns, your eyes have adapted to help you see in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." + ] + } + ], + "fluff": { + "entries": [ + "Duskwights are Elezen whose ancestors made their home in the cavernous systems of the Black Shroud. Their light hair and dark skin sets them apart from the Wildwood and marks them to stand out. Duskwights are natural cave explorers after, their forefathers adapting to the caves of Gelmorra. The difficulty fitting into Gridanian society lead the Duskwights to build a reputation of banditry for themselves." + ], + "_appendRaceFluff": { + "name": "Elezen", + "source": "FFXIVBeforetheFall" + } + }, + "raceName": "Elezen", + "raceSource": "FFXIVBeforetheFall" + }, + { + "name": "Ishgardian", + "source": "FFXIVBeforetheFall", + "page": 9, + "ability": [ + { + "str": 1 + } + ], + "weaponProficiencies": [ + { + "shortsword|phb": true, + "shortbow|phb": true, + "spear|phb": true + } + ], + "skillProficiencies": [ + { + "religion": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Conscription", + "page": 9, + "entries": [ + "You gain proficiency with {@item shortsword|PHB|shortswords}, {@item shortbow|PHB|shortbows} and {@item spear|PHB|spears}" + ] + }, + { + "type": "entries", + "name": "Halone's Scriptures", + "page": 9, + "entries": [ + "You gain proficiency in the {@skill Religion} skill." + ] + } + ], + "raceName": "Elezen", + "raceSource": "FFXIVBeforetheFall" + }, + { + "name": "Helion", + "source": "FFXIVBeforetheFall", + "page": 13, + "ability": [ + { + "dex": 1 + } + ], + "entries": [ + { + "name": "Lionhearted", + "type": "entries", + "entries": [ + "You have advantage on saving throws against being {@skill frightened}." + ] + }, + { + "name": "Aggressive", + "type": "entries", + "entries": [ + "As a bonus action, you can move up to half your speed towards an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started." + ] + } + ], + "fluff": { + "entries": [ + "The Helions come from a matriarchal society whose males greatly outnumber the females. These loyal and dutiful people will risk life and limb for their queen and bring that ferocious dedication to defend their friends. Helions often have a warm colour to their fur, reflective of the warm embrace from their queen." + ], + "_appendRaceFluff": { + "name": "Hrothgar", + "source": "FFXIVBeforetheFall" + } + }, + "raceName": "Hrothgar", + "raceSource": "FFXIVBeforetheFall" + }, + { + "name": "The Lost", + "source": "FFXIVBeforetheFall", + "page": 13, + "ability": [ + { + "con": 1 + } + ], + "skillProficiencies": [ + { + "persuasion": true + } + ], + "entries": [ + { + "name": "Contractor's Life", + "type": "entries", + "entries": [ + "You are proficient in the {@skill Persuasion} skill." + ] + }, + { + "name": "Unbending", + "type": "entries", + "entries": [ + "You have advantage on saving throws against being {@skill charmed}." + ] + } + ], + "fluff": { + "entries": [ + "Scattered and worldly, The Lost hail from a bloodline of Hrothgar to left the matriarchy which their kind hails from and sought to strike out in the world. Often times they take on the roles of traders and mercenaries, preferring nomadic jobs and lifestyles which prevent them from setting down roots. Their cool coloured fur is said to show the loss of the warmth they had received from their Queen so long ago." + ], + "_appendRaceFluff": { + "name": "Hrothgar", + "source": "FFXIVBeforetheFall" + } + }, + "raceName": "Hrothgar", + "raceSource": "FFXIVBeforetheFall" + }, + { + "name": "Midlander", + "source": "FFXIVBeforetheFall", + "page": 15, + "ability": [ + { + "int": 2 + } + ], + "toolProficiencies": [ + { + "anyArtisansTool": 1 + } + ], + "entries": [ + { + "name": "Variable Education", + "type": "entries", + "entries": [ + "You are proficient in an additional set of artisan's tools of your choice." + ] + } + ], + "fluff": { + "entries": [ + "As a Midlander, you are a child of possibility. The midlanders can live pretty well anywhere in the world and not seem out of place. Due to their ability to find comfortable lives anywhere, they have becoming highly adaptable and well educated." + ], + "_appendRaceFluff": { + "name": "Hyur", + "source": "FFXIVBeforetheFall" + } + }, + "raceName": "Hyur", + "raceSource": "FFXIVBeforetheFall" + }, + { + "name": "Highlander", + "source": "FFXIVBeforetheFall", + "page": 15, + "ability": [ + { + "str": 2 + } + ], + "skillProficiencies": [ + { + "athletics": true + } + ], + "entries": [ + { + "name": "Naturally Honed Body", + "type": "entries", + "entries": [ + "You gain proficiency in the {@skill Athletics} skill." + ] + } + ], + "fluff": { + "entries": [ + "The warlike Highlanders see battle as the reason for life. They are no strangers to violence living in the mountains, over time making great conquests against various groups of people. Life in these tough conditions has hardened the Highlanders as a people, leading to naturally powerful builds." + ], + "_appendRaceFluff": { + "name": "Hyur", + "source": "FFXIVBeforetheFall" + } + }, + "raceName": "Hyur", + "raceSource": "FFXIVBeforetheFall" + }, + { + "name": "Variant: Padjal", + "source": "FFXIVBeforetheFall", + "page": 15, + "ability": [ + { + "wis": 2 + } + ], + "skillProficiencies": [ + { + "nature": true + } + ], + "entries": [ + { + "name": "Nature's Blessing", + "type": "entries", + "entries": [ + "You gain proficiency in the {@skill Nature} skill." + ] + } + ], + "fluff": { + "entries": [ + "The Padjal are a rare occurance born to the Hyurian families who live in The Black Shroud. These children grow white-hued animal horns as they get older and were chosen by the elementals at birth. This places them in a position of holy reverence in Gridania. These people stop aging at their teens and have a natural latent power for conjury." + ], + "_appendRaceFluff": { + "name": "Hyur", + "source": "FFXIVBeforetheFall" + } + }, + "raceName": "Hyur", + "raceSource": "FFXIVBeforetheFall" + }, + { + "name": "Plainsfolk", + "source": "FFXIVBeforetheFall", + "page": 17, + "ability": [ + { + "dex": 1 + } + ], + "fluff": { + "entries": [ + "As a Plainsfolk, you have spent some time working in agriculture, or have had information passed down to you from your family. Your highly sensitive ears and knowledge of farming has led to the development that sets you apart from your fellow Lalafell, the Dunesfolk." + ], + "_appendRaceFluff": { + "name": "Lalafell", + "source": "FFXIVBeforetheFall" + } + }, + "entries": [ + { + "name": "Naturally Stealthy", + "type": "entries", + "entries": [ + "You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you." + ] + } + ], + "raceName": "Lalafell", + "raceSource": "FFXIVBeforetheFall" + }, + { + "name": "Dunesfolk", + "source": "FFXIVBeforetheFall", + "page": 17, + "ability": [ + { + "int": 1 + } + ], + "skillProficiencies": [ + { + "deception": true + } + ], + "fluff": { + "entries": [ + "As a Dunesfolk, you've adapted to the harsh desert environments and thrived. The land from which you hail is known for its riches and merchantry as much as its known for his corruption." + ], + "_appendRaceFluff": { + "name": "Lalafell", + "source": "FFXIVBeforetheFall" + } + }, + "entries": [ + { + "name": "Dustshield", + "type": "entries", + "entries": [ + "Your eyes have developed a film to protect them from desert conditions. You have advantage on saving throws against being {@condition blinded}." + ] + }, + { + "name": "Land of Merchants", + "type": "entries", + "entries": [ + "You gain proficiency in the {@skill Deception} skill." + ] + } + ], + "raceName": "Lalafell", + "raceSource": "FFXIVBeforetheFall" + }, + { + "name": "Variant: Dwarf", + "source": "FFXIVBeforetheFall", + "page": 125, + "ability": [ + { + "con": 1 + } + ], + "traitTags": [ + "Tool Proficiency" + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "smith's tools", + "brewer's supplies", + "mason's tools" + ], + "count": 1 + } + } + ], + "fluff": { + "entries": [ + "In the land of Norvrandt, the Lalafells came to be known as Dwarves. These diminutive folk took to mining and crafts work, developing a distinct set of cultural customs, from giving proper boisterous welcomes by calling out \"Lali Ho!\" to never revealing their true faces outside of the village, hiding them beneath helmets and large fake beards, they became eccentric by any world's standards." + ], + "_appendRaceFluff": { + "name": "Lalafell", + "source": "FFXIVBeforetheFall" + } + }, + "entries": [ + { + "name": "Dwarven Resilience", + "type": "entries", + "entries": [ + "You have advantage on saving throws against poison, and you have resistance against poison damage." + ] + }, + { + "name": "Stonecunning", + "type": "entries", + "entries": [ + "Whenever you make an Intelligence ({@skill History}) check related to the origin of stonework, you are considered proficient in the {@skill History} skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus." + ] + }, + { + "name": "Tool Proficiency", + "type": "entries", + "entries": [ + "You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools." + ] + } + ], + "raceName": "Lalafell", + "raceSource": "FFXIVBeforetheFall" + }, + { + "name": "Seekers of the Sun", + "source": "FFXIVBeforetheFall", + "page": 19, + "speed": 35, + "ability": [ + { + "cha": 1 + } + ], + "skillProficiencies": [ + { + "athletics": true + } + ], + "fluff": { + "entries": [ + "As a Seeker of the sun, you come from a race of renowned hunters. The Seekers live in a patriarchal society which worships the sun and Azeyma. This past has given you the tools to become a deadly hunter, capable of wounding their marks with great efficiency." + ], + "_appendRaceFluff": { + "name": "Miqo'te", + "source": "FFXIVBeforetheFall" + } + }, + "entries": [ + { + "name": "Natural Athleticism", + "type": "entries", + "entries": [ + "You gain proficieny in the {@skill Athletics} skill." + ] + }, + { + "name": "Graceful Speed", + "type": "entries", + "entries": [ + "Your base walking speed is 35ft." + ], + "data": { + "overwrite": "Speed" + } + } + ], + "raceName": "Miqo'te", + "raceSource": "FFXIVBeforetheFall" + }, + { + "name": "Keepers of the Moon", + "source": "FFXIVBeforetheFall", + "page": 20, + "darkvision": 120, + "ability": [ + { + "wis": 1 + } + ], + "fluff": { + "entries": [ + "As a Keeper of the Moon, you come from a highly spiritual matriarchy. Your people worship and moon and the goddess Menphina. Many Keepers make use of war paint as they believe it helps to channel the power of the moon into their bodies. Keepers are renown for their tenacity in battle when defending their homelands, often pushing beyond their limits when pressed." + ] + }, + "entries": [ + { + "name": "Superior Darkvision", + "type": "entries", + "entries": [ + "Your {@sense darkvision} has a radius of 120 feet." + ], + "data": { + "overwrite": "Darkvision" + } + }, + { + "name": "Tenacity", + "type": "entries", + "entries": [ + "When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest." + ] + } + ], + "raceName": "Miqo'te", + "raceSource": "FFXIVBeforetheFall" + }, + { + "name": "Seawolf", + "source": "FFXIVBeforetheFall", + "page": 22, + "ability": [ + { + "str": 1 + } + ], + "fluff": { + "entries": [ + "Fearless sailors of the sea. The Sea Wolves have a storied history of being a great sailors. No coastal cities were safe in the past when the Sea Wolves came to town. A history of sailing and pirating has left the Sea Wolves with inherent abilities." + ], + "_appendRaceFluff": { + "name": "Roegadyn", + "source": "FFXIVBeforetheFall" + } + }, + "entries": [ + { + "name": "Sailor's Swimming", + "type": "entries", + "entries": [ + "You have advantage when making {@skill Athletics} (swimming) checks." + ] + }, + { + "name": "Toughness", + "type": "entries", + "entries": [ + "Your hit point maximum increases by 1, and it increases by 1 every time you gain a level." + ] + } + ], + "raceName": "Roegadyn", + "raceSource": "FFXIVBeforetheFall" + }, + { + "name": "Hellsguard", + "source": "FFXIVBeforetheFall", + "page": 22, + "ability": [ + { + "cha": 1 + } + ], + "skillProficiencies": [ + { + "arcana": true + } + ], + "additionalSpells": [ + { + "innate": { + "1": [ + "fire bolt" + ], + "3": [ + "burning hands" + ], + "5": [ + "heat metal" + ] + }, + "ability": "cha" + } + ], + "fluff": { + "entries": [ + "The elusive Hellsguard live around then volcanoes located within Abalathia's Spine. They have lived in solitude for hundreds of years guarding the volcano from spirits seeking passage from the world of the dead into their own world, over time granting magical abilities." + ], + "_appendRaceFluff": { + "name": "Roegadyn", + "source": "FFXIVBeforetheFall" + } + }, + "entries": [ + { + "name": "Magical Knowledge", + "type": "entries", + "entries": [ + "You gain proficiency in the {@skill Arcana} skill." + ] + }, + { + "name": "Volcanic Children", + "type": "entries", + "entries": [ + "You know the {@spell fire bolt} cantrip. At 3rd level you learn the {@spell burning hands} spell and may cast it at the 2nd level once before requiring a long rest. When you reach 5th level, you can cast {@spell heat metal} spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells." + ] + } + ], + "raceName": "Roegadyn", + "raceSource": "FFXIVBeforetheFall" + }, + { + "name": "Rava", + "source": "FFXIVBeforetheFall", + "ability": [ + { + "wis": 1 + } + ], + "skillProficiencies": [ + { + "intimidation": true + } + ], + "fluff": { + "entries": [ + "Making their home in the Gelmore Jungle, the Rava are a tall, powerful race with an intimating presence about them. Their powerful bodies and unrelenting tactics in the forest make the Rava powerful friends and more dangerous foes." + ], + "_appendRaceFluff": { + "name": "Viera", + "source": "FFXIVBeforetheFall" + } + }, + "entries": [ + { + "name": "Powerful Presence", + "type": "entries", + "entries": [ + "You gain proficiency in the {@skill Intimidation} skill." + ] + } + ], + "raceName": "Viera", + "raceSource": "FFXIVBeforetheFall", + "page": 23 + }, + { + "name": "Veena", + "source": "FFXIVBeforetheFall", + "ability": [ + { + "int": 1 + } + ], + "skillProficiencies": [ + { + "persuasion": true + } + ], + "fluff": { + "entries": [ + "Hailing from the forests which grow about the Skatay Range, the Veena defend their home with just as much vigor as the Rava, but have a much easier time if they leave their homes due to their more average size and softer appearance. Due to the rise of war near their homeland, many Veena left the Skatay Range, joining many pockets of civilization." + ], + "_appendRaceFluff": { + "name": "Viera", + "source": "FFXIVBeforetheFall" + } + }, + "entries": [ + { + "name": "Approachable", + "type": "entries", + "entries": [ + "You gain proficiency in the {@skill Persuasion} skill." + ] + } + ], + "raceName": "Viera", + "raceSource": "FFXIVBeforetheFall", + "page": 23 + } + ], + "classFluff": [ + { + "name": "Reaper", + "source": "FFXIVBeforetheFall", + "entries": [ + { + "type": "section", + "name": "Reaper", + "source": "FFXIVBeforetheFall", + "page": 1, + "entries": [ + "As a honed blade cuts through the air, the satisfying shearing of wind echoes through the night, interrupted only by the sound of rending flesh. Those who'd harm the realm further are cut down one by one in a flurry of steel by a figure draped in black.", + "Two black figures surround a ferocious beast, one wielding a blade like a talon, the other rending the beast with claws, working together to take down the formidable foe in tandem.", + "Cloaked in shadows, a figure receits ancient spells, raining destruction on the battle field as a haunting specter keeps the legion of invaders busy. Those who survive the ordeal will have nightmares for the rest of their days.", + "The Reaper is an avenger whose goals are achieved through the assistance of the void, leaving a trail of destruction in their wake. Just as a wicked force destroyed their lands, they've taken up arms to bring destructive balance to the world.", + { + "type": "entries", + "name": "In the Wake of Destruction", + "page": 1, + "entries": [ + "When disaster strikes and countless lives are lost, voidsent are attracted to intense scent of death and the residual aether of the corpses. Seeking to sate their endless hunger for magical energy they appear in these death laden lands. Sometimes unlikely alliances are born from these disasters as those who would seek the power to take revenge for the loss of life promise these scavenging voidsent further nourishment, if they'd only only lend their power to them. Together they set off on a path of destruction to hold those in power accountable at any cost." + ] + }, + { + "type": "entries", + "name": "Dark Vows", + "page": 1, + "entries": [ + "Reapers draw their power from their contract with their special voidsent ally, the Void Avatar. Using the gift of some kind of macabe momento to channel dark magics, Reapers mix martial prowess with magic pulled from the void itself to bring destruction to evil doers." + ] + }, + { + "type": "entries", + "name": "Creating a Reaper", + "page": 1, + "entries": [ + "When creating a reaper, you must consider how they came upon the voidsent that they would form their alliance with. Did they survive a grave disaster? Were they a traveller who was too late to protect the razed location? Perhaps they merely stumbled upon the scene and wanted to stop it from happening again. Whatever their reason, the Reaper has tossed away sentiments of right and wrong and seek only to take retribution for those who have suffered greatly.", + "You must also consider where they've learned to balance their martial prowess with dark magics. Has the voidsent imparted more than just arcane arts to the warrior? Did they have a mentor who helped them harness their rage and focus it on the single minded quest for vengeance? The reaper has many talents and combines new found power with them to become the deadly avenger they wish to be." + ] + }, + { + "type": "entries", + "name": "Quick Build", + "page": 2, + "entries": [ + "You can make a Reaper quickly by following these suggestions. First make Strength your highest ability score, following with Wisdom. Second take the {@background Folk Hero} background." + ] + } + ] + } + ] + }, + { + "name": "Sage", + "source": "FFXIVBeforetheFall", + "entries": [ + { + "type": "section", + "name": "Sage", + "source": "FFXIVBeforetheFall", + "page": 1, + "entries": [ + "An escaping mercenary taking cover behind a toppled wagon holds his crossbow steady waiting for his pursuer to come around the corner. To their surprise a crystalline device appears and lets loose a blast of aether, subduing them. A young sage smiles as she knows this was another successful mission.", + "A young man in crisp white robes watches as his allies brawl on the front line. Whenever danger looms over his friends, with a snap of his fingers a barrier appears, protecting them from harm.", + "Carefully, an experienced mage begins to weave their spell, but the aether of their work suddenly travels to a nearby shard of crystal, a lightning bolt loosing itself from an unexpected place.", + "Sages are highly skilled mages who've found a way to fuse magic and technology to bring forth the future of spell casting. Through use of their Nouliths, they push the boundaries of what is possible.", + { + "type": "entries", + "name": "Aetherology Experts", + "page": 1, + "entries": [ + "Hailing from scholarly lands such as Sharlayan and Thavnair, Sages are scholars who have spent much of their lives in the world of academia, researching aether in all its forms. Its through this methodical life style that they were able to create cutting edge magitek, the Nouliths, tools which could change the magical world." + ] + }, + { + "type": "entries", + "name": "Shards of Power", + "page": 1, + "entries": [ + "The Noulith is a handcrafted combination of crystal and machinery, fueled by the aether of the user's body. A Sage shares the magic that fills their body with these wing like blades of crystal to allow them to fly around, launch bolts of aether, cast spells and a variety of other effects." + ] + }, + { + "type": "entries", + "name": "Creating a Sage", + "page": 1, + "entries": [ + "Most sages find their beginning in academia, be it an official education, mentorship or independent research. When creating a sage one might consider how they gained entry into the world of education? Was your character incredibly bright and earned a scholarship via their raw talents? Perhaps they come from a well off noble family and their path was laid out before them by their parents. No matter their reasons for entering the academic world, you'll need to decide what drives their ambition to further their education and push the limits of spell casting and aetherology. They may do this out of a sense of pride and self interest, or for goals as lofty as bettering the world for everyone that lives in it. A sage's reasons for study are as numerous as there are sages out in the world, and it is up to you to decide why your character chose this life.", + "Beyond how they entered the world of academics, you'll also need to decide why they would risk their lives and perhaps even expulsion from the world of education. Reasons ranging from the realization that not all lessons can come from books and testing, trialling their hard work, or going on an adventure to improve their own standing in life. Sages are likely to have pragmatic reasons for hitting the road, but each person will have their own true purpose for adventuring." + ] + }, + { + "type": "entries", + "name": "Quick Build", + "page": 2, + "entries": [ + "You can make a Sage quickly by following these suggestions. First make Intelligence your highest ability score, following with Constitution. Second take the {@background sage} background. Third, take the {@spell Mage Hand}, {@spell Mending} and {@spell Prestidigitation} cantrips and the first level spells {@spell Healing Word}, {@spell Mage Armor} and {@spell Magic Missile}." + ] + } + ] + } + ] + }, + { + "name": "Arcanist", + "source": "FFXIVBeforetheFall", + "entries": [ + { + "name": "Arcanist", + "type": "section", + "entries": [ + "A lightly armoured Hyur maneuvers through the battlefield alongside his carbuncle companion. The carbuncle dashes ahead and lets out a burst of magical energy, dazing their foes and creating an opening for their allies, swaying the battle in their favour.", + "A quiet Miqo'te woman carefully scratches notes into her research tome. After a long times passes, she wipes the sweat from her brow as a shining avian figure bursts forth from another plane, ready to heed her every command.", + "A carefully launched arrow catches the the Lalafell's ally. Invoking a few words and raising their grimoire to the sky, healing magics close the wound, allowing their friend to fight on.", + "These skillful magic users take on many roles on the battlefield, be it a commander of their allies, a medic or a destructive force. Through careful planning and preparation an Arcanist becomes an indomitable force to stand against.", + { + "type": "entries", + "name": "Magic Through Research", + "entries": [ + "Arcanists work hard to explore the secrets of magic, only through deep understanding of formulas and geometrical figures can they produce magical effects. Their tomes and grimoires are filled with fascinating formulas and diagrams, which when fed magical energy from the arcanist's body burst forth into powerful spells. Ever thirsty for greater knowledge, an Arcanist seeks knowledge and then puts it to the test." + ] + }, + { + "name": "Borrowed Power", + "type": "entries", + "entries": [ + "One thing which sets the Arcanist apart from other spell casters is their usage of summoning companions. Early in their studies an Arcanist learns to summon forth a magical servant. This is the first major task of an Arcanist and helps to sharpen their powers. The companion borrows some of the arcanist's power and in return gives the caster an unwavering ally on the field of battle." + ] + }, + { + "name": "Creating an Arcanist", + "type": "entries", + "entries": [ + "An arcanist's path begins with a few formulas scrawled in a tome and a large amount of time practicing their craft, researching to unlock greater power to have at their disposal. You must consider what was your arcanist's call to action? Perhaps their thirst for knowledge couldn't be satisfied at their desk, or they saw that their abilities could help the world in another way. Perhaps they uncovered some information that they must investigate or acted upon.", + "Whatever the cause which brought the arcanist out into the world, they do so with their research in hand and companion by their side." + ] + }, + { + "name": "Quick Build", + "type": "entries", + "entries": [ + "You can make a Arcanist quickly by following these suggestions. First make Intelligence your highest ability score, following with Wisdom. Second take the {@background Sage} background. Third, take the {@spell Acid Splash}, {@spell Mage Hand} and {@spell Prestidigitation} cantrips." + ] + } + ], + "page": 27, + "source": "FFXIVBeforetheFall" + } + ] + }, + { + "name": "Astrologian", + "source": "FFXIVBeforetheFall", + "entries": [ + { + "name": "Astrologian", + "type": "section", + "entries": [ + "A slender Elezen woman draped in fine robes sits in a dark room across from a man who feels he has lost his way. Smiling she releases her Planisphere and a flurry of arcana cards into the air. From the squall of cards she draws and divines the man's fate, instilling in the lost soul a sense of peace and hope for the future.", + "A Roegadyn man stands behind his allies on the battlefield. He raises his Star Globe to the sky and begins to channel energy into his trusty tool. Using the power of the stars above, soothing energy radiates outwards, enveloping his allies, bringing them succor in the heat of the battle.", + "A well versed Auri Astrologian stands before a congregation of people. She has come to spread the word of her rare new art, offering understanding of the future through the power of the stars. It has become her sacred duty to bring the stars into view for the common people.", + "Whether they stand behind their allies granting them the blessing of the stars and moons of the universe, or standing alongside them on the front line, Astrologians manipulate the fates of both friends and foe to find success.", + { + "type": "entries", + "name": "Wielders of Fate", + "entries": [ + "The first task of all Astrologians is to gain a mastery over using the deck of sixty. To them, fortunetelling is a tool which allows them to interpret the stars themselves. Their deck is based on the constellations that they study. The Astrologians are gifted a divining deck when they begin their study from their master. They act as a conduit for the magic energy gathered by their star globes, passing the empowering magic from the stars to their allies." + ] + }, + { + "name": "An Elegant Tool", + "type": "entries", + "entries": [ + "The Star Globe is a tool used by Astrologians which allows them to locate and draw in power from the stars. The globes are formed by large rings of precious metal and lenses. The rings are marked using a large spread of precise markings and which allows the user to find and map the stars in order to draw power without a view of the sky." + ] + }, + { + "name": "Creating an Astrologian", + "type": "entries", + "entries": [ + "Astrologians hail from a faraway island where knowledge is viewed as the greatest virtue. Astrologians are usually scholars by trade, and specialized in the study of astromancy. Often they find themselves born into the scholar's life or into highborn families. Sometimes low born apprentices find themselves working beneath a master of astromancy and learn how to tap into the magic of the stars. Astrologians are blessed with the ability to read the future. Through the use of the deck of sixty and the stars they are capable of tapping into the future, though the farther they look, the less clear things become. Some Astrologians travel the land to share this gift of foresight with everyone, while others seek out opportunities to spread their young order of magic around the realm. Others track down allies and adventure, as the stars had mandated that the Astrologian set out on a quest for a task which they cannot see the end of. Astrologians borrow power from the cosmos, and in return seeks to see that the will of the stars is done." + ] + }, + { + "name": "Quick Build", + "type": "entries", + "entries": [ + "You can make an Astrologian quickly by following these suggestions. First make Wisdom your highest ability score, following with Constitution. Second, take the {@background sage} background. Third, take the {@spell Dancing Lights}, {@spell Sacred Flame}, {@spell Guidance} and {@spell True Strike} cantrips and the first level spells {@spell Cure Wounds} and {@spell Divine Favor}." + ] + } + ], + "source": "FFXIVBeforetheFall", + "page": 33 + } + ] + }, + { + "name": "Black Mage", + "source": "FFXIVBeforetheFall", + "entries": [ + { + "name": "Black Mage", + "source": "FFXIVBeforetheFall", + "type": "section", + "entries": [ + "A Lalafell stands before a horde of kobolds, bloodthirsty they dash towards him. With a few skillful waves of his staff, a large fire ball erupts from the gen inlaid at the en of the staff, causing massive fiery explosion, leaving nothing but ash.", + "A woman wearing dark robes grins as she waves her wand before a guard refusing her entry. With a few choice words and a spell, the guard happily steps aside, unlocking the passage bowing to her as she passes.", + "An Elezen laughs at the umbral hue of his magics as he unleashes a fireball empowered by dark magics upon his foes, his demonic servant chuckling at his side watching the dust settle.", + "A black mage is a powerful ally who wields forbidden magic. This raw energy manifests itself into devastating spells and effects. Their power is only rivaled by their thirst to increase that power.", + { + "name": "A Dark Past", + "type": "entries", + "entries": [ + "In days long past, there existed an powerful clan of mages and their arcane art known as black magic—a potent magic of pure destructive force born forth by a sorceress of unparalleled power. Those who learned to wield this instrument of ruin came to be called black mages, out of both fear and respect for their gift. Yet great power served to corrupt the judgment of mortal man, and so he unknowingly set out upon the path of ruin.", + "Adventurers who take the black will become agents of devastation, capable of annihilating those who oppose them through little more than the force of their will." + ] + }, + { + "name": "Ties to the Void", + "type": "entries", + "entries": [ + "In order for a mage to don the black, they must extensively research what they call the void. This is another plane of existence from which Black Mages draw knowledge from in order to unlock power within themselves. Most black mages are able to explore the knowledge gained from the void through tomes and texts now, but some who thirst for new power may attempt to tap into the void directly. Black Mages continue to grow within their craft through continuing their study of the dark arts." + ] + }, + { + "name": "Creating a Black Mage", + "type": "entries", + "entries": [ + "Black Mages are earnest in their desires and reasons for taking the black. More often than not it is in the pursuit of power or out of sheer curiousity. You must know why you are pursuing this power, or why you are curious about the dark arts. You must also decide where you began to dip your toes into the world of black magic. Did you join a cult of mages who studied the art? Perhaps a proper school which provides the proper materials to explore black mage. Maybe you were taken under the wing of a mentor who has mastered the art." + ] + }, + { + "name": "Quick Build", + "type": "entries", + "entries": [ + "You can make a black mage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution and Dexterity. Second, choose the {@background sage} background. Third, choose the {@spell mage hand}, {@spell light} and {@spell ray of frost} cantrips, along with the following 1st-level spells for your spellbook: {@spell burning hand}, {@spell charm person}, {@spell feather fall}, {@spell mage armor}, and {@spell sleep}" + ] + } + ] + } + ] + }, + { + "name": "Blue Mage", + "source": "FFXIVBeforetheFall", + "entries": [ + { + "name": "Blue Mage", + "source": "FFXIVBeforetheFall", + "type": "section", + "entries": [ + "After careful preparation and intensive study, a man wearing blue robes makes careful notes of a dangerous beast just outside of the reach of an arrow. When their study is complete they make the call and their allies strike out against the beast, listening to the insights the researcher had found.", + "A woman wearing tough leather armour mixed with long following lengths of blue fabric skillfully strikes out with the scimitar. With grace and power, the woman unleashes one of the many monstrous souls she's absorbed, shrouding their foe in flames.", + "The Blue Mage is a curious soul who has entwined their life with that of the monsters and beasts who roam the world. Whether writing a chronical of all the monsters in the world, or stealing their powers to defend their homes from the beasts, Blue Mages make for clever, vicious and dependable allies who can find a place of comfort anywhere on the battlefield.", + { + "name": "Ode to Monsters", + "type": "entries", + "entries": [ + "The Blue Mage's trademark ability is their uncanny mastery over the souls of monsters. Lore Keepers craft their magic to mimic the skills of monsters, while Fell Guards and Masked Carnevallians go a step forward and absorb the life force of monsters and use it to fuel their magic. Regardless of approach, Blue Mages are renowned for fighting like monsters, unsettling their enemies and at times even their allies." + ] + }, + { + "name": "Gift of the Whalaqee", + "type": "entries", + "entries": [ + "Blue Magic finds its roots in the New World, a sacred form of magic practiced by the Whalaqee tribe. They consider the powers of monsters to be that of nature and absorb their powers. They've also learned to store monster magic in totems to pass power on to other Blue Mages easily." + ] + }, + { + "name": "Creating a Blue Mage", + "type": "entries", + "entries": [ + "When creating a Blue Mage one must consider how you came to know of Blue Magic. Did you meet a strange wanderer who assisted you in your studies? Perhaps you encountered a legendary beast when at a young age, affecting you in unforeseen ways. You must also consider the role that you will serve in the world in relation to monsters. Are your pursuits scholarly or are they of a more protective nature? Perhaps you seek out rare monsters to better yourself as a warrior." + ] + }, + { + "name": "Quick Build", + "type": "entries", + "entries": [ + "You can make a Blue Mage quickly by following these suggestions. First make Intelligence your highest ability score, following with Dexterity or Constitutiton. Second take the {@background Sage} background. Third choose the cantrips {@spell Fire Bolt} and {@spell Prestidigitation}. Fourth add two monster links to your research journal, one combining {@spell Burning Hands} and {@spell Grease}, the other combining {@spell Sleep} and {@spell Witch Bolt}." + ] + } + ] + } + ] + }, + { + "name": "Dancer", + "source": "FFXIVBeforetheFall", + "entries": [ + { + "name": "Dancer", + "source": "FFXIVBeforetheFall", + "type": "section", + "entries": [ + "The light of the room dims, and the spotlights focus on the lightly dressed woman who makes her way across the stage. With a large smile, she moves effortless along with the music, filling everyone's hearts with joy and pushing them to stay determined in whatever challenges they have.", + "Amid the chaos of the battlefield a maiden expertly slides in and out of combat, soothing her allies' wounds and empowering their wills to continue fighting.", + "Dressed in fine clothing with their trusty blade at their side, the seemingly sweet woman dances through a group of would-be assailants behind her establishment, cutting them down with ease wielding her signature scimitar.", + "Dancers have harnessed magics and arts, combining them into a spectacle which turns the battlefield into a show, and it is by their graceful movements which which their allies are guided to a happy conclusion", + { + "type": "entries", + "name": "Of Silk and Steel", + "entries": [ + "Dancers draw from many different sources and backgrounds, combining them into a single package which covers a wide variety of situations. Using small weapons to pick away at their unwitting foes as their dances debilitate their marks while filling their allies with power. Though a rarity on the battlefield few forget the sight of a skilled dancer at work." + ] + }, + { + "name": "Ornaments of Power", + "type": "entries", + "entries": [ + "Dancers perform their magical feats not through a stave or rod, but rather specially made jewelry worn on the wrists and ankles. As they dance around the battlefield they move their bodies in specific patterns to manipulate the magical power within their bodies and to gather residual magic in the environment. Once they've gathered the required magic they must keep moving to keep their spell active, channeling the magic further." + ] + }, + { + "name": "Creating a Dancer", + "type": "entries", + "entries": [ + "Dancers are passionate people dedicated to their craft. Spending years practicing has gifted them with the ability to weave spells and their passions together into a gorgeous display of skill. When creating a Dancer, you must consider where they have honed their craft. Did they pick up the profession naturally, teaching themselves over long hours, or did they study beneath some kind of mentor? One must consider their motivations, does your Dancer seek fame and fortune, or do they want to bring the gifts of joy to the masses. Perhaps they are going on their journey in an attempt to hone their craft even further." + ] + }, + { + "name": "Quick Build", + "type": "entries", + "entries": [ + "You can make a Dancer quickly by following these suggestions. First make Dexterity your highest abiltiy score, followed by Charisma. Second, take the {@background Entertainer} background." + ] + } + ] + } + ] + }, + { + "name": "Dark Knight", + "source": "FFXIVBeforetheFall", + "entries": [ + { + "name": "Dark Knight", + "source": "FFXIVBeforetheFall", + "type": "section", + "entries": [ + "An Auri man dives into the front line of his foes. Recklessly, he swings his blade with great might, cleaving through foe after foe. The enemy scatters, claiming they battled a demon that day.", + "A downtrodden woman stands behind an ebony clad Hyur. Despite seeming to be on his last legs his exhaustion leads him to pull greater strength to protect the weak against those who had been pursuing.", + "A Lalafellin woman stands before a strange demon, clad in dark heavy armour and cloth, she weaves shadow magics before to unleash dark magics to put an end to the demon and silently protect the nearby village from its wrath.", + "It is a dark knight's freedom from the bounds of the law which make these dark avengers so effective. Unconcerned with what is lawful, a dark knight is concerned with what is ethical in their view. Those who spread tyranny and injustice best prepare for a visit from a dark knight who aims to set things right and break the chains of oppressors.", + { + "name": "Protecting the Meek", + "type": "entries", + "entries": [ + "A Dark Knight is a knight who has taken up arms to serve the downtrodden. They serve no lords or institutions, believing no one is exempt from justice, no matter what their position in society. They protect the commonfolk from not only banditry and wild beasts, but from corrupt men who seek to oppress them. In return, Dark Knights are often fed and housed by those they protect, or rely upon bounty hunting and raiding looters to support themselves." + ] + }, + { + "name": "Internal Darkness", + "type": "entries", + "entries": [ + "When an adventurer chooses the path of a Dark Knight they understand that they are renouncing their rights to be a regular member of society. They belong to no society, acting as paragons of justice who see no allegiance. To assist them in their quest, Dark Knights are able to sacrifice their own life force to power a well of darkness within themselves. They cause themselves great pain and exhaustion in order to allow dark power to course through their body which they harness in a variety of ways." + ] + }, + { + "name": "Creating a Dark Knight", + "type": "entries", + "entries": [ + "Dark Knights are natural adventurers, living outside the law to see their goals to fruition. They may live within a remote village protecting the inhabitants from bandits, while the land's knights turn a blind eye to their plight, or they may travel the world seeking out institutionalized injustice and smiting it with violence. Dark Knights act on behalf of the common folk, and do so not expecting praise nor admiration. They are aware that they will not be celebrated in the history books like Paladins would be. Instead they expect to be demonized by history and happily accept this fact. One seeking to become a Dark Knight must be introduced to it through some means, be it an ancient tome with their rituals recorded or a mentor to impart their knowledge." + ] + }, + { + "name": "Quick Build", + "type": "entries", + "entries": [ + "You can make a Dark Knight quickly by following these suggestions. First make Strength your highest ability score, following with Charisma. Second take the {@background folk hero} background." + ] + } + ] + } + ] + }, + { + "name": "Dragoon", + "source": "FFXIVBeforetheFall", + "entries": [ + { + "name": "Dragoon", + "source": "FFXIVBeforetheFall", + "type": "section", + "entries": [ + "An Elezen man stands before a fierce dragon, it roars out and begins to take off in order to gain the advantage. With a massive leap the man lands atop the dragon and forces it back to the ground, creating an opening for his allies.", + "A Hyur cloaked in scale mail whirls their spear around a cluster of enemies keeping them at bay. When the time is right they unleash a plume of fiery breath from beneath their helm, singing their targets.", + "A Viera woman runs and leaps high into the sky, magical wings forming on her body. With grace, she travels the currents of the wind, happily flying about as she exercises her new found freedom.", + "These fearless warriors stand against dragons, demons, fiends and any other threats who would raise a hand against their homelands. Dragoons use their command of both the sky and ground to strike down their foes with deadly strikes.", + { + "type": "entries", + "name": "Dragonbane", + "entries": [ + "The Dragoon was a soldier born out of need in a distant land. Their homeland has been locked in a war against dragonkind for hundreds of years, leading to their soldiers to specialize in battling back against dragons. Their most notable ability is the Dragoon Jump, which is powered by a magical gem each Dragoon receives upon completing their basic training." + ] + }, + { + "name": "Masters of the Sky", + "type": "entries", + "entries": [ + "The Dragoons have been blessed with the ability to soar high into the air like those they have taken up arms to destroy. These warriors are able to crash down from the sky using their weapons and body weight to drive any skyborn into the ground, or cause great damage to those already on land. Wings will not grant you safety from a Dragoon." + ] + }, + { + "name": "Creating a Dragoon", + "type": "entries", + "entries": [ + "When creating a Dragoon, consider what brought them down the path of a specialized knight. They may have shown a certain aptitude which allowed them to become a dragoon with ease, or perhaps were born into the role due to the history of their homeland. A dragoon may have decided upon this path due to the stories of famed dragoons of legends, hoping to become as powerful and respected as the knights they had heard about while they were growing up. You must consider as well how the Dragoon came to possess the blessed gem in their possession granting them their jumping prowess.", + "Consider why a Dragoon would choose to head out on an adventure. Are they seeking a specific dragon, hoping to slay an enemy of their nation? Could your dragoon have unfinished business with a dragon from their past? Sometimes a dragoon may set out for the sake of journeying around the land." + ] + }, + { + "name": "Quick Build", + "type": "entries", + "entries": [ + "You can make a Dragoon quickly by following these suggestions. First, make Strength your highest ability score,following with Dexterity. Second take the {@background Soldier} background" + ] + } + ] + } + ] + }, + { + "name": "Gunbreaker", + "source": "FFXIVBeforetheFall", + "entries": [ + { + "name": "Gunbreaker", + "source": "FFXIVBeforetheFall", + "type": "section", + "entries": [ + "Dusty and worn down, a man wielding a large two handed blade plunges it into a formidable beast standing before him. He pulls the trigger on the handle of the blade and sends a shockwave through the creature, stunning it for his allies to capitalize.", + "A woman lunges forward with her Gunblade in hand, as she cuts across her foes body she pulls the trigger unleashing flaming energy from her blade, making quick work of her enemy. She flashes a wild smile to the allies of her quickly defeated foe and beckons they try their luck against her sword arm as well.", + "Carefully, a man lines up his fire arm to take a shot at his approaching foes. He pulls the trigger and a blast of thunderous energy launches from his blade, crashing into the approach enemy, causing him to drop with a thud.", + "The Gunbreakers are innovative warriors who take the field with their trusty Gunblades in hand. Able to handle a variety of combat situations, the Gunbreaker exhibits a mastery over the battlefield.", + { + "name": "Art of War", + "type": "entries", + "entries": [ + "There were once great generals so skilled at warfare that their work could have been seen as artistic. War forces mankind to innovate, and as such lead to the inception of the Gunbreaker. This unique creation features a a melee weapon infused with triggers and munitions to augment their attacks greatly. Despite being known alternatively as Gunblades their weaponry most tend to use focus melee combat, battling on the front lines." + ] + }, + { + "name": "The Royal Guard", + "type": "entries", + "entries": [ + "The origin of the Gunbreaker can be traced back to the Blades of Guhnnhildr, an elite group of warriors tasked with protecting the queen of Bozja. Though the group was not exclusively Gunbreakers, the Bozjan royal guard originated the technique. The most experienced gunbreakers can often call Bozja their homeland, or were trained by someone from the region." + ] + }, + { + "name": "Creating a Gunbreaker", + "type": "entries", + "entries": [ + "When creating a Gunbreaker, one must consider how they learned about the Gunblade. Did they serve in a military detachment skilled with the arms? Perhaps they met a traveling mercenary who sought to take a student under their wing.", + "You must also consider why the Gunbreaker has decided to head off on their journey. Perhaps they stand for those who cannot stand for themselves, with dreams of ridding their home of evil forces. They may be a gritty mercenary who has found a efficient ways of dealing with problems, and a client who has many problems to see to. Perhaps they are testing the new weapon outside of their smithy it was forged in. It could be as simple as wanting to see the world or be a part of something bigger than themselves.", + "Whatever the reason, the Gunbreaker is a powerful ally to have on your side and fearful foe to face down." + ] + }, + { + "name": "Quick Build", + "type": "entries", + "entries": [ + "You can make a Gunbreaker quickly by following these suggestions. First make Strength your highest ability score, following with Dexterity. Second take the {@background Folk Hero} background." + ] + } + ] + } + ] + }, + { + "name": "Machinist", + "source": "FFXIVBeforetheFall", + "entries": [ + { + "name": "Machinist", + "source": "FFXIVBeforetheFall", + "type": "section", + "entries": [ + "A woman stands before a group of goblins. Negotiations have broken down and the goblins have drawn their blades. Before they can take a step towards her, she unleashes a lethal bullet from her pistol, laying their leader low, causing the others to retreat in fear of this unknown weaponry.", + "Carefully, an exhausted machinist puts the finishing touches on their newest creation. They flip the switch and the small tower shaped machine takes flight. It receives its commands and a tiny pistol lets loose a bullet destroying the target. A smile spreads across the master tinkerer's face.", + "A man wearing leather armour approaches a horde of invaders who'd overrun their home given the chance. They toss a mechanical sphere into the group and in an instant they're enshrouded in flame.", + "Machinists have spent many hours in the workshop to progress the art of war. From the creation of firearms, to the production of mechanical constructs for the battle field, the machinist ensure the gears of war continue to turn ever efficiently.", + { + "name": "Forefront of Innovation", + "type": "entries", + "entries": [ + "A Machinist is an incredibly skilled artisan who has decided to push the boundaries of current technology and has managed to do so successfully. They are capable of building a wide variety of machines and firearms which they use to overwhelm enemies of their homes through sheer efficiency. Those who welcome a Machinist to live within their city will be granted the boons of a true genius." + ] + }, + { + "name": "In the Name of Advancement", + "type": "entries", + "entries": [ + "The first step of a Machinist's path is developing an aetherconverter. This device draws the latent magic energy within the Machinist out and uses it to power their devices. Due to their aetherconverter powering their devices, there are few in the world who are able to use them. For that reason, it falls upon the Machinist themselves to head out into the world to field test their creations. The Machinist must push their creations to their limit and continue to modify them. As adventurers this is the drive of a machinist, to test their equipment and rework it on a long journey in the name of science and innovation." + ] + }, + { + "name": "Creating a Machinist", + "type": "entries", + "entries": [ + "When creating a machinist you must keep in mind why they may be heading out on their adventure. Is your machinist field testing their inventions, or seeking inspiration to create even more intricate machines? Perhaps they are on a journey to make the world a better place by bestowing their creations for the common man. A Machinist has the most advanced technology at their finger tips and are using that technology to make life more efficient." + ] + }, + { + "name": "Quick Build", + "type": "entries", + "entries": [ + "You can make a Machinist quickly by following these suggestions. First make Dexterity your highest ability score, following with Intelligence. Second take the {@background Guild Artisan} background." + ] + } + ] + } + ] + }, + { + "name": "Red Mage", + "source": "FFXIVBeforetheFall", + "entries": [ + { + "type": "section", + "source": "FFXIVBeforetheFall", + "name": "Red Mage", + "entries": [ + "Like a lightning bolt streaking through the battlefield, she makes quick work of foe after foe. At the first sign of danger, the crimson beauty flips over the head of the foe behind her, letting loose a wave of energy as a parting gift.", + "A confident smirk spreads across the face of the veteran red mage. He unleashes spell after spell in quick succession, drawing on countless elements until his foe is annihilated.", + "As though a flower amongst a sea of weeds, the red mage leads their allies into battle. With a deep trust that they'll stay at their side, she turns her friends into the perfect dancing partners for this adventure, empowering them to match their grace.", + "Red Mages have drawn on a multitude of disciplines across the world, mixing black and white magic along with focused swordplay and style. All of these abilities have combined in this alluring mix of talent and flair, creating a hero worthy of becoming legendary.", + { + "name": "Crimson Mage", + "type": "entries", + "entries": [ + "Some fairy tales of Gyr Abania speak of the heroic deeds and daring adventures of mages clothed in crimson. These adventurers are known as Red Mages, and travel the world protecting the good in the world by drawing on both white and black magic, while mixing martial prowess into a flawless battle style." + ] + }, + { + "name": "It's Not About Fame", + "type": "entries", + "entries": [ + "Their thirst for adventure, flashy style and renowned flair may lead many to believe that a Red Mage becomes an adventurer for the admiration of their fellow man, but that is not the case. Those who take the Red do so in order to take up arms to protect the good in the world and bring wrongdoers to justice. It is their heroic spirit which drives them to action, the garnered fame is just a perk." + ] + }, + { + "name": "Creating a Red Mage", + "type": "entries", + "entries": [ + "When creating a Red Mage, you must consider why they may be heading out on their adventure. Did they become fed up with the oppressive nature of the world and seek the need to become a hero to the common man? They may have learned of a plot which endangers their home, perhaps the world as a whole and will stop at nothing to end it. Maybe it is simply a need to chase the thrill of adventure and become a hero of legend.", + "One key consideration to make as a Red Mage is where you came to learn your myriad of skills. Was it through the study of old tomes you discovered in an abandoned warehouse or library? Did you meet a mentor who saw great potential in you and introduced you to the art? Whatever the origin, you wield powerful skills with an artistic flair." + ] + }, + { + "name": "Quick Build", + "type": "entries", + "entries": [ + "You can make a Red Mage quickly by following these suggestions. First make Charisma your highest ability score, followed by Dexterity. Second take the {@background Folk Hero|PHB} background Third take the {@spell fire bolt}, {@spell jolt|FFXIVBeforetheFall}, {@spell mage hand} and {@spell prestidigitation} cantrips, and the first level spells {@spell chromatic orb} and {@spell cure wounds}." + ] + } + ] + } + ] + }, + { + "name": "Samurai", + "source": "FFXIVBeforetheFall", + "entries": [ + { + "type": "section", + "source": "FFXIVBeforetheFall", + "name": "Samurai", + "entries": [ + "The young man stands before a ferocious beast, his blade still sheathed the villagers look on in horror as it closes in on its prey. With a smirk the man draws his blade and in a few lightning quick strokes, the beast falls with a thud.", + "The experienced veteran stands before a group of bandits. Their untrained strikes are easily dodged by the man, as he delivers blow after blow viciously, punishing each of their failed attempts on his life.", + "A young woman wanders into the city, her identity hidden beneath her shade. She hears of the oppression of the people in the village by the local lord. She nods to herself, knowing she has arrived at yet another town which would be better off without a master.", + "Far across the churning waves, beneath the rising sun, an island nation gave birth to a prolific style of swordplay. These noble warriors were sworn to their masters as their protectors, willing to give up their lives to see their duty complete. Honour or death was a common ideal for these disciplined soldiers.", + { + "name": "Swordsmen of Legend", + "type": "entries", + "entries": [ + "The Samurai are legendary swordsmen who lived by a code of honour. In service to the lords of their regions, they protected their lands with their lives and enforced their law without question. To do so, the Samurai nourished a timeless style of swordplay which remains mythic in its reputation to this day." + ] + }, + { + "name": "The Power Within", + "type": "entries", + "entries": [ + "The Samurai draw on inner energies and an unshakable discipline. These are the tools which the Samurai built their reputation. To take up and master the katana is to enter a league of your own, though not every samurai has been known to wield the blade for a master, some choosing to follow their own code and travel the world." + ] + }, + { + "name": "Creating a Samurai", + "type": "entries", + "entries": [ + "When creating a Samurai, you have to decide how they became involved in the discipline. Were they born into the tradition, being the son of a samurai or lord? Perhaps they fight in a self taught style which they continually hone through their travels.", + "On top of their roots as a samurai, you must consider why you fight as a samurai. Are you on a quest on behalf of a lord, or directly protecting their master's lands. Perhaps they cast off their ties to their masters and teachers altogether and travel the world for their own gain, or the protection of the common man." + ] + }, + { + "name": "Quick Build", + "type": "entries", + "entries": [ + "You can make a Samurai quickly by following these suggestions. First make Strength your highest ability score, following with Wisdom. Second take the {@background Soldier} background." + ] + } + ] + } + ] + }, + { + "name": "Warrior", + "source": "FFXIVBeforetheFall", + "entries": [ + { + "type": "section", + "source": "FFXIVBeforetheFall", + "name": "Warrior", + "entries": [ + "A Roegadyn woman stands locked in combat with a hobgoblin. With each swing of his blade, she meets with ferocity and powerful blows. The battle rages on, the woman feeding off the ecstasy of battle, receiving succor with each blow she lands.", + "A man dashes into the heat of battle, his battleax swinging wildly around him. He lets out an earth shaking battle cry as he crushes the ground and all those around him with explosive force.", + "A lightly armored figure stands at his ally's sides. His powerful voice echoes out across the field, empowering his allies as he leads his comrades into battle, axe drawn and swinging like a tempest of steel and iron.", + "Like a symbol crash in an orchestra, a warrior is an explosive force which stands out in any situation. Their booming voice, raw strength and powerful strikes are their tools for victory.", + { + "type": "entries", + "name": "Indomitable Forces", + "entries": [ + "The warrior finds their roots in ancient tribes akin to barbarians. These fearless fighters are peerless in their control of a force which they call the inner beast. Warriors often come from tribal backgrounds in which they learn to nurture and control this inner animal, which in turn grants them beast like strength and ferocity. Warrior bands once roamed unsettled lands as nomads, enjoying the boons which nature offers and defending the weak from those who would do them harm." + ] + }, + { + "type": "entries", + "name": "Unending Rage", + "entries": [ + "Not unlike nature itself, a Warrior has the potential to become a relentless force of destruction. Like a raging forest fire, or an all consuming tidal wave, a warrior can unleash their inner beast to harness its rage. This state of being is known as berserking. While berserking, Warriors continually chase foes and defend allies, using their bloodlust to keep themselves in the battle as a threat." + ] + }, + { + "type": "entries", + "name": "Creating a Warrior", + "entries": [ + "When creating a Warrior, one must consider their origins as a warrior. Are you a descendant of the ancient tribes from which warriors are able to draw their lineage? Perhaps you were a fledgeling adventurer who found a mentor in the form of a former warrior who passed on the secrets of the inner beast. Perhaps you had a natural attunement to the ways of the warrior and have developed your skills without guidance.", + "You must also consider why you have set out on your life of adventuring? As a warrior, have you decided to seek out dangerous challenges to sharpen your skills or sate the appetite of the hungry beast inside you? Perhaps you have taken up arms in defense of your tribe, a village or a loved one? Warriors set out for any number of reasons." + ] + }, + { + "type": "entries", + "name": "Quick Build", + "entries": [ + "You can make a Warrior quickly by following these suggestions. First make Strength your highest ability score, following with Constitution. Second take the {@background Outlander} background." + ] + } + ] + } + ] + }, + { + "name": "White Mage", + "source": "FFXIVBeforetheFall", + "entries": [ + { + "name": "White Mage", + "source": "FFXIVBeforetheFall", + "type": "section", + "entries": [ + "A quiet and well groomed man waves his cane around himself, drawing in magical energy from the land and calling forth it's power. With a flick of his wrist the land parted and erupted sending his foe toppling to the ground.", + "A gentle young woman rushes to their ally's side. Through prayer and reverence for the land, it's power is shared with her, allowing her to close the wounds of her dying friend.", + "A stern heavily robed figure approached the abomination, raised from the dead. Calling for shining light, she banishes the undead back to the abyss.", + "Serene and elegant, the White Mages commune with the world around them, borrowing power from elementals present throughout the word. They are level headed, respectful spell casters who are aware that overstepping one's bounds in the world of magic can lead to calamity, and seek to keep order within the magic world while mending the wounds of those around them.", + { + "name": "One with the Land", + "type": "entries", + "entries": [ + "White Mage's strength stems from an art they refer to as conjury. Conjury calls upon the elements of earth, wind, and water and concentrates them to a potency at which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb magic from their immediate surroundings. A wand or cane made from unworked wood is then utilized to focus the magical energy until it manifests as the desired spell. Versed also in magicks that restore and strengthen, White Mages are regarded as accomplished healers." + ] + }, + { + "name": "Patrons of Light", + "type": "entries", + "entries": [ + "White Mages find their roots in a society which revered nature as an ally, borrowing the power of the land and elementals to soothe wounds and protect from the wicked. Over time, the White Mages of the past overused this power causing the elementals to act out and smite the land, alongside the damage wrought by the opposing Black Mages, the world fell into a dark age. Today White Mages are few and far between, practicing the forbidden art to wield the powers of nature and light to drive off evil in protection of the world again." + ] + }, + { + "name": "Creating a White Mage", + "type": "entries", + "entries": [ + "When creating a White Mage one must question how they came into the art of conjury and the profession of White Mage. Did a kindly mentor take you under their wing? Did your studies of magic from the past lead you to discovering how to draw power from the world you lived in? Perhaps the elementals which inhabit the land reached out to you and their whispers guided you to the path of a White Mage. Nonetheless a White Mage's role in the world is that of a protector, soothing the wounds of those who need it most, settling enraged elementals and driving the beings who bring destruction back from whence they came." + ] + }, + { + "name": "Quick Build", + "type": "entries", + "entries": [ + "You can make a White Mage quickly by following these suggestions. First make Wisdom your highest ability score, following with Charisma. Second select the Healer discipline. Third take the {@background Acolyte} background. Fourth, take the {@spell Guidance}, {@spell Light}, {@spell Sacred Flame}, and {@spell Spare the Dying} cantrips and the first level spells {@spell Cure Wounds} and {@spell Heroism}." + ] + } + ] + } + ] + } + ] +} From b2ae7cdc7ddf701ec54545df3c60d841ca10b389 Mon Sep 17 00:00:00 2001 From: TheGiddyLimit Date: Tue, 26 Nov 2024 21:45:06 +0000 Subject: [PATCH 11/40] chore: clean --- _generated/index-adventure-book-ids.json | 2 +- _generated/index-meta.json | 2 +- _generated/index-props.json | 2 +- _generated/index-sources.json | 2 +- _generated/index-timestamps.json | 2 +- ... Endwalker Compendium - Final Version.json | 14 ++++++------ .../MCDM Productions; Flee, Mortals!.json | 22 +++++++++---------- 7 files changed, 23 insertions(+), 23 deletions(-) diff --git a/_generated/index-adventure-book-ids.json b/_generated/index-adventure-book-ids.json index aeb9cc7ce..4a48d483c 100644 --- a/_generated/index-adventure-book-ids.json +++ b/_generated/index-adventure-book-ids.json @@ -1 +1 @@ -{"ttnsp":{"name":"Tigtone & the Never-Stopping Prophecy","source":"TTNSP","id":"TTNSP"},"ddex1-01":{"name":"Defiance in Phlan","source":"DDEX1-01","id":"DDEX1-01"},"ddex1-02":{"name":"Secrets of Sokol Keep","source":"DDEX1-02","id":"DDEX1-02"},"ddex1-03":{"name":"Shadows Over the Moonsea","source":"DDEX1-03","id":"DDEX1-03"},"ddex1-04":{"name":"Dues for the Dead","source":"DDEX1-04","id":"DDEX1-04"},"al-rkm":{"name":"Rrakkma","source":"AL-RKM","id":"AL-RKM"},"sosm":{"name":"Shipwreck of the Sea Mephit","source":"SoSM","id":"SoSM"},"tcodh":{"name":"The Curse of Dusk 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Stealth Rules.json":{"a":1537874753,"m":1729630006},"variantrule/Modnar; Modnars Mission Mandates.json":{"a":0,"m":1729630006},"variantrule/Pwines; Aerial Combat.json":{"a":1537874753,"m":1729630006},"variantrule/RedCeramicFryPan; Staff Creation Rules.json":{"a":1537874753,"m":1729630006},"variantrule/Rhinemann; Group Spellcasting.json":{"a":1616954142,"m":1729630006},"variantrule/Sample - Giddy; Houserules.json":{"a":0,"m":1731886430},"variantrule/VaranSL; Brewer's Supplies.json":{"a":1630940312,"m":1729630006},"variantrule/Web Community; Community Homebrew Variant Rules.json":{"a":1604252046,"m":1729630006},"vehicle/Sample - Giddy; Coracle.json":{"a":0,"m":1731886430}} \ No newline at end of file diff --git a/collection/SilentSoren; Endwalker Compendium - Final Version.json b/collection/SilentSoren; Endwalker Compendium - Final Version.json index d29098c3e..8525a01e1 100644 --- a/collection/SilentSoren; Endwalker Compendium - Final Version.json +++ b/collection/SilentSoren; Endwalker Compendium - Final Version.json @@ -450,15 +450,15 @@ "rows": [ [ "{@class Arcanist|FFXIVBeforetheFall}", - "—" + "\u2014" ], [ "{@class Astrologian|FFXIVBeforetheFall}", - "—" + "\u2014" ], [ "{@class Black Mage|FFXIVBeforetheFall}", - "—" + "\u2014" ], [ "{@class Blue Mage|FFXIVBeforetheFall}", @@ -490,7 +490,7 @@ ], [ "{@class Sage|FFXIVBeforetheFall}", - "—" + "\u2014" ], [ "{@class Samurai|FFXIVBeforetheFall}", @@ -502,7 +502,7 @@ ], [ "{@class White Mage|FFXIVBeforetheFall}", - "—" + "\u2014" ] ] } @@ -16024,7 +16024,7 @@ "name": "Replacing the Book", "type": "entries", "entries": [ - "You can copy a monster link from your own research journal into another book—for example, if you want to make a backup copy of your research. This is just like copying a new monster link into your journal, but fast and easier, since you understand you own notation and already know how to cast the spells. You need spend only 1 hour and 10gp for each level of the copied spells in order to copy a monster link you are currently accessing. Filling out the remainder of your research journal requires you to find new monster links to do so, as normal. For this reason, many blue mages keep back up copies of their research in a safe place." + "You can copy a monster link from your own research journal into another book\u2014for example, if you want to make a backup copy of your research. This is just like copying a new monster link into your journal, but fast and easier, since you understand you own notation and already know how to cast the spells. You need spend only 1 hour and 10gp for each level of the copied spells in order to copy a monster link you are currently accessing. Filling out the remainder of your research journal requires you to find new monster links to do so, as normal. For this reason, many blue mages keep back up copies of their research in a safe place." ] }, { @@ -26487,7 +26487,7 @@ "name": "A Dark Past", "type": "entries", "entries": [ - "In days long past, there existed an powerful clan of mages and their arcane art known as black magic—a potent magic of pure destructive force born forth by a sorceress of unparalleled power. Those who learned to wield this instrument of ruin came to be called black mages, out of both fear and respect for their gift. Yet great power served to corrupt the judgment of mortal man, and so he unknowingly set out upon the path of ruin.", + "In days long past, there existed an powerful clan of mages and their arcane art known as black magic\u2014a potent magic of pure destructive force born forth by a sorceress of unparalleled power. Those who learned to wield this instrument of ruin came to be called black mages, out of both fear and respect for their gift. Yet great power served to corrupt the judgment of mortal man, and so he unknowingly set out upon the path of ruin.", "Adventurers who take the black will become agents of devastation, capable of annihilating those who oppose them through little more than the force of their will." ] }, diff --git a/creature/MCDM Productions; Flee, Mortals!.json b/creature/MCDM Productions; Flee, Mortals!.json index bbfda435e..ec3fd23af 100644 --- a/creature/MCDM Productions; Flee, Mortals!.json +++ b/creature/MCDM Productions; Flee, Mortals!.json @@ -10949,7 +10949,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Swarm%20of%20Spiders.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Swarm%20of%20Spiders.webp" } } ] @@ -19473,7 +19473,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Zenith%20Aastrika.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Zenith%20Aastrika.webp" } } ] @@ -37348,7 +37348,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Goxomoc.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Fluff/Goxomoc.webp" } } ] @@ -56446,7 +56446,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Items/Pendant%20of%20Grave%20Regeneration.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Items/Pendant%20of%20Grave%20Regeneration.webp" } } ] @@ -56507,7 +56507,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Items/Poison%20Popper.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Items/Poison%20Popper.webp" } } ] @@ -56563,7 +56563,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Items/Star%20of%20Iron.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Items/Star%20of%20Iron.webp" } } ] @@ -56586,7 +56586,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Items/Eye%20of%20Sunrise.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Items/Eye%20of%20Sunrise.webp" } } ] @@ -56663,7 +56663,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Items/Mindrazor.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Items/Mindrazor.webp" } } ] @@ -56802,7 +56802,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Items/Visionarys%20Cloak.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Items/Visionarys%20Cloak.webp" } } ] @@ -56831,7 +56831,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Items/Sun%20Eaters%20Mind.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Items/Sun%20Eaters%20Mind.webp" } } ] @@ -56860,7 +56860,7 @@ "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Items/Sun%20Eaters%20Soul.webp" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/FleeMortals/Items/Sun%20Eaters%20Soul.webp" } } ] From b087522f91b32e50ebd13a66b7957db3ae680bcd Mon Sep 17 00:00:00 2001 From: TheGiddyLimit Date: Tue, 26 Nov 2024 21:45:13 +0000 Subject: [PATCH 12/40] chore: timestamp/index --- _generated/index-timestamps.json | 2 +- class/MCDM Productions; The Illrigger Revised.json | 3 ++- .../SilentSoren; Endwalker Compendium - Final Version.json | 3 ++- creature/MCDM Productions; Flee, Mortals!.json | 4 ++-- 4 files changed, 7 insertions(+), 5 deletions(-) diff --git a/_generated/index-timestamps.json b/_generated/index-timestamps.json index d5f976fd8..a7c79d9f0 100644 --- a/_generated/index-timestamps.json +++ b/_generated/index-timestamps.json @@ -1 +1 @@ -{"action/Sample - Giddy; Extinguish.json":{"a":0,"m":1731886430},"adventure/Adult Swim; Tigtone & The Never-Stopping Prophecy.json":{"a":1706971134,"m":1731886430,"p":1604361600},"adventure/Adventurers League; DDEX1-01 - Defiance in Phlan.json":{"a":1558867830,"m":1729630006},"adventure/Adventurers League; DDEX1-02 - Secrets of Sokol Keep.json":{"a":1558867830,"m":1729630006},"adventure/Adventurers League; DDEX1-03 - Shadows Over the Moonsea.json":{"a":1558867830,"m":1729630006},"adventure/Adventurers League; DDEX1-04 - Dues for the Dead.json":{"a":1600276023,"m":1729630006},"adventure/Adventurers League; 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Plus.json":{"a":1585648267,"m":1729630006},"variantrule/Kcon; Group Spellcasting.json":{"a":1537874753,"m":1729630006},"variantrule/Liarus; Druidic.json":{"a":1602439286,"m":1729630006},"variantrule/Matthew Mercer; Corruption Rules.json":{"a":1649342553,"m":1731405458,"p":1515456000},"variantrule/Metabot; Stealth Rules.json":{"a":1537874753,"m":1729630006},"variantrule/Modnar; Modnars Mission Mandates.json":{"a":0,"m":1729630006},"variantrule/Pwines; Aerial Combat.json":{"a":1537874753,"m":1729630006},"variantrule/RedCeramicFryPan; Staff Creation Rules.json":{"a":1537874753,"m":1729630006},"variantrule/Rhinemann; Group Spellcasting.json":{"a":1616954142,"m":1729630006},"variantrule/Sample - Giddy; Houserules.json":{"a":0,"m":1731886430},"variantrule/VaranSL; Brewer's Supplies.json":{"a":1630940312,"m":1729630006},"variantrule/Web Community; Community Homebrew Variant Rules.json":{"a":1604252046,"m":1729630006},"vehicle/Sample - Giddy; Coracle.json":{"a":0,"m":1731886430}} \ No newline at end of file diff --git a/class/MCDM Productions; The Illrigger Revised.json b/class/MCDM Productions; The Illrigger Revised.json index 5290bdfd6..e6df36491 100644 --- a/class/MCDM Productions; The Illrigger Revised.json +++ b/class/MCDM Productions; The Illrigger Revised.json @@ -27,7 +27,8 @@ }, "edition": "classic", "dateAdded": 1732652987, - "dateLastModified": 1732652987 + "dateLastModified": 1732652987, + "_dateLastModifiedHash": "4166f514f6" }, "class": [ { diff --git a/collection/SilentSoren; Endwalker Compendium - Final Version.json b/collection/SilentSoren; Endwalker Compendium - Final Version.json index 8525a01e1..06fef2077 100644 --- a/collection/SilentSoren; Endwalker Compendium - Final Version.json +++ b/collection/SilentSoren; Endwalker Compendium - Final Version.json @@ -31,7 +31,8 @@ }, "dateAdded": 1595181963, "dateLastModified": 1713958692, - "edition": "classic" + "edition": "classic", + "_dateLastModifiedHash": "ffc43d6995" }, "book": [ { diff --git a/creature/MCDM Productions; Flee, Mortals!.json b/creature/MCDM Productions; Flee, Mortals!.json index ec3fd23af..4bd3d149b 100644 --- a/creature/MCDM Productions; Flee, Mortals!.json +++ b/creature/MCDM Productions; Flee, Mortals!.json @@ -64,8 +64,8 @@ }, "status": "ready", "dateAdded": 1692310105, - "dateLastModified": 1732488492, - "_dateLastModifiedHash": "9eb47c9788", + "dateLastModified": 1732657506, + "_dateLastModifiedHash": "fafcfbde66", "edition": "classic" }, "book": [ From 988ab46a5888e0305a73a50815e0751756a8564a Mon Sep 17 00:00:00 2001 From: TheGiddyLimit Date: Wed, 27 Nov 2024 17:32:15 +0000 Subject: [PATCH 13/40] feat(FleeMortals): add tokens --- _img/FleeMortals/token/Goxomoc.png | Bin 0 -> 563565 bytes _img/FleeMortals/token/Swarm of Spiders.png | Bin 0 -> 138188 bytes _img/FleeMortals/token/Zenith Aastrika.png | Bin 0 -> 453515 bytes creature/MCDM Productions; Flee, Mortals!.json | 12 ++++++++++++ 4 files changed, 12 insertions(+) create mode 100644 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"https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Swarm of Spiders.png" } }, { @@ -19477,6 +19481,10 @@ } } ] + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Zenith Aastrika.png" } }, { @@ -37352,6 +37360,10 @@ } } ] + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Goxomoc.png" } }, { From 61e896fb0a94633fcd6b3cb4de208d4d57a05b92 Mon Sep 17 00:00:00 2001 From: TheGiddyLimit Date: Sat, 30 Nov 2024 16:04:05 +0000 Subject: [PATCH 14/40] chore: deprecate original Illrigger --- class/MCDM Productions; The Illrigger Class.json | 1 + 1 file changed, 1 insertion(+) diff --git a/class/MCDM Productions; The Illrigger Class.json b/class/MCDM Productions; The Illrigger Class.json index 2a7cde0fd..c366cdf3f 100644 --- a/class/MCDM Productions; The Illrigger Class.json +++ b/class/MCDM Productions; The Illrigger Class.json @@ -15,6 +15,7 @@ "url": "https://shop.mcdmproductions.com/products/illrigger-class" } ], + "status": "deprecated", "dateAdded": 1620498967, "dateLastModified": 1729630006, "_dateLastModifiedHash": "8f009b8ce2", From 5bf53b3717bd99b9e338f614b8140d3f542efdb8 Mon Sep 17 00:00:00 2001 From: TheGiddyLimit Date: Sat, 30 Nov 2024 16:41:50 +0000 Subject: [PATCH 15/40] chore: bump dep ver --- package-lock.json | 14 +++++++------- package.json | 2 +- 2 files changed, 8 insertions(+), 8 deletions(-) diff --git a/package-lock.json b/package-lock.json index e94f13a45..be8b05052 100644 --- a/package-lock.json +++ b/package-lock.json @@ -9,16 +9,16 @@ "version": "1.0.0", "license": "MIT", "devDependencies": { - "5etools-utils": "^0.12.53", + "5etools-utils": "^0.12.54", "commander": "^9.4.1", "he": "^1.2.0", "sanitize-html": "^2.12.1" } }, "node_modules/5etools-utils": { - "version": "0.12.53", - "resolved": "https://registry.npmjs.org/5etools-utils/-/5etools-utils-0.12.53.tgz", - "integrity": "sha512-k2kTIXD9paPS4jf095AobDjItOm02pRWwisdpnOZop4TwtG3xC/Ngpz6F7orR6DS6zmJHgHFy1QxJwFEb55O5w==", + "version": "0.12.54", + "resolved": "https://registry.npmjs.org/5etools-utils/-/5etools-utils-0.12.54.tgz", + "integrity": "sha512-FC2sIvR9Gl053GHCoka5aw2rhs4E0EpzAmFXj1QNhTRZTviG0msv8Dw+49W56cKDtqfiTLqIROfpu1clMO0j3w==", "dev": true, "dependencies": { "ajv": "^8.12.0", @@ -386,9 +386,9 @@ }, "dependencies": { "5etools-utils": { - "version": "0.12.53", - "resolved": "https://registry.npmjs.org/5etools-utils/-/5etools-utils-0.12.53.tgz", - "integrity": "sha512-k2kTIXD9paPS4jf095AobDjItOm02pRWwisdpnOZop4TwtG3xC/Ngpz6F7orR6DS6zmJHgHFy1QxJwFEb55O5w==", + "version": "0.12.54", + "resolved": "https://registry.npmjs.org/5etools-utils/-/5etools-utils-0.12.54.tgz", + "integrity": "sha512-FC2sIvR9Gl053GHCoka5aw2rhs4E0EpzAmFXj1QNhTRZTviG0msv8Dw+49W56cKDtqfiTLqIROfpu1clMO0j3w==", "dev": true, "requires": { "ajv": "^8.12.0", diff --git a/package.json b/package.json index 520c779cc..193b96bda 100644 --- a/package.json +++ b/package.json @@ -29,7 +29,7 @@ }, "homepage": "https://github.com/TheGiddyLimit/homebrew#readme", "devDependencies": { - "5etools-utils": "^0.12.53", + "5etools-utils": "^0.12.54", "commander": "^9.4.1", "he": "^1.2.0", "sanitize-html": "^2.12.1" From dff7f27bf80c729fcf76a0c85586babd82b75b10 Mon Sep 17 00:00:00 2001 From: TheGiddyLimit Date: Sat, 30 Nov 2024 22:29:59 +0000 Subject: [PATCH 16/40] fix(IllriggerRevised): add "Retainer" tags --- ...DM Productions; The Illrigger Revised.json | 35 ++++++++++++++++--- 1 file changed, 30 insertions(+), 5 deletions(-) diff --git a/class/MCDM Productions; The Illrigger Revised.json b/class/MCDM Productions; The Illrigger Revised.json index e6df36491..b5fa588cb 100644 --- a/class/MCDM Productions; The Illrigger Revised.json +++ b/class/MCDM Productions; The Illrigger Revised.json @@ -4490,7 +4490,12 @@ "size": [ "M" ], - "type": "humanoid", + "type": { + "type": "humanoid", + "tags": [ + "Retainer" + ] + }, "alignment": [ "A" ], @@ -4577,7 +4582,12 @@ "size": [ "M" ], - "type": "humanoid", + "type": { + "type": "humanoid", + "tags": [ + "Retainer" + ] + }, "alignment": [ "A" ], @@ -4664,7 +4674,12 @@ "size": [ "M" ], - "type": "humanoid", + "type": { + "type": "humanoid", + "tags": [ + "Retainer" + ] + }, "alignment": [ "A" ], @@ -4757,7 +4772,12 @@ "size": [ "M" ], - "type": "humanoid", + "type": { + "type": "humanoid", + "tags": [ + "Retainer" + ] + }, "alignment": [ "A" ], @@ -4850,7 +4870,12 @@ "size": [ "M" ], - "type": "humanoid", + "type": { + "type": "humanoid", + "tags": [ + "Retainer" + ] + }, "alignment": [ "A" ], From 3173cdb5767c14c99105901979274f36002d06ff Mon Sep 17 00:00:00 2001 From: Zimnyte <95031891+Zimnior12@users.noreply.github.com> Date: Sun, 1 Dec 2024 23:51:00 +0100 Subject: [PATCH 17/40] Fixed invocation number at 4th level (#2299) --- class/LaserLlama; Alternate Warlock.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/class/LaserLlama; Alternate Warlock.json b/class/LaserLlama; Alternate Warlock.json index 05090df12..5853e5c09 100644 --- a/class/LaserLlama; Alternate Warlock.json +++ b/class/LaserLlama; Alternate Warlock.json @@ -214,7 +214,7 @@ "2nd" ], [ - "4", + "3", "3", "4", "2", From 0145219c166cd1e3c2c66e5343f88eda129db9d3 Mon Sep 17 00:00:00 2001 From: Galdeveer <39473239+galdevear@users.noreply.github.com> Date: Sun, 1 Dec 2024 15:51:34 -0700 Subject: [PATCH 18/40] Tanks and Flanks: Update feats to 2024 (#2300) --- collection/Galdeveer; Tanks and Flanks.json | 2353 ++++++++----------- 1 file changed, 956 insertions(+), 1397 deletions(-) diff --git a/collection/Galdeveer; Tanks and Flanks.json b/collection/Galdeveer; Tanks and Flanks.json index f1d7ff591..11d83908c 100644 --- a/collection/Galdeveer; Tanks and Flanks.json +++ b/collection/Galdeveer; Tanks and Flanks.json @@ -14,8 +14,8 @@ } ], "dateAdded": 1720008672, - "dateLastModified": 1732051051, - "_dateLastModifiedHash": "ebb171c3c2", + "dateLastModified": 1730728182, + "_dateLastModifiedHash": "d27bed37a7", "edition": "classic" }, "monster": [ @@ -6629,7 +6629,7 @@ ], "entries": [ "You summon an otherworldly being that appears as a loyal steed in an unoccupied space you can see within range. The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. If you already have a steed from this spell, the steed is replaced by the new one.", - "When you prepare this spell, choose the steed's creature type\u2014Celestial, Fey, or Fiend. You can prepare this spell multiple times as long as you pick a different option each time. This creature uses the {@creature Otherworldly Steed|GaldeveerTanksAndFlanks} stat block. When you cast the spell, choose the steed's mythology\u2014Idyllic, Biblical, or Exalted\u2014which determines certain traits in the stat block.", + "When you prepare this spell, choose the steed's creature type—Celestial, Fey, or Fiend. You can prepare this spell multiple times as long as you pick a different option each time. This creature uses the {@creature Otherworldly Steed|GaldeveerTanksAndFlanks} stat block. When you cast the spell, choose the steed's mythology—Idyllic, Biblical, or Exalted—which determines certain traits in the stat block.", "The steed is your ally and obeys all of your commands. See the NPC Allies document for more information.", { "type": "entries", @@ -6699,7 +6699,7 @@ }, "entries": [ "You gain the service of a familiar, an otherworldly spirit which manifests as a little animal in an unoccupied space you can see within range. This creature uses the {@creature Otherworldly Familiar|GaldeveerTanksAndFlanks} stat block. If you already have a familiar from this spell, the familiar is replaced by the new one.", - "When you prepare the spell, choose the familiar's creature type: Celestial, Fey, or Fiend. You can prepare this spell multiple times as long as you select a different creature type each time. Whenever you cast the spell, choose the familiar's environment: Air, Land, or Water. The familiar resembles a Tiny animal of your choice\u2014such as an owl, a cat, or a frog\u2014that is native to the chosen environment. Both choices\u2014creature type and environment\u2014determine certain traits in the stat block. The familiar is your ally and obeys all of your commands.", + "When you prepare the spell, choose the familiar's creature type: Celestial, Fey, or Fiend. You can prepare this spell multiple times as long as you select a different creature type each time. Whenever you cast the spell, choose the familiar's environment: Air, Land, or Water. The familiar resembles a Tiny animal of your choice—such as an owl, a cat, or a frog—that is native to the chosen environment. Both choices—creature type and environment—determine certain traits in the stat block. The familiar is your ally and obeys all of your commands.", { "type": "entries", "name": "Remote Scouting", @@ -8626,7 +8626,7 @@ ], "entries": [ "Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into {@variantrule Difficult Terrain|XPHB}. They disappear when the spell ends.", - "Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the {@condition Restrained|XPHB} condition until the spell ends. At the start of each of the {@condition restrained} creature's turns it can repeat the saving throw, breaking free on a success. A {@condition Restrained|XPHB} creature or a creature it is within reach of can take an action to make a Strength ({@skill Athletics}) check against your spell save DC. On a success, it breaks free." + "Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the {@condition Restrained|XPHB} condition until the spell ends. At the start of each of the {@condition restrained} creature’s turns it can repeat the saving throw, breaking free on a success. A {@condition Restrained|XPHB} creature or a creature it is within reach of can take an action to make a Strength ({@skill Athletics}) check against your spell save DC. On a success, it breaks free." ], "savingThrow": [ "strength" @@ -12049,7 +12049,7 @@ "type": "entries", "name": "Image", "entries": [ - "If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it." + "If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it." ] } ], @@ -12598,151 +12598,11 @@ ] } ] - }, - { - "name": "Pass without Trace", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Spells", - "level": 2, - "school": "A", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "emanation", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true, - "m": "ashes from burned mistletoe" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose add a +4 to Dexterity ({@skill Stealth}) checks and leave no tracks." - ], - "areaTags": [ - "MT" - ], - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "XPHB" - }, - { - "name": "Ranger", - "source": "XPHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Bard", - "source": "XPHB" - }, - "subclass": { - "name": "College of Lore", - "shortName": "Lore", - "source": "XPHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Trickery Domain", - "shortName": "Trickery", - "source": "XPHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Trickery Domain", - "shortName": "Trickery", - "source": "PHB" - } - }, - { - "class": { - "name": "Druid", - "source": "PHB" - }, - "subclass": { - "name": "Circle of the Land", - "shortName": "Land", - "source": "PHB", - "subSubclass": "Grassland" - } - } - ] - }, - "races": [ - { - "name": "Elf (Mark of Shadow)", - "source": "ERLW", - "baseName": "Elf", - "baseSource": "PHB" - }, - { - "name": "Human (Mark of Passage)", - "source": "ERLW", - "baseName": "Human", - "baseSource": "PHB" - }, - { - "name": "Genasi (Earth)", - "source": "EEPC", - "baseName": "Genasi", - "baseSource": "EEPC" - }, - { - "name": "Genasi (Earth)", - "source": "MPMM", - "baseName": "Genasi", - "baseSource": "MPMM" - } - ], - "backgrounds": [ - { - "name": "Dimir Operative", - "source": "GGR" - } - ], - "feats": [ - { - "name": "Adept of the White Robes", - "source": "DSotDQ" - }, - { - "name": "Wood Elf Magic", - "source": "XGE" - } - ] - }, + } + ], + "feat": [ { - "name": "Poison Spray", + "name": "Lucky", "source": "GaldeveerTanksandFlanks", "page": "Revised Spells", "level": 0, @@ -14145,7 +14005,7 @@ } ], "entries": [ - "A shimmering, multicolored plane of light forms a vertical opaque wall\u2014up to 90 feet long, 30 feet high, and 1 inch thick\u2014centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.", + "A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.", "The wall sheds {@variantrule Bright Light|XPHB} within 100 feet and {@variantrule Dim Light|XPHB} for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. Whenever another creature that can see the wall moves is within 20 feet of it, it must succeed on a Constitution saving throw or have the {@condition Blinded|XPHB} condition for 1 minute. After a creature makes this saving throw it does not need to do so again until the start of its next turn.", "The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table. After a creature makes a saving throw for a layer, it does not need to make a saving throw for that layer again until the start of its next turn.", "The wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. {@spell Antimagic Field|XPHB} has no effect on the wall, and {@spell Dispel Magic|XPHB} can affect only the violet layer.", @@ -14486,7 +14346,7 @@ "entries": [ "You touch creature that has been dead for no longer than 10 days and wasn't Undead when it died. It must make a DC 10 death saving throw.", "On a success, it is revived with 1 Hit Point. If its also a natural 20, the spell does not consume its material component. On a failure, this spell cannot be used to revive this creature. This restriction ends if the creature is revived through other means. If its also a natural 1, it can never be revived.", - "Any poisons that affected the revived creature at its time of death are neutralized. All mortal wounds on the revived creature are closed, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival\u2014its head, for instance\u2014the spell has no effect.", + "Any poisons that affected the revived creature at its time of death are neutralized. All mortal wounds on the revived creature are closed, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell has no effect.", "Coming back from the dead is an ordeal. The revived creature takes 2 levels of {@condition exhaustion}." ], "affectsCreatureType": [ @@ -17250,7 +17110,7 @@ "You instantaneously create a new flame within 5 ft of it that fits within a 5-foot cube. Until the end of your next turn the new flame persists without fuel.", "You instantaneously extinguish the flames within the cube.", "You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.", - "You cause simple shapes\u2014such as the vague form of a creature, an inanimate object, or a location\u2014to appear within the flames and animate as you like. The shapes last for 1 hour." + "You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour." ] }, "If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action." @@ -19461,431 +19321,460 @@ ], "feat": [ { - "name": "Lucky", + "name": "Savage Attacker", "source": "GaldeveerTanksandFlanks", "page": "Revised Feats", + "category": "O", + "entries": [ + "Whenever you hit a target with a Weapon and roll the max number on one of your weapon's damage dice, roll an additional die of that type and add it to the damage. The new die counts as one of your weapon's damage dice. This cannot happen more than a number of times equal to the ability modifier used to make the attack on a single attack." + ] + }, + { + "name": "Weapon Initiate", + "source": "GaldeveerTanksandFlanks", + "page": "Revised Feats", + "repeatable": true, + "category": "O", "prerequisite": [ { - "level": 1 + "ability": [ + { + "str": 13 + }, + { + "dex": 13 + } + ] } ], "entries": [ - "{@italic 1st-level feat}", - "You have inexplicable luck that can kick in at just the right moment, granting you the following benefits:", + "You learn the basics of martial combat:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", - "name": "Luck Points.", - "entry": "You have a number of Luck Points equal to your Proficiency Bonus. You regain your expended Luck Points when you finish a Long Rest." + "name": "Weapon Proficiency", + "entry": "You gain proficiency in Simple finesse weapons. Additionally, you gain proficiency in one of the following:" + }, + { + "type": "list", + "items": [ + { + "type": "item", + "entry": "simple melee weapons" + }, + { + "type": "item", + "entry": "simple ranged weapons" + } + ] }, { "type": "item", - "name": "Good Luck.", - "entry": "As a reaction after you fail an attack roll, ability check or saving throw you can spend 1 Luck Point to reroll it, potentially turning it into a success. You must use the new roll." - } + "name": "Weapon Mastery", + "entry": "Gain 2 Masteries. Whenever you gain a level you can swap one of these masteries with a different mastery." + }, + { + "type": "item", + "name": "Repeatable", + "entry": "You can take this feat more than once." + } ] } ] }, { - "name": "Alert", + "name": "Sentinel", "source": "GaldeveerTanksandFlanks", "page": "Revised Feats", + "category": "G", "prerequisite": [ { - "level": 1 + "level": { + "level": 4 + }, + "ability": [ + { + "str": 13 + }, + { + "dex": 13 + } + ] } ], + "ability": [ + { + "choose": { + "from": [ + "dex", + "str" + ] + } + } + ], "entries": [ - "{@italic 1st-level feat}", - "Always on the lookout for danger, you gain the following benefits:", + "You gain the following benefits:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", - "name": "Initiative Proficiency", - "entry": "When you roll Initiative, you can add your Proficiency Bonus to the roll." - } - ] - }, - { - "type": "list", - "style": "list-hang-notitle", - "items": [ + "name": "Guardian", + "entry": "Immediately after a creature within your reach takes the Disengage action or hits a target other than you with an attack, you can make an Opportunity Attack against that creature." + }, { "type": "item", - "name": "Initiative Swap", - "entry": "Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally is Incapacitated." + "name": "Halt", + "entry": "When you hit a creature with an Opportunity Attack, their speed becomes 0 until the start of their next turn." } ] } ] }, { - "name": "Healer", + "name": "Sharpshooter", "source": "GaldeveerTanksandFlanks", "page": "Revised Feats", + "category": "G", "prerequisite": [ { - "level": 1 + "level": { + "level": 4 + }, + "ability": [ + { + "dex": 13 + } + ] } ], + "ability": [ + { + "choose": { + "from": [ + "dex" + ] + } + } + ], "entries": [ - "{@italic 1st-level feat}", - "You have the training and intuition to administer first aid and other care effectively, granting you the following benefits:", + "You gain the following benefits:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", - "name": "Battle Medic", - "entry": "If you have a Healer's Kit, you can expend one use of it and tend to a creature within 5 feet of you as an Action. That creature can expend one of its Hit Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus." + "name": "Shrapnel", + "entry": "When you make an attack with a ranged weapon against a creature that is behind cover and hit, deal extra damage equal to your proficiency bonus." + }, + { + "type": "item", + "name": "Firing in Melee", + "entry": "Being within reach of an enemy doesn't impose Disadvantage on your ranged Attack Rolls with Weapons." }, { "type": "item", - "name": "Healing Rerolls", - "entry": "Whenever you roll a die for healing, you can reroll it if it's a 1, and you must use the new roll. This does not apply to hit dice." + "name": "Long Shots", + "entry": "Attacking at Long Range doesn't impose Disadvantage on your ranged Attack Rolls with Weapons." } ] } ] }, { - "name": "Savage Attacker", + "name": "Great Weapon Master", "source": "GaldeveerTanksandFlanks", "page": "Revised Feats", + "category": "G", "prerequisite": [ { - "level": 1 + "ability": [ + { + "str": 13 + } + ], + "level": { + "level": 4 + } } ], + "ability": [ + { + "choose": { + "from": [ + "str" + ] + } + } + ], "entries": [ - "{@italic 1st-level feat}", - "Whenever you hit a target with a Weapon and roll the max number on one of your weapon's damage dice, roll an additional die of that type and add it to the damage. The new die counts as one of your weapon's damage dice." + "You gain the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Hew", + "entry": "Immediately after you score a Critical Hit with a Melee Weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action." + }, + { + "type": "item", + "name": "Heavy Hits", + "entry": "When you hit with a two-handed Weapon as part of the attack action, you can deal extra damage of the weapon's damage type equal to your proficiency bonus." + } + ] + } ] }, { - "name": "Fighting Initiate", + "name": "Polearm Master", "source": "GaldeveerTanksandFlanks", "page": "Revised Feats", - "repeatable": true, "prerequisite": [ { - "level": 1, + "level": { + "level": 4 + }, "ability": [ { - "str": 13 + "dex": 13 }, { - "dex": 13 + "str": 13 } ] } ], + "ability": [ + { + "choose": { + "from": [ + "dex", + "str" + ] + } + } + ], "entries": [ - "{@italic 1st-level feat}", - "You learn the basics of fighting with a weapon:", + "You gain the following benefits:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", - "name": "Weapon Proficiency", - "entry": "You gain proficiency in Simple finesse weapons. Additionally, you gain proficiency in one of the following:" - }, - { - "type": "list", - "items": [ - { - "type": "item", - "entry": "simple melee weapons" - }, - { - "type": "item", - "entry": "simple ranged weapons" - } - ] + "name": "Pole Strike", + "entry": "Immediately after you take the Attack Action and attack with a Weapon that has the Reach property and the two-handed or versatile property, you can use a Bonus Action to make a Melee Attack with the opposite end of the Weapon. The weapon's damage die for this attack is a d4, and it deals Bludgeoning Damage." }, { "type": "item", - "name": "Weapon Mastery", - "entry": "Gain 2 Masteries. Whenever you gain a level you can swap one of these masteries with a different mastery." + "name": "Reactive Strike", + "entry": "While you are holding a Weapon that has the Reach property and the two-handed or versatile property, you can make an attack as a reaction against a creature that enters the Reach you have with that Weapon." } ] } ] }, { - "name": "Magic Initiate", + "name": "Heavy Armor Master", "source": "GaldeveerTanksandFlanks", "page": "Revised Feats", - "repeatable": true, - "repeatableNote": "Yes, but you must choose a different Spell list each time", - "prerequisite": [ + "category": "G", + "ability": [ { - "level": 1, - "ability": [ - { - "cha": 13 - }, - { - "wis": 13 - }, - { - "int": 13 - } - ] + "choose": { + "from": [ + "str", + "con" + ] + } } ], - "entries": [ - "{@italic 1st-level feat}", - "You have learned the basics of a particular magical tradition. Choose one Spell list. You gain the following benefits related to that choice:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Two Cantrips", - "entry": "You learn two cantrips of your choice from the Spell list." - }, - { - "type": "item", - "name": "1st-level spell", - "entry": "Choose one 1st-level Spell from the Spell list. You always have that Spell prepared. You can cast it once without a Spell Slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the Spell using any Spell Slots you have. " - } - ] - }, - "Your spellcasting ability for these spells is the spellcasting ability of the spell list's class. Whenever you gain a new level, you can replace one of the Spells you chose for this Feat with a different Spell of the same level from the chosen Spell list." - ] - }, - { - "name": "Tavern Brawler", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Feats", - "entries": [ - "Accustomed to brawling, you gain the following benefits:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Enhanced Unarmed Strike", - "entry": "When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning Damage equal to 1d6 + your Strength modifier, instead of the normal damage of an Unarmed Strike." - }, - { - "type": "item", - "name": "Damage Rerolls", - "entry": "Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll." - }, - { - "type": "item", - "name": "Shove", - "entry": "Once per turn when you hit a creature with an Unarmed Strike, you can deal damage to the target and also push it a number of feet equal to 5 times your Strength modifier." - }, - { - "type": "item", - "name": "Furniture as Weapons", - "entry": "You can wield furniture as a Weapon, using the rules of the Greatclub for Small or Medium furniture and the rules of the Club for Tiny furniture." - } - ] - } - ] - }, - { - "name": "Sentinel", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Feats", "prerequisite": [ { + "level": { + "level": 4 + }, "proficiency": [ { - "weapon": "martial" + "armor": "heavy" } ] } ], "entries": [ - "You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:", + "You gain the following benefits:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", - "name": "Guardian", - "entry": "Immediately after a creature within 5 feet of you takes the Disengage Action or hits a target other than you with an attack, you can make an Opportunity Attack against that creature." - }, - { - "type": "item", - "name": "Halt", - "entry": "When you hit a creature with an Opportunity Attack, their speed becomes 0 until the start of their next turn." + "name": "Damage Reduction", + "entry": "While you're wearing Heavy Armor, reduce any damage dealt to you by weapon attacks by an amount equal to your proficiency bonus." } ] } ] }, { - "name": "Sharpshooter", + "name": "Mind Breaker", "source": "GaldeveerTanksandFlanks", - "page": "Revised Feats", + "page": "New Feats", + "category": "G", "prerequisite": [ { - "proficiency": [ + "ability": [ + { + "dex":13 + }, { - "weapon": "martial" + "str":13 } ] } ], + "ability": [ + { + "choose": { + "from": [ + "dex", + "str" + ] + } + } + ], "entries": [ - "You can make shots that others find impossible, granting you the following benefits:", + "You gain the following benefits.", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", - "name": "Shrapnel", - "entry": "When you make an attack with a weapon against a creature that is behind cover and hit, deal extra damage equal to your proficiency bonus." - }, - { - "type": "item", - "name": "Firing in Melee", - "entry": "Being within reach of an enemy doesn't impose Disadvantage on your ranged Attack Rolls with Weapons." + "name": "Shatter Mind", + "entry": "If you force a creature to make a saving throw to maintain concentration by damaging them with a weapon attack and they fail by 5 or more, the attack becomes a crit. If it was already a crit, then the next time you force them to make a saving throw to maintain concentration within the next minute they have disadvantage." }, { "type": "item", - "name": "Long Shots", - "entry": "Attacking at Long Range doesn't impose Disadvantage on your ranged Attack Rolls with Weapons." + "name": "Guard Mind", + "entry": "Before you make an intelligence, charisma or wisdom saving throw, you can choose to add your proficiency bonus to the roll. If you do and fail, you cannot use this again until you finish a long rest." } ] } ] }, { - "name": "Great Weapon Master", + "name": "Mage Slayer", "source": "GaldeveerTanksandFlanks", "page": "Revised Feats", + "category": "G", "prerequisite": [ { - "proficiency": [ - { - "weapon": "martial" - } - ] + "level":{ + "level": 4 + } } ], - "entries": [ - "You've learned to use the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Cleave", - "entry": "Immediately after you score a Critical Hit with a Melee Weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action." - }, - { - "type": "item", - "name": "Heavy Hits", - "entry": "When you hit a creature with a Two-handed Weapon, you can cause the weapon to deal extra damage equal to your proficiency bonus to the target. If you do, you cannot do so again until the start of your next turn." - } - ] - } - ] - }, - { - "name": "Polearm Master", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Feats", - "prerequisite": [ + "ability": [ { - "proficiency": [ - { - "weapon": "martial" - } - ] + "choose": { + "from": [ + "dex", + "str", + "con", + "cha", + "int", + "wis" + ] + } } ], "entries": [ - "You have trained extensively with pole weapons that have Reach, granting you the following benefits:", + "You gain the following benefits.", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", - "name": "Pole Strike", - "entry": "Immediately after you take the Attack Action and attack with a Weapon that has the Reach property and the two-handed or versatile property, you can use a Bonus Action to make a Melee Attack with the opposite end of the Weapon. The weapon's damage die for this attack is a d4, and it deals Bludgeoning Damage." + "name": "Break Concentration", + "entry": "Once per turn before a creature would succeed or fail on a saving throw to maintain concentration that you caused them to make, you can subtract your proficiency bonus from their saving throw." }, { "type": "item", - "name": "Reactive Strike", - "entry": "While you are holding a Weapon that has the Reach property and the two-handed or versatile property, you can make an attack as a reaction against a creature that enters the Reach you have with that Weapon." + "name": "Spellguard", + "entry": "If someone you can touch would fail a saving throw against a spell, you can add twice your proficiency bonus potentially changing it into a success. Once you use this benefit, you can't use it again until you finish a Long or Short Rest." } ] } ] }, { - "name": "Grappler", + "name": "Spell Sniper", "source": "GaldeveerTanksandFlanks", "page": "Revised Feats", + "category": "G", "prerequisite": [ { - "ability": [ - { - "str": 13 - }, - { - "dex": 13 - } - ] + "level": { + "level": 4 + }, + "spellcastingFeature": true } ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ] + } + } + ], "entries": [ - "You're an accomplished wrestler, granting you the following benefits:", + "You gain the following benefits.", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", - "name": "Attack Advantage", - "entry": "You have Advantage on Attack Rolls against a creature Grappled by you." + "name": "Shrapnel", + "entry": "When you hit a creature that is behind cover with a spell attack, deal extra damage equal to your proficiency bonus." }, { "type": "item", - "name": "Fast Wrestler", - "entry": "Dragging a creature your grappling does not spend your movement, provided the creature is your Size or smaller. " + "name": "Casting in Melee", + "entry": "Being within reach of an enemy doesn't impose Disadvantage on your Attack Rolls with Spells." }, { "type": "item", - "name": "Punch and Grab", - "entry": "Once when you hit a creature with an Unarmed Strike you can deal damage to the target and also grapple it. You regain this ability at the start of your next turn." + "name": "Increased Range", + "entry": "When you cast a Spell that has a range of at least 10 feet and that requires you to make an Attack Roll, you can increase the Spell's range by 60 feet." } ] } ] }, { - "name": "Heavy Armor Master", + "name": "Athlete", "source": "GaldeveerTanksandFlanks", "page": "Revised Feats", + "category": "G", "ability": [ { "choose": { "from": [ + "dex", "str" ] } @@ -19893,743 +19782,254 @@ ], "prerequisite": [ { - "proficiency": [ + "level":{"level": 4}, + "ability": [ { - "armor": "heavy" + "str": 13 + }, + { + "dex": 13 } ] } ], "entries": [ - "You can use your Heavy Armor to deflect strikes, granting you the following benefits:", + "You gain the following benefits:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", - "name": "Damage Reduction", - "entry": "When you're hit by an attack with a weapon or unarmed strike while you're wearing Heavy Armor, any Damage dealt to you by that attack is reduced by an amount equal to your Proficiency Bonus." - } - ] - } - ] - }, - { - "name": "Mind Breaker", - "source": "GaldeveerTanksandFlanks", - "page": "New Feats", - "prerequisite": [ - { - "proficiency": [ - { - "weapon": "martial" - } - ] - } - ], - "entries": [ - "You are practiced in breaking the minds of others and guarding your own:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ + "name": "Climb Speed", + "entry": "You have a Climb Speed equal to your Speed" + }, { "type": "item", - "name": "Shatter Mind", - "entry": "If you deal damage to a creature that is concentrating on a spell and they fail the saving throw to maintain concentration by 5 or more, double the damage and the next time you force them to make a saving throw to maintain concentration within the next minute they have disadvantage." + "name": "Hop Up", + "entry": "When you are Prone, getting up only spends 5ft of movement" }, { "type": "item", - "name": "Guard Mind", - "entry": "Before you make an intelligence, charisma or wisdom saving throw, you can choose to add your proficiency bonus to the roll. If you fail, you cannot use this again until you finish a long rest." + "name": "Jumping", + "entry": "Once at any time you can add 5 times your proficiency bonus to your jump distance until the start of your next turn. You regain this ability on a short or long rest." } ] } ] }, { - "name": "Mage Slayer", + "name": "Crossbow Expert", "source": "GaldeveerTanksandFlanks", "page": "Revised Feats", + "category": "G", "prerequisite": [ { - "proficiency": [ + "level": { + "level": 4 + }, + "ability": [ { - "weapon": "martial" + "dex": 13 } ] } ], + "ability": [ + { + "choose": { + "from": [ + "dex" + ] + } + } + ], "entries": [ - "You have practiced techniques useful in battling magic-users, gaining the following benefits:", + "You gain the following benefits:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", - "name": "Break Concentration", - "entry": "Once per turn before a creature would succeed or fail on a saving throw to maintain concentration that you caused them to make, you can subtract your proficiency bonus from their saving throw." + "name": "Ignore Loading", + "entry": "You ignore the Loading property of the Hand Crossbow, Heavy Crossbow, and Crossbow (all called crossbows elsewhere in this feat)." }, { "type": "item", - "name": "Spellguard", - "entry": "If someone you can touch would fail a saving throw against a spell, you can add half your level potentially change it into a success. Once you use this benefit, you can't use it again until you finish a Long Rest or Short Rest." + "name": "Firing in Melee", + "entry": "Being within reach of an enemy doesn't impose Disadvantage on your Attack Rolls with crossbows." + }, + { + "type": "item", + "name": "Dual Wielding", + "entry": "When you make the extra attack of the Light weapon property, you can add your Ability Modifier to the damage if that attack is with a crossbow and you aren't already adding that modifier to the damage" } ] } ] }, { - "name": "Mounted Combatant", + "name": "Dual Wielder", "source": "GaldeveerTanksandFlanks", "page": "Revised Feats", + "repeatable": true, "prerequisite": [ { - "proficiency": [ + "level": { + "level": 4 + }, + "ability": [ + { + "dex": 13 + }, { - "weapon": "martial" + "str": 13 } ] } ], + "ability": [ + { + "choose": { + "from": [ + "dex", + "str" + ] + } + } + ], "entries": [ - "You have developed a bond with your mounts, granting you the following benefits:", + "You gain the following benefits.", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", - "name": "Skilled Rider", - "entry": "Gain proficiency in a vehicle. If you're already proficient in all vehicles, choose a different tool." + "name": "Enhanced Dual Wielding", + "entry": "Choose one of your hands. Weapons have the light property while they are being held by only that hand." }, { "type": "item", - "name": "Mounted Strike", - "entry": "While mounted, you have Advantage on Attack Rolls against creatures within 5 feet that are smaller than your mount." + "name": "Dual Mastery", + "entry": "Choose a light weapon. Masteries that can be used with the chosen weapon can be used with any weapon that is only being held by the chosen hand. If you chose a melee weapon, this only affects melee weapons. If you chose a ranged weapon, this only affects ranged weapons. You can change the weapon whenever you gain a level." }, { - "type": "item", - "name": "Leap Aside", - "entry": "If your mount 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. For your mount to gain this benefit, you must be riding it, and neither of you can be Incapacitated." - }, - { - "type": "item", - "name": "Veer", - "entry": "While mounted, you can use your Reaction to force any attacks made by an attacker you can see that hit your mount to hit you instead until the start of their next turn." - } - ] - } - ] - }, - { - "name": "Ritual Caster", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Feats", - "prerequisite": [ - { - "ability": [ - { - "cha": 13 - }, - { - "wis": 13 - }, - { - "int": 13 - } - ] - } - ], - "entries": [ - "You have studied ritual magic, granting you the following benefits:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Ritual Spells", - "entry": "Choose two 1st-level Spells that have the Ritual tag from any spell Lists. You always have those two Spells prepared, and you can cast them with any Spell Slots you have. Choose wisdom, charisma or intelligence as the spellcasting ability when you gain this feat. You can change it when you level up." - }, - { - "type": "item", - "name": "Quick Ritual", - "entry": "With this benefit, you can cast a Ritual Spell that you have prepared using its regular casting time, rather than the extended time for a Ritual. Doing so doesn't require a Spell Slot. Once you cast the Spell in this way, you can't use this benefit again until you finish a Long Rest." - } - ] - } - ] - }, - { - "name": "Ability Innovator", - "source": "GaldeveerTanksandFlanks", - "page": "New Feats", - "repeatable": false, - "entries": [ - "Change one of the primary ability scores of one of your classes or a class you will eventually take. If the ability score is strength or dexterity, then change it to either strength or dexterity. If the ability score is wisdom, intelligence or charisma, change it to either wisdom, intelligence or charisma." - ] - }, - { - "name": "Shield Master", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Feats", - "prerequisite": [ - { - "other": "Armor Training in Shields" - } - ], - "entries": [ - "You've trained to use shields not just for protection, but also for offense, granting you the following benefits:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Shield Bash", - "entry": "Once per turn when you hit a creature within your unarmed reach with a melee weapon, you can make a shove. You must have a Shield equipped to do this." - }, - { - "type": "item", - "name": "Interpose Shield", - "entry": "If you are subjected to an effect that allows you to make a Dexterity Saving Throw to take only half damage, you can use your Reaction to take no damage if you succeed on the Saving Throw and are wielding a Shield." - } - ] - } - ] - }, - { - "name": "Skulker", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Feats", - "prerequisite": [ - { - "ability": [ - { - "dex": 13 - } - ] - } - ], - "entries": [ - "You are expert at slinking through shadows, granting you the following benefits:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Blindsight", - "entry": "You have Blindsight with a range of 10 feet." - }, - { - "type": "item", - "name": "Fog of War", - "entry": "Exploiting the distractions of battle, you have Advantage on any Dexterity Check (Stealth) you make as part of the Hide Action during combat." - }, - { - "type": "item", - "name": "Sniper", - "entry": "If you make an attack roll and miss while hidden, you are not revealed." - } - ] - } - ] - }, - { - "name": "Spell Sniper", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Feats", - "prerequisite": [ - { - "feature": [ - "Spellcasting Feature or equivalent" - ] - } - ], - "entries": [ - "You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Shrapnel", - "entry": "When you hit a creature that is behind cover with a spell attack, deal extra damage equal to your proficiency bonus." - }, - { - "type": "item", - "name": "Casting in Melee", - "entry": "Being within 5 feet of an enemy doesn't impose Disadvantage on your Attack Rolls with Spells." - }, - { - "type": "item", - "name": "Increased Range", - "entry": "When you cast a Spell that has a range of at least 10 feet and that requires you to make an Attack Roll, you can increase the Spell's range by 60 feet." - } - ] - } - ] - }, - { - "name": "Athlete", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Feats", - "ability": [ - { - "choose": { - "from": [ - "dex", - "str" - ] - } - } - ], - "prerequisite": [ - { - "ability": [ - { - "str": 13 - }, - { - "dex": 13 - } - ] - } - ], - "entries": [ - "You have undergone extensive physical training to gain the following benefits:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Climb Speed", - "entry": "You have a Climb Speed equal to your Speed" - }, - { - "type": "item", - "name": "Hop Up", - "entry": "When you are Prone, getting up only spends 5ft of movement" - }, - { - "type": "item", - "name": "Jumping", - "entry": "Once at any time you can add 5 times your proficiency bonus to your jump distance until the start of your next turn. You regain this ability on a short rest or long rest." - } - ] - } - ] - }, - { - "name": "Charger", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Feats", - "prerequisite": [ - { - "proficiency": [ - { - "weapon": "martial" - } - ] - } - ], - "entries": [ - "You have trained to charge headlong into battle, gaining the following benefits:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Improved Dash", - "entry": "When you take the dash action, your speed increases by 15 ft for that action." - }, - { - "type": "item", - "name": "Charge Attack", - "entry": "Once per turn if you move at least 20 feet in a straight line immediately before hitting with an attack, choose one of the following effects: gain a +1d8 bonus to the attack's damage roll, or push the target up to 5 times your strength modifier, provided the target you want to push is no more than one Size larger than you. " - } - ] - } - ] - }, - { - "name": "Crossbow Expert", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Feats", - "prerequisite": [ - { - "proficiency": [ - { - "weapon": "martial" - } - ] - } - ], - "entries": [ - "Thanks to extensive practice with crossbows, you gain the following benefits:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Ignore Loading", - "entry": "You ignore the Loading property of crossbows." - }, - { - "type": "item", - "name": "Firing in Melee", - "entry": "Being within 5 feet of an enemy doesn't impose Disadvantage on your Attack Rolls with crossbows." - }, - { - "type": "item", - "name": "Dual Wielding", - "entry": "When you make the extra attack of the Light weapon property, you can add your Ability Modifier to the damage if that attack is with a crossbow." - } - ] - } - ] - }, - { - "name": "Dual Wielder ", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Feats", - "repeatable": true, - "repeatableNote": "Once", - "prerequisite": [ - { - "proficiency": [ - { - "weapon": "martial" - } - ] - } - ], - "entries": [ - "You master fighting with two weapons, gaining the following benefits:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Enhanced Dual Wielding", - "entry": "You can treat any weapon you hold in one hand of your choice as a light weapon. You can only change which hand you chose immediately at the start of your turn. This does not apply to weapons you are holding with multiple hands." - }, - { - "type": "item", - "name": "Defensive Offense", - "entry": "While holding two light weapons you have +1 AC." - } - ] - } - ] - }, - { - "name": "Titan Grip", - "source": "GaldeveerTanksandFlanks", - "page": "New Feats", - "repeatable": true, - "repeatableNote": "Once", - "prerequisite": [ - { - "proficiency": [ - { - "weapon": "martial" - } - ] - } - ], - "entries": [ - "You master fighting with a two-handed weapon in one hand, gaining the following benefits:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "One-Hand Grip", - "entry": "Choose one of your hands. Immediately at the start of each of your turns you can change which hand you chose. When you attack with a Versatile or Two-handed weapon that you are holding with only that hand, you can treat the weapon as though you are holding it with two hands." - }, - { - "type": "item", - "name": "Extended Stance", - "entry": "Once you can increase the reach of two-handed weapons and versatile weapons you are holding with only the chosen hand by 5ft until the start of your next turn. You regain the ability after a short rest." - } - ] - } - ] - }, - { - "name": "Durable", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Feats", - "prerequisite": [ - { - "ability": [ - { - "con": 13 - } - ] - } - ], - "entries": [ - "Hardy and resilient, you gain the following benefits:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Defy Death", - "entry": "You have Advantage on Death Saving Throws." - }, - { - "type": "item", - "name": "Speedy Recovery", - "entry": "As a Bonus Action, you can expend one of your Hit Dice, roll the die, and regain a number of Hit Points equal to the roll." - } - ] - } - ] - }, - { - "name": "Skill Expert", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Feats", - "ability": [ - { - "choose": { - "from": [ - "cha", - "dex", - "con", - "int", - "str", - "wis" - ] - } - } - ], - "prerequisite": [ - { - "level": 4 - } - ], - "entries": [ - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Proficiency", - "entry": "You gain proficiency in one skill of your choice." - }, - { - "type": "item", - "name": "Expertise", - "entry": "Gain expertise in a skill offered by the class that granted you this feat. If you were proficient in that skill, gain proficiency in a skill of your choice." - } - ] - } - ] - }, - { - "name": "Lightly Armored", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Feats", - "repeatable": true, - "ability": [ - { - "choose": { - "from": [ - "dex", - "str" - ] - } - } - ], - "prerequisite": [ - { - "level": 1 - } - ], - "entries": [ - "{@italic 1st-level feat}", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Armor Training", - "entry": "Choose four of your class levels. Treat them as if the class they are in grants armor training in light armor. You can change the levels whenever you level up." - } - ] - } - ] - }, - { - "name": "Moderately Armored", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Feats", - "repeatable": true, - "ability": [ - { - "choose": { - "from": [ - "dex", - "str" - ] - } - } - ], - "prerequisite": [ - { - "proficiency": [ - { - "armor": "light" - } - ] - } - ], - "entries": [ - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Armor Training", - "entry": "Choose four of your class levels. Treat them as if the class they are in grants armor training in shields, heavy armor and light armor. You can change the levels whenever you level up." - } - ] - } - ] - }, - { - "name": "Heavily Armored", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Feats", - "repeatable": true, - "prerequisite": [ - { - "proficiency": [ - { - "armor": "light" - } - ] - } - ], - "entries": [ - "You have trained to use Heavy Armor and shields effectively, gaining the following benefits:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Armor Training", - "entry": "Choose four of your class levels. Treat them as if the class they are in grants armor training in shields, heavy armor and light armor. You can change the levels whenever you level up." - } - ] - } - ] - }, - { - "name": "Weapon Master", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Feats", - "repeatable": true, - "ability": [ - { - "choose": { - "from": [ - "dex", - "str" - ] - } + "type": "item", + "name": "Repeatable", + "entry": "You can take this feat one additional time, but you must choose a different hand for Enhanced Dual Wielding." + } + ] } - ], + ] + }, + { + "name": "Titan Grip", + "source": "GaldeveerTanksandFlanks", + "page": "New Feats", + "repeatable": true, + "category": "G", + "repeatableNote": "Once", "prerequisite": [ { - "proficiency": [ + "level": { + "level": 4 + }, + "ability": [ + { + "str": 13 + }, { - "weapon": "martial" + "dex": 13 } ] } ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ] + } + } + ], "entries": [ - "You have practiced extensively with a variety of weapons, gaining the following benefits:", + "You master fighting with a two-handed weapon in one hand, gaining the following benefits:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", - "name": "Proficiency", - "entry": "You gain proficiency in simple weapons and martial weapons." - } + "name": "One-Hand Grip", + "entry": "Choose one of your hands. Treat Versatile and Two-handed melee weapons that you are holding with only the chosen hand as if they are being held by two hands (the same hand twice)." + }, + { + "type": "item", + "name": "Titan Mastery", + "entry": "Choose a melee weapon that does not have the light or two-handed property. Masteries that can be used with the chosen weapon can be used with any weapon that is being held by the chosen hand. If you chose a versatile weapon, this only applies to masteries that can be used with that weapon one-handed. You can change the weapon whenever you gain a level." + }, + { + "type": "item", + "name": "Repeatable", + "entry": "You can take this feat one additional time, but you must choose a different hand for one-hand grip" + } ] } ] }, { - "name": "Crusher", + "name": "Skill Expert", "source": "GaldeveerTanksandFlanks", "page": "Revised Feats", + "category": "G", "ability": [ { "choose": { "from": [ + "cha", + "dex", "con", - "str" + "int", + "str", + "wis" ] } } ], "prerequisite": [ { - "proficiency": [ - { - "weapon": "martial" - } - ] + "level": 4 } ], "entries": [ - "You are practiced in the art of crushing your enemies, granting you the following benefits", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", - "name": "Crush", - "entry": "Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you." + "name": "Proficiency", + "entry": "You gain proficiency in one skill of your choice." }, { "type": "item", - "name": "Critical", - "entry": "When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn." + "name": "Expertise", + "entry": "Gain expertise in a skill offered by the class that granted you this feat. If you were proficient in that skill, gain proficiency in a skill of your choice." } ] } ] }, { - "name": "Slasher", + "name": "Weapon Master", "source": "GaldeveerTanksandFlanks", "page": "Revised Feats", + "category": "G", + "repeatable": true, "ability": [ { "choose": { @@ -20642,107 +20042,125 @@ ], "prerequisite": [ { - "proficiency": [ - { - "weapon": "martial" - } - ] + "level": { + "level": 4 + } } ], "entries": [ - "You've learned where to cut to have the greatest results, granting you the following benefits.", + "You have practiced extensively with a variety of weapons, gaining the following benefits:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", - "name": "Slash", - "entry": "Once per turn when you deal slashing damage, you can reduce the speed of the target by 10 feet until the end of your next turn." + "name": "Proficiency", + "entry": "You gain proficiency in simple weapons and martial weapons." }, { "type": "item", - "name": "Critical", - "entry": "When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the end of your next turn, the target has disadvantage on all attack rolls." - } + "name": "Weapon Mastery", + "entry": "Gain 2 Masteries. Whenever you gain a level you can swap one of these masteries with a different mastery." + }, + { + "type": "item", + "name": "Repeatable", + "entry": "You can take this feat more than once." + } ] } ] }, { - "name": "Piercer", + "name": "Elemental Adept", "source": "GaldeveerTanksandFlanks", "page": "Revised Feats", + "repeatable": true, + "prerequisite": [ + { + "level": 4 + } + ], "ability": [ { "choose": { "from": [ "dex", - "str" + "str", + "con", + "cha", + "wis", + "int" ] } } ], - "prerequisite": [ - { - "proficiency": [ - { - "weapon": "martial" - } - ] - } - ], "entries": [ - "You have achieved a penetrating precision in combat, granting you the following benefits:", + "You gain the following benefits:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", - "name": "Pierce", - "entry": "Once per turn, when you deal piercing damage, you can re-roll one of the damage dice, and you must use the new roll." + "name": "Chosen Element", + "entry": "When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. You gain tolerance to that damage type." }, { "type": "item", - "name": "Critical", - "entry": "When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes." - } + "name": "Elemental Burst", + "entry": "You can use elemental burst at any time. If you do, until the start of your next turn whenever you deal damage of the type you chose and it is reduced, you create a burst of elemental damage. Creatures within 5ft of the target must make a dexterity saving throw against your Spell Save DC. On a failure, they take the damage that was prevented. This feature does not affect damage that was dealt by this feature. You can use this a number of times equal to your proficiency bonus and regain all uses on a long rest." + }, + { + "type": "item", + "name": "Repeatable", + "entry": "You can take this feat more than once, but you must choose a different element each time for Chosen Element." + } ] } ] }, { - "name": "Elemental Adept", + "name": "Counterstriker", "source": "GaldeveerTanksandFlanks", - "page": "Revised Feats", - "repeatable": true, - "repeatableNote": "Yes, but you must choose a different element each time", + "page": "New Feats", + "repeatable": false, + "category": "G", "prerequisite": [ { "level": 4 } ], + "ability": [ + { + "choose": { + "from": [ + "dex", + "str", + "con", + "wis", + "cha", + "int" + ] + } + } + ], "entries": [ - "Yes, but you must choose a different Chosen Element option.", + "You gain the following beneifits:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", - "name": "Chosen Element", - "entry": "When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder." - }, - { - "type": "item", - "name": "Elemental Burst", - "entry": "You can use elemental burst at any time. Until the start of your next turn, when you deal damage of the type you chose with a spell and the damage is reduced, you create a burst of elemental damage. If you do, creatures other than you within 5ft of the target must make a dexterity saving throw against your Spell Save DC. On a failure, they take the damage that was prevented. This feature does not affect damage that was dealt by this feature. You can use this a number of times equal to your proficiency bonus and regain all uses on a long rest." + "name": "Patient", + "entry": "You can set two triggers when you hold your action or bonus action." }, { "type": "item", - "name": "Signature Spell", - "entry": "Pick a spell you have prepared that deals damage. The damage it deals is changed to the chosen damage type. You can change the spell when you gain a level in a class that granted you this feat." + "name": "Counter Damage", + "entry": "If you reduce damage using an instaneous reaction, reduce by twice as much." } ] } @@ -20757,69 +20175,144 @@ ] }, { - "name": "Actor", + "name": "War Caster", "source": "GaldeveerTanksandFlanks", "page": "Revised Feats", - "ability": [ - { - "choose": { - "from": [ - "cha" - ] - } - } - ], + "category": "G", "prerequisite": [ { - "ability": [ - { - "cha": 13 - } - ] + "level": { + "level": 4 + }, + "spellcastingFeature": true } ], + "ability": [ + { + "choose": { + "from": [ + "wis", + "int", + "cha", + "con" + ] + } + } + ], "entries": [ - "Skilled at mimicry and dramatics, you gain the following benefits:", + "You gain the following benefits", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", - "name": "Impersation", - "entry": "You have advantage on checks for making disguises." + "name": "Damage Reduction", + "entry": "When you take damage from a weapon attack you can reduce the damage by an amount equal to the level of a spell you're concentrating on. If you do, you cannot do so again until the start of your next turn." }, { "type": "item", - "name": "Mimicry", - "entry": "You can perfectly mimic any voice you've listened to for at least a minute." + "name": "Opportunity Spell", + "entry": "When a creature provokes an Opportunity Attack from you, you can use your Reaction to cast a Spell at the creature, rather than making an Opportunity Attack. The Spell must have a casting time of one Action and must target only that creature." } ] } ] }, { - "name": "War Caster", + "name": "Mad Mage", "source": "GaldeveerTanksandFlanks", - "page": "Revised Feats", + "page": "New Feats", + "category": "G", "prerequisite": [ { - "spellcasting": true + "level": { + "level": 4 + }, + "ability": [ + { + "int": 13 + }, + { + "wis": 13 + }, + { + "cha": 13 + } + ], + "spellcastingFeature": true } ], + "ability": [ + { + "choose": { + "from": [ + "wis", + "int", + "cha" + ] + } + } + ], "entries": [ - "Replaced by Great Sage" + "You gain the following benefits", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Spread Madness", + "entry": "Whenever you fail a saving throw to maintain concentration, enemies within 5 ft of your must succeed on a constitution saving throw or take psychic damage equal to the level of the spell you're concentrating on plus your proficiency bonus." + }, + { + "type": "item", + "name": "Mad Magecraft", + "entry": "Choose a number of spells you know equal to your proficiency bonus. For each of those spells, choose a damage type. Whenever you cast one of those spells, you can change its damage type to the chosen damage type. You can change one of the spells you chose (and its corresponding damage type) whenever you gain a level in the class that granted you this feat." + } + ] + } ] }, { "name": "Great Sage", "source": "GaldeveerTanksandFlanks", "page": "New Feats", + "category": "G", "prerequisite": [ { - "spellcasting": true + "level": { + "level": 4 + }, + "ability": [ + { + "int": 13 + }, + { + "wis": 13 + }, + { + "cha": 13 + }, + { + "con": 13 + } + ], + "spellcastingFeature": true } ], + "ability": [ + { + "choose": { + "from": [ + "wis", + "int", + "cha", + "con" + ] + } + } + ], "entries": [ "Your mind is fully attuned with your magic, granting you the following benefits:", { @@ -20829,12 +20322,12 @@ { "type": "item", "name": "Deep Concentration", - "entry": "Before you take damage while concentrating you can choose to add your proficiency bonus to the saving throw you'll need to make to maintain concentration. If you fail that saving throw, you cannot use this again until you finish a short rest." + "entry": "Before you take damage you can choose to add your proficiency bonus to a saving throw to maintain concentration that you make as a result of that damage. If you do and fail, you cannot use this again until you finish a short rest." }, { "type": "item", "name": "Vast Memory", - "entry": "Learn a number of spells equal to your proficiency bonus. They must be spells you can already learn from your spellcasting features. You can replace one of the spells with a different one when you level up." + "entry": "Learn a number of level 1+ spells equal to your proficiency bonus. They must be spells you can already learn from your spellcasting features. You can replace one of the spells with a different one whenever you level up." } ] } @@ -20844,14 +20337,13 @@ "name": "Giant", "source": "GaldeveerTanksandFlanks", "page": "New Feats", + "category": "O", "prerequisite": [ { - "level": 1, "other": "No higher than 1st-level" } ], "entries": [ - "{@italic 1st-level feat}", { "type": "list", "style": "list-hang-notitle", @@ -20859,7 +20351,7 @@ { "type": "item", "name": "Large", - "entry": "Your are one size larger and the weight of your body is multiplied by 4" + "entry": "Your are one size larger and the weight of your body is multiplied by 4." } ] } @@ -20871,12 +20363,11 @@ "page": "New Feats", "prerequisite": [ { - "level": 1, "other": "No higher than 1st-level" } ], + "category": "O", "entries": [ - "{@italic 1st-level feat}", { "type": "list", "style": "list-hang-notitle", @@ -20904,13 +20395,13 @@ "name": "Crafter", "source": "GaldeveerTanksandFlanks", "page": "New Feats", + "category": "O", "prerequisite": [ { "level": 1 } ], "entries": [ - "{@italic 1st-level feat}", "You are adept at crafting things and bargaining with merchants, granting you the following benefits:", { "type": "list", @@ -20924,242 +20415,144 @@ { "type": "item", "name": "Slapdash", - "entry": "When you make a crafting check you can divide the time spent modifier by 2. If you do, you cannot do so again until after a short rest." + "entry": "When you make or help with a crafting check you can divide the time spent modifier by 2. If you do, you cannot do so again until after a short rest." }, { "type": "item", "name": "Recycle", "entry": "When you fail a crafting check there is a 10% chance that your materials are not negatively affected." } - ] - } - ] - }, - { - "name": "Muscician", - "source": "GaldeveerTanksandFlanks", - "page": "New Feats", - "prerequisite": [ - { - "level": 1 - } - ], - "entries": [ - "{@italic 1st-level feat}", - "You are a practiced musician, granting you the following benefits:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Instrument Training", - "entry": "You gain proficiency in a Musical Instrument of your choice." - }, - { - "type": "item", - "name": "Inspiring Song", - "entry": "As you finish a Long Rest, you can play a song on a Musical Instrument with which you have Tool Proficiency and give Inspiration to allies who hear the song and do not have any inspiration. The number of allies you can affect in this way equals your Proficiency Bonus." - } - ] - } - ] - }, - { - "name": "Skilled", - "source": "GaldeveerTanksandFlanks", - "page": "New Feats", - "prerequisite": [ - { - "level": 1 - } - ], - "entries": [ - "{@italic 1st-level feat}", - "Gain one skill proficiency and one tool proficinecy." - ] - }, - { - "name": "Fighting Style: Archery", - "source": "GaldeveerTanksandFlanks", - "page": "New Feats", - "prerequisite": [ - { - "level": 1 - } - ], - "entries": [ - "{@italic 1st-level feat}", - "You gain a +1 bonus to attack rolls you make with ranged weapons." - ] - }, - { - "name": "Fighting Style: Blind Fighting", - "source": "GaldeveerTanksandFlanks", - "page": "New Feats", - "prerequisite": [ - { - "level": 1 - } - ], - "entries": [ - "{@italic 1st-level feat}", - "You have blindsight with a range of 10 feet." - ] - }, - { - "name": "Fighting Style: Defense", - "source": "GaldeveerTanksandFlanks", - "page": "New Feats", - "prerequisite": [ - { - "level": 1 - } - ], - "entries": [ - "{@italic 1st-level feat}", - "While you are wearing armor, you gain a +1 bonus to AC." - ] - }, - { - "name": "Fighting Style: Dueling", - "source": "GaldeveerTanksandFlanks", - "page": "New Feats", - "prerequisite": [ - { - "level": 1 - } - ], - "entries": [ - "{@italic 1st-level feat}", - "When you are wielding a melee weapon that does not have the light property in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon." - ] - }, - { - "name": "Fighting Style: Great Weapon Fighting", - "source": "GaldeveerTanksandFlanks", - "page": "New Feats", - "prerequisite": [ - { - "level": 1 + ] } - ], - "entries": [ - "{@italic 1st-level feat}", - "When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit." ] }, { - "name": "Fighting Style:Interception", + "name": "Muscician", "source": "GaldeveerTanksandFlanks", "page": "New Feats", - "prerequisite": [ + "category": "O", + "entries": [ + "You grant the following benefits", { - "level": 1 + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Instrument Training", + "entry": "You gain proficiency in a Musical Instrument of your choice." + }, + { + "type": "item", + "name": "Inspiring Song", + "entry": "As you finish a Long Rest or short rest, you can play a song on a Musical Instrument with which you have Tool Proficiency and give Inspiration to allies who hear the song and do not have any inspiration. The number of allies you can affect in this way equals your Proficiency Bonus." + } + ] } - ], - "entries": [ - "{@italic 1st-level feat}", - "Once you can use the reaction of your shield without expending your reaction. It must be a reaction you haven't used this turn and you cannot use it again this turn. You regain this ability after a long rest." ] }, { - "name": "Fighting Style:Protection", + "name": "Fighting Initiate", "source": "GaldeveerTanksandFlanks", - "page": "New Feats", - "prerequisite": [ - { - "level": 1 - } - ], + "page": "Revised Feats", + "category": "O", "entries": [ - "{@italic 1st-level feat}", - "Choose a reaction that is found on a basic shield when you gain this feat. While holding a shield you can use that reaction a number of times equal to your proficiency bonus and regain all uses on a long rest." + "Gain a Fighting Style feat of your choice. It must be one you don't already have, the one you choose must be different." ] }, { - "name": "Fighting Style: Superior Technique", + "name": "Archery", "source": "GaldeveerTanksandFlanks", - "page": "New Feats", + "page": "Revised Feats", + "repeatable": false, + "category": "FS", "prerequisite": [ { - "level": 1 + "feature": [ + "Fighting Style" + ] } ], "entries": [ - "{@italic 1st-level feat}", - "You learn one maneuver of your choice from the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)", - "You gain one Superiority die, which is a d6 (this die is added to any Superiority dice you have from another source). This die is used to fuel your maneuvers. A Superiority die is expended when you use it. You regain your expended Superiority dice when you finish a short or long rest." + "You gain a +1 bonus to attack rolls you make with ranged weapons." ] }, { - "name": "Fighting Style: Thrown Weapon Fighting", + "name": "Interception", "source": "GaldeveerTanksandFlanks", "page": "New Feats", + "category": "FS", "prerequisite": [ { - "level": 1 + "feature": [ + "Fighting Style" + ] } ], "entries": [ - "{@italic 1st-level feat}", - "When you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll." + "Once you can use the reaction of your shield without expending your reaction. It must be a reaction you haven't used this turn and you cannot use this reaction again this turn. You regain this ability after a long rest." ] }, { - "name": "Fighting Style: Two-Weapon Fighting", + "name": "Protection", "source": "GaldeveerTanksandFlanks", "page": "New Feats", + "category": "FS", "prerequisite": [ { - "level": 1 + "feature": [ + "Fighting Style" + ] } ], "entries": [ - "{@italic 1st-level feat}", - "When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack." + "Choose a reaction that is found on a basic shield when you gain this feat. While holding any type of shield you can use that reaction a number of times equal to your proficiency bonus and regain all uses on a long rest." ] }, { - "name": "Fighting Style: Unarmed Fighting", + "name": "Superior Technique", "source": "GaldeveerTanksandFlanks", "page": "New Feats", + "category": "FS", "prerequisite": [ { - "level": 1 + "feature": [ + "Fighting Style" + ] } ], "entries": [ - "{@italic 1st-level feat}", - "Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.", - "At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you." + "You learn one maneuver of your choice from the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)", + "You gain one Stratagem die, which is a d6 (this die is added to any Stratagem dice you have from another source). This die is used to fuel your maneuvers. A Superiority die is expended when you use it. You regain your expended Superiority dice when you finish a short or long rest." ] }, { - "name": "Fighting Style: Cantrip Fighting", + "name": "Cantrip Fighting", "source": "GaldeveerTanksandFlanks", "page": "New Feats", + "category": "FS", "prerequisite": [ { - "level": 1 + "feature": [ + "Fighting Style" + ] } ], "entries": [ - "{@italic 1st-level feat}", - "Choose a class that has a spell list. Learn 2 cantrips from that class's spell list. Use that class's spellcasting ability as your spellcasting ability for these spells. Whenever you gain a level you can replace one of these cantrips. " + "Choose a class. You learn 2 cantrips of your choice from that class's spell list. Use that class's spellcasting ability and spellcasting focus for these spells. Whenever you gain a level you can replace one of these cantrips." ] }, { - "name": "Fighting Style: Mastered Fighting", + "name": "Mastered Fighting", "source": "GaldeveerTanksandFlanks", "page": "New Feats", + "category": "FS", "prerequisite": [ { - "level": 1 + "note": "When Gaining the Level 2 Fighter \"Fighting Style\" Feature" } ], "entries": [ - "{@italic 1st-level feat}", "Learn 2 masteries. Whenever you gain a level you can replace one of these masteries." ] }, @@ -21167,14 +20560,13 @@ "name": "Blind", "source": "GaldeveerTanksandFlanks", "page": "New Feats", + "category": "O", "prerequisite": [ { - "level": 1, "other": "No higher than 1st-level or you're blind" } ], "entries": [ - "{@italic 1st-level feat}", { "type": "list", "style": "list-hang-notitle", @@ -21203,58 +20595,38 @@ "source": "GaldeveerTanksandFlanks", "page": "New Feats", "repeatable": true, - "repeatableNote": "Yes, but you must choose a different arm each time.", + "repeatableNote": "Yes, but you must choose a different hand each time.", "prerequisite": [ { - "level": 1, - "other": "No higher than 1st level or you cannot use one of your arms" + "other": "No higher than 1st level unless one of your hands is unusable and not already affected by this feat" } ], + "category": "O", "entries": [ - "{@italic 1st-level feat}", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", - "name": "Unusuable Arm", - "entry": "You lose the use of one of your arms. It can be an arm that you already cannot use. This might come in the form of a missing arm, missing hand, nerve damaged, etc." + "name": "Unusuable", + "entry": "You lose the use of one of your hands. Nothing changes if the hand is already unusuable. This might come in the form of a missing arm, missing hand, nerve damaged, etc." }, { "type": "item", "name": "Presthetique", - "entry": "As an action you can attach up to 1 item to the arm you can't use. It counts as holding that item. As an action you can detach it. It cannot be forcibly removed while you're conscious unless you are willing." + "entry": "As an action you can attach up to 1 item to the hand you can't use. It counts as holding that item. As an action you can detach it. It cannot be forcibly removed while you're conscious unless you are willing." }, { "type": "item", "name": "Fancy Feet", "entry": "As a reaction to a creature missing an attack roll against you, you can move up to half your movement speed in a straight line without provoking opportunity attacks. You can do this a number of times equal to your proficiency bonus and regain all uses on a long rest." - } - ] - } - ] - }, - { - "name": "Ability Score Increase", - "source": "GaldeveerTanksandFlanks", - "page": "New Feats", - "repeatable": true, - "prerequisite": [ - { - "level": 4 - } - ], - "entries": [ - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Ability Score Increase", - "entry": "Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feat. However, if you're at least level 19, that maximum increases to 22. You can take this feat more than once." - } + }, + { + "type": "item", + "name": "Repeatable", + "entry": "You can take this feat more than once, but you must choose a different hand each time for unusable." + } ] } ] @@ -21263,17 +20635,31 @@ "name": "Patient Disciple", "source": "GaldeveerTanksandFlanks", "page": "Revised Feats", + "category": "G", "prerequisite": [ { "ability": [ { "dex": 13 + }, + { + "str": 13 } ] } ], + "ability": [ + { + "choose": { + "from": [ + "dex", + "str" + ] + } + } + ], "entries": [ - "You've learned to deftly parry attacks, granting you the following benefits:", + "You gain the following benefits:", { "type": "list", "style": "list-hang-notitle", @@ -21281,7 +20667,7 @@ { "type": "item", "name": "Clash", - "entry": "If you make an attack roll with a versatile weapon against a target immediately when it would hit with an attack roll or would be hit by an attack roll, you can choose to block. If your attack roll is higher than the opposing attack roll, then the opposing attack misses. Additionally, you can choose to make your attack miss the target." + "entry": "If you make an attack roll with a versatile weapon against a target immediately when it would hit with an attack roll or would be hit by an attack roll, you can choose to clash. If your attack roll is higher than the opposing attack roll, then the opposing attack misses. Additionally, you can choose to make your attack miss the target." }, { "type": "item", @@ -21297,6 +20683,28 @@ "source": "GaldeveerTanksandFlanks", "page": "New Feats", "repeatable": true, + "category": "G", + "prerequisite": [ + { + "level": { + "level": 4 + } + } + ], + "ability": [ + { + "choose": { + "from": [ + "dex", + "str", + "con", + "wis", + "cha", + "int" + ] + } + } + ], "entries": [ { "type": "list", @@ -21316,7 +20724,12 @@ "type": "item", "name": "Masteries", "entry": "Gain 2 masteries. Whenever you gain a level you can swap one of these masteries with a different mastery." - } + }, + { + "type": "item", + "name": "Repeatable", + "entry": "You can take this feat more than once." + } ] } ] @@ -21326,6 +20739,25 @@ "source": "GaldeveerTanksandFlanks", "page": "New Feats", "repeatable": true, + "category": "G", + "ability": [ + { + "choose": { + "from": [ + "wis", + "cha", + "int" + ] + } + } + ], + "prerequisite": [ + { + "level": { + "level": 4 + } + } + ], "entries": [ { "type": "list", @@ -21334,93 +20766,93 @@ { "type": "item", "name": "Tools", - "entry": "Gain proficiency in two tools" + "entry": "Gain proficiency in two tools that are not alliances." }, { "type": "item", "name": "Mechanical Focus", - "entry": "You can use those tools as spell focuses" + "entry": "You can use those tools as spell focuses." }, { "type": "item", "name": "Two Cantrips", - "entry": "Learn two cantrips from a class of your choice. Your spellcasting ability for these cantrips is the spellcasting ability of that class. You can replace these cantrips when you gain a level in the class that granted you this feat." - } + "entry": "Learn two cantrips from a class of your choice. Your spellcasting ability for these cantrips is the spellcasting ability of that class. You can replace these cantrips whenever you gain a level." + }, + { + "type": "item", + "name": "Repeatable", + "entry": "You can take this feat more than once." + } ] } ] }, { - "name": "Speedster", + "name": "Opportunity Flurry", "source": "GaldeveerTanksandFlanks", "page": "New Feats", "prerequisite": [ { + "level": { + "level": 4 + }, "ability": [ { "dex": 13 }, { - "con": 13 + "str": 13 } ] - } + } ], + "ability": [ + { + "choose": { + "from": [ + "dex", + "str" + ] + } + } + ], "entries": [ - "You possess exceptional speed and stamina, granting you the following benefits:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", - "name": "Speed Increase", - "entry": "Your Speed increases by 10 feet." - }, - { - "type": "item", - "name": "Dash over difficult terrain", - "entry": "When you take the Dash Action on your turn, Difficult Terrain doesn't cost you extra movement until the start of your next turn." + "name": "Extra Opportunity Attack", + "entry": "You can attack twice, instead of once, when you make an opportunity attack." } ] } ] }, - { - "name": "Dual Flurry", - "source": "GaldeveerTanksandFlanks", - "page": "New Feats", - "prerequisite": [ - { - "other": "Extra Attack class feature or equivalent" - } - ], - "entries": [ - "You can attack twice, instead of once, when you use two-weapon fighting." - ] - }, - { - "name": "Opportunity Flurry", - "source": "GaldeveerTanksandFlanks", - "page": "New Feats", - "prerequisite": [ - { - "other": "Extra Attack class feature or equivalent" - } - ], - "entries": [ - "You can attack twice, instead of once, when you make an opportunity attack." - ] - }, { "name": "Spellshield", "source": "GaldeveerTanksandFlanks", "page": "New Feats", + "category": "G", "prerequisite": [ { - "other": "Spellcasting feature or equivalent" + "level": { + "level": 4 + }, + "spellcastingFeature": true, + "other": "Armor Training in Shields" } ], + "ability": [ + { + "choose": { + "from": [ + "con" + ] + } + } + ], "entries": [ { "type": "list", @@ -21444,13 +20876,27 @@ "name": "Dual Shielder", "source": "GaldeveerTanksandFlanks", "page": "New Feats", + "category": "G", "prerequisite": [ { + "level": { + "level": 4 + }, "other": "Armor Training in Shields" } ], + "ability": [ + { + "choose": { + "from": [ + "con", + "str" + ] + } + } + ], "entries": [ - "While holding two shields you have the following features:", + "You gain the following features.", { "type": "list", "style": "list-hang-notitle", @@ -21458,12 +20904,12 @@ { "type": "item", "name": "Twin Shield", - "entry": "You can benefit from two shields at the same time. While wielding a shield in both hands, decrease the passive ac bonus granted by the shield you're holding in one hand of your choice by 1. You can only change this choice immediately at the start of each of your turns." + "entry": "You can benefit from up to two shields at the same time." }, { "type": "item", "name": "Weaponized Defenses", - "entry": "While wielding a shield, you can use 1d6 + your Strength modifier instead of the normal damage of your unarmed strikes and your opportunity attacks can be unarmed strikes even if you don't have an empty hand.." + "entry": "While wielding a shield, you can use 1d6 as the damage die for your unarmed strikes and your opportunity attacks can be unarmed strikes even if you don't have an empty hand." }, { "type": "item", @@ -21475,62 +20921,66 @@ ] }, { - "name": "Guardian", + "name": "Eldritch Adept", "source": "GaldeveerTanksandFlanks", - "page": "New Feats", + "page": "Revused Feats", "prerequisite": [ { - "other": "Armor Training in Shields" + "level": { + "level": 4 + }, + "spellcastingFeature": true } ], + "category": "G", + "ability": [ + { + "choose": { + "from": [ + "cha", + "wis", + "int" + ] + } + } + ], "entries": [ + "You gain the following features.", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", - "name": "Relentless Guardian", - "entry": "When you use a reaction granted by a shield you can regain your expended reaction. If you do, you cannot do so again until the start of your next turn. It must be a reaction you haven't used this turn and you cannot use it again this turn." - }, - { - "type": "item", - "name": "Interpose Self", - "entry": "You can move up 10 ft to get in range to use a reaction granted by a shield. If something prevents you from using the reaction after moving in this way, your reaction is still expended." - }, - { - "type": "item", - "name": "Swap", - "entry": "When you would normally draw or stow a weapon, you can instead swap one shield you're holding with another shield on your person." + "name": "Invocation", + "entry": "You learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for any spells granted by this invocation is the ability you increased with this feat. If the invocation has a prerequisite of any kind, you can choose that invocation only if you meet the prerequisite. If the prerequisite states that you must be atleast a level 2 warlock, ignore that requirement. Whenever you gain a level, you can replace the invocation with another one from the warlock class." } ] } ] }, { - "name": "Counterstriker", + "name": "Guardian", "source": "GaldeveerTanksandFlanks", "page": "New Feats", - "repeatable": true, - "ability": [ - { - "choose": { - "from": [ - "cha", - "dex", - "con", - "int", - "str", - "wis" - ] - } - } - ], "prerequisite": [ { - "level": 4 + "level": { + "level": 4 + }, + "other": "Armor Training in Shields" } ], + "ability": [ + { + "choose": { + "from": [ + "con" + ] + } + } + ], + "category": "G", "entries": [ { "type": "list", @@ -21538,13 +20988,13 @@ "items": [ { "type": "item", - "name": "Signature Counters", - "entry": "Pick four damage types and give each an additional damage type that it can clash with (see miscellaneous document for more information on clashing)." + "name": "Impenetrable", + "entry": "When you use a reaction granted by a shield you can regain your expended reaction. If you do, you cannot do so again until the start of your next turn. It must be a reaction you haven't used this turn and you cannot use it again this turn." }, { "type": "item", - "name": "False Telegraph", - "entry": "While holding an action, bonus action or both you can change the trigger and what action and/or bonus action you're holding. The trigger must make it possible for the action or bonus action to clash. You can do this a number of time equal to your proficiency bonus and regain all uses after a long rest." + "name": "Swap", + "entry": "When you would normally draw or stow a weapon, you can instead swap (stow then draw) one shield you're holding with another shield on your person." } ] } @@ -21555,6 +21005,7 @@ "source": "GaldeveerTanksandFlanks", "page": "New Feats", "repeatable": true, + "prerequisite": [ { "ability": [ @@ -21567,6 +21018,16 @@ ] } ], + "ability": [ + { + "choose": { + "from": [ + "dex", + "str" + ] + } + } + ], "entries": [ { "type": "list", @@ -21588,10 +21049,10 @@ "entry": "As a reaction to getting pushed or pulled you can double the distance that it pushes or pulls you." }, { - "type": "item", - "name": "Bounce", - "entry": "When you land after falling you can spend your reaction to jump off of the surface you landed on. The jump's direction must be perpendicular to the surface. During the jump, you can move up to half the distance you fell without spending movement." - } + "type": "item", + "name": "Repeatable", + "entry": "You can take this feat more than once." + } ] } ] @@ -21600,17 +21061,33 @@ "name": "Aviator", "source": "GaldeveerTanksandFlanks", "page": "New Feats", + "category": "G", "repeatable": true, "prerequisite": [ { "level": 4 } ], + "ability": [ + { + "choose": { + "from": [ + "dex", + "str", + "con", + "wis", + "cha", + "int" + ] + } + } + ], "entries": [ { "type": "list", "style": "list-hang-notitle", "items": [ + "You gain the following benefits:", { "type": "item", "name": "Propel", @@ -21619,8 +21096,13 @@ { "type": "item", "name": "Crash Landing", - "entry": "Once as a reaction before you take fall damage you can remove a number of d6s equal to half your level. You regain this ability after a short rest." - } + "entry": "Once as a reaction before you take damage from falling you can reduce the damage by a number of d6s equal to half your level. You regain this ability after a short rest." + }, + { + "type": "item", + "name": "Repeatable", + "entry": "You can take this feat more than once." + } ] } ] @@ -21631,6 +21113,7 @@ "page": "New Feats", "repeatable": true, "repeatableNote": "Yes, but you must choose the other option for ignore pain", + "category": "G", "prerequisite": [ { "ability": [ @@ -21640,6 +21123,15 @@ ] } ], + "ability": [ + { + "choose": { + "from": [ + "wis" + ] + } + } + ], "entries": [ { "type": "list", @@ -21666,8 +21158,13 @@ { "type": "item", "name": "Ignore Death", - "entry": "As a bonus action you can ignore all of the negative effects of having zero or less hit points (including death saving throws) for 5 rounds which conclude at the start of your turn. Rounds where you do not spend any movement do not count towards the duration of the effect. You regain this ability after a short rest." - } + "entry": "Once as a bonus action you can ignore all of the negative effects of having zero or less hit points (including death saving throws) for 5 rounds which conclude at the start of your turn. Rounds where you do not spend any movement do not count towards the duration of the effect. You regain this ability after a long rest." + }, + { + "type": "item", + "name": "Repeatable", + "entry": "You can take this one additional time, but if you do you must pick the other option for ignore pain." + } ] } ] @@ -21677,9 +21174,13 @@ "source": "GaldeveerTanksandFlanks", "page": "New Feats", "repeatable": true, + "category": "G", "repeatableNote": "Yes, but you must choose the other option for miraculous recovery", "prerequisite": [ { + "level": { + "level": 4 + }, "ability": [ { "wis": 13 @@ -21687,6 +21188,15 @@ ] } ], + "ability": [ + { + "choose": { + "from": [ + "wis" + ] + } + } + ], "entries": [ { "type": "list", @@ -21695,12 +21205,12 @@ { "type": "item", "name": "Emergency Attention", - "entry": "Immediately before you take the help action to attempt to stabilize a creature you can halve the creature's hit points (Rounded down. The hit points must be less than zero). You can use this a number of times equal to your proficiency bonus and regain all uses on a long rest." + "entry": "Immediately before you take the help action to attempt to stabilize a creature you can halve the creature's negative hit points (The hit points must be less than zero). You can use this a number of times equal to your proficiency bonus and regain all uses on a long rest." }, { "type": "item", "name": "Miraculous Recovery", - "entry": "For every healing die that rolls the highest number it can roll, add a die of that type. This only applies when you are healed or when you heal a creature other than you (choose one). You make this decision when you gain this feat and you can change this decision whenever you gain a feat." + "entry": "For every healing die that rolls the highest number it can roll, add a die of that type. This only applies when you are healed or when you heal a creature other than you (choose when you gain this feat)." } ] } @@ -21710,11 +21220,32 @@ "name": "Hazard Training", "source": "GaldeveerTanksandFlanks", "page": "New Feats", + "category": "G", "prerequisite": [ { "level": 4 - } + }, + { + "ability": [ + { + "str": 13 + }, + { + "dex": 13 + } + ] + } ], + "ability": [ + { + "choose": { + "from": [ + "dex", + "str" + ] + } + } + ], "entries": [ { "type": "list", @@ -21728,7 +21259,7 @@ { "type": "item", "name": "Avoid Hazard", - "entry": "When you take the dodge action you can gain immunity to a damage type of your choice until the start of your next turn. You can do this a number of times equal to your proficiency bonus and regain all uses after a long rest." + "entry": "When you take the dodge action you can gain immunity to a damage type of your choice until the end of your next turn. You can do this a number of times equal to your proficiency bonus and regain all uses after a long rest." } ] } @@ -21743,6 +21274,20 @@ "level": 4 } ], + "ability": [ + { + "choose": { + "from": [ + "dex", + "str", + "con", + "wis", + "cha", + "int" + ] + } + } + ], "entries": [ { "type": "list", @@ -21756,7 +21301,7 @@ { "type": "item", "name": "Keep Safe", - "entry": "When you take the dodge action until the start of your next turn creatures other than you within touch range have advantage on dexterity saving throws and attack rolls against them have disadvantage." + "entry": "When you take the dodge action until the end of your next turn creatures other than you that you can touch have advantage on dexterity saving throws and attack rolls against them have disadvantage." } ] } @@ -21766,11 +21311,26 @@ "name": "Chemical Adept", "source": "GaldeveerTanksandFlanks", "page": "New Feats", + "category": "G", "prerequisite": [ { "level": 4 } ], + "ability": [ + { + "choose": { + "from": [ + "dex", + "str", + "con", + "wis", + "cha", + "int" + ] + } + } + ], "entries": [ { "type": "list", @@ -21779,17 +21339,12 @@ { "type": "item", "name": "Chosen Chemicals", - "entry": "Choose Poison or Acid." - }, - { - "type": "item", - "name": "Modify Chemicals", - "entry": "Once at any time you can pick a creature type. Until the start of your next turn, damage you deal of the chosen type to creatures of the type you picked ignores resistance and immunity. You can do this a number of times equal to your proficiency bonus and regain all uses on a long rest." + "entry": "Choose Poison damage or Acid damage." }, { "type": "item", - "name": "Deadly Chemicals", - "entry": "Once per turn when you deal damage of the chosen damage type roll an additional damage die for each die that rolled its highest value. It is the same damage type and die type." + "name": "Adjust for Species", + "entry": "Once at any time you can pick a creature type. Until the start of your next turn, damage you deal of the chosen type to creatures of the type you picked ignores resistance and immunity. Additionally, if any of the damage dice roll their highest value add an additional damage die. It is the same damage type and die type. Additional dice can be added in this way no more than a number of times equal to twice the ability modifier increased by this feat to each instance of damage. You can do this a number of times equal to your proficiency bonus and regain all uses on a long rest." } ] } @@ -21800,6 +21355,7 @@ "source": "GaldeveerTanksandFlanks", "page": "New Feats", "repeatable": true, + "category": "G", "ability": [ { "choose": { @@ -21833,7 +21389,12 @@ "type": "item", "name": "Expertise", "entry": "Gain expertise in a tool offered by the class that granted you this feat. If you were proficient in that tool, gain proficiency in a tool of your choice." - } + }, + { + "type": "item", + "name": "Repeatable", + "entry": "You can take this feat more than once." + } ] } ] @@ -21842,6 +21403,7 @@ "name": "Storied Past", "source": "GaldeveerTanksandFlanks", "page": "New Feats", + "category": "G", "ability": [ { "choose": { @@ -21880,15 +21442,30 @@ "source": "GaldeveerTanksandFlanks", "page": "New Feats", "repeatable": true, + "category": "G", "prerequisite": [ { - "proficiency": [ + "level": 4, + "ability": [ + { + "dex": 13 + }, { - "weapon": "martial" + "str": 13 } ] } ], + "ability": [ + { + "choose": { + "from": [ + "dex", + "str" + ] + } + } + ], "entries": [ { "type": "list", @@ -21907,42 +21484,13 @@ { "type": "item", "name": "Bleed", - "entry": "Once when you hit with a light weapon you can make the target bleed. If you do, they take damage equal to your proficiency bonus at the start of each of their turns until they use their action to stop it. You regain this ability after a long rest." - } - ] - } - ] - }, - { - "name": "Consumer", - "source": "GaldeveerTanksandFlanks", - "page": "New Feats", - "repeatable": true, - "prerequisite": [ - { - "level": 4 - } - ], - "entries": [ - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Haggle", - "entry": "You have advantage on skill checks that are made to haggle a price." - }, - { - "type": "item", - "name": "Hoarder", - "entry": "Your carrying capacity is doubled." + "entry": "Once when you hit with a light weapon you can make the target bleed. If you do, they take damage equal to your proficiency bonus at the end of each of their turns until they use their action to stop it. You regain this ability after a long rest." }, { - "type": "item", - "name": "Overuse", - "entry": "Once when you spend your bonus action to use a consumable you can regain your expended bonus action. You regain this ability after a short rest." - } + "type": "item", + "name": "Repeatable", + "entry": "You can take this feat more than once." + } ] } ] @@ -21951,12 +21499,23 @@ "name": "Demolitionist", "source": "GaldeveerTanksandFlanks", "page": "New Feats", - "repeatable": true, + "category": "G", "prerequisite": [ { "level": 4 } ], + "ability": [ + { + "choose": { + "from": [ + "dex", + "str", + "con" + ] + } + } + ], "entries": [ { "type": "list", @@ -21965,7 +21524,7 @@ { "type": "item", "name": "Toss", - "entry": "Once per turn you can spend an attack to use a consumable that would normally take an action to use. If it's an opportunity attack you must target or center the area of effect on the creature that provoked it. You can do this a number of times equal to your proficiency bonus and regain all uses after a long rest." + "entry": "When you take the attack action you can spend one of its attacks to use a consumable that would normally take an action to use. If you do, you cannot do so again until the start of your next turn. You can do this a number of times equal to your proficiency bonus and regain all uses after a long rest." }, { "type": "item", @@ -21982,4 +21541,4 @@ ] } ] -} +} \ No newline at end of file From 6d6297df347f36050f0ab72301ba14eb3fa4c0d8 Mon Sep 17 00:00:00 2001 From: CrazierIvan <121170679+CrazierIvan@users.noreply.github.com> Date: Mon, 2 Dec 2024 01:52:20 +0300 Subject: [PATCH 19/40] Updates Vessel to 3.0.1 (#2301) --- class/LaserLlama; The Vessel.json | 1843 +++++++++++++---------------- 1 file changed, 844 insertions(+), 999 deletions(-) diff --git a/class/LaserLlama; The Vessel.json b/class/LaserLlama; The Vessel.json index 2056decaa..929780890 100644 --- a/class/LaserLlama; The Vessel.json +++ b/class/LaserLlama; The Vessel.json @@ -13,7 +13,7 @@ "hakr14" ], "color": "FF8B38", - "version": "2.2.0", + "version": "3.0.1", "url": "https://www.gmbinder.com/share/-N0CFGpDdib-M1mFNBLU" } ], @@ -48,6 +48,8 @@ 0, 2, 3, + 3, + 4, 4, 5, 5, @@ -59,12 +61,10 @@ 8, 9, 9, - 9, - 9, - 10, 10, 10, - 10 + 11, + 11 ], "optionalfeatureProgression": [ { @@ -73,17 +73,31 @@ "LL:UA" ], "progression": { - "1": 1, - "2": 2, - "6": 3, - "9": 4, - "12": 5, - "15": 6, - "18": 7 + "1": 2, + "4": 3, + "6": 4, + "9": 5, + "12": 6, + "15": 7, + "18": 8 } } ], "classSpells": [ + "chill touch", + "create bonfire|XGE", + "dancing lights", + "friends (alternate)|llspell", + "frostbite|XGE", + "glitterbeam|llspell", + "infestation|XGE", + "lightning lure (alternate)|llspell", + "mage hand", + "message", + "minor illusion", + "otherworldly grasp|llspell", + "thaumaturgy", + "thunderclap", "Absorb Elements|XGE", "Armor of Agathys", "Arms of Hadar", @@ -91,16 +105,10 @@ "Cause Fear|XGE", "Charm Person", "Command", - "Compelled Duel", - "Detect Evil and Good", - "Detect Magic", "Dissonant Whispers", - "Entangle", "Ethereal Anchor|llspell", "Faerie Fire", - "False Life", "Feather Fall", - "Fog Cloud", "Hellish Rebuke", "Inflict Wounds", "Jump (alternate)|llspell", @@ -114,7 +122,6 @@ "Augury", "Blindness/Deafness", "Blur", - "Crown of Madness", "Darkness", "Darkvision", "Detect Thoughts", @@ -124,7 +131,7 @@ "Flame Whip|llspell", "Hold Person", "Invisibility", - "Magic Aura", + "Nystul's Magic Aura", "Mind Spike|XGE", "Tasha's Mind Whip|TCE", "Misty Step", @@ -133,72 +140,80 @@ "Silence", "Spider Climb", "Suggestion", - "Warding Wind|XGE", - "Web", "Bestow Curse", - "Blink", "Clairvoyance", "Dispel Magic", "Fear", "Fly", "Gaseous Form", "Haste", - "Hunger of Hadar", - "Intellect Fortress|TCE", + "Hunger of Hadar (alternate)|llspell", "Life Transference|XGE", "Nondetection", "Protection from Energy", "Slow", - "Speak with Dead", "Spectral Passage|llspell", "Spirit Shroud|TCE", "Thunder Step|XGE", "Vampiric Touch", "Banishment", - "Black Tentacles", + "Eldritch Tentacles|llspell", "Blight", "Charm Monster|XGE", - "Confusion", "Death Ward", "Dimension Door", - "Divination", - "Elemental Bane", "Fire Shield", "Freedom of Movement", "Greater Invisibility", "Phantasmal Killer", - "Polymorph", + "Polymorph (alternate)|llspell", "Shadow of Moil|XGE", "Sickening Radiance|XGE", "Bigby's Hand", "Circle of Power", "Cloudkill", "Contact Other Plane", - "Contagion", "Destructive Wave", "Dispel Evil and Good", "Enervation|XGE", "Far Step|XGE", - "Geas", "Hold Monster", - "Scrying", - "Skill Empowerment|XGE", - "Wall of Light|XGE" + "wall of light|XGE", + "ensnaring strike (alternate)|llspell", + "dire wail|llspell", + "spiritual sundering|llspell" + ], + "cantripProgression": [ + 0, + 2, + 2, + 3, + 3, + 3, + 3, + 3, + 3, + 4, + 4, + 4, + 4, + 4, + 4, + 4, + 4, + 4, + 4, + 4 ], "startingProficiencies": { "armor": [ - "light", - "medium" + "light" ], "weapons": [ "simple", "{@item flail|phb|flails}", - "{@item morningstar|phb|morningstars}", "{@item scimitar|phb|scimitars}", - "{@item shortsword|phb|shortswords}", - "{@item trident|phb|tridents}", - "{@item war pick|phb|war picks}", - "{@item whip|phb|whips}" + "{@item shortsword|phb|shortswords}" ], "skills": [ { @@ -209,7 +224,7 @@ "insight", "intimidation", "perception", - "stealth", + "religion", "survival" ], "count": 2 @@ -282,7 +297,8 @@ "classTableGroups": [ { "colLabels": [ - "{@filter Spells Known|spells|class=Vessel}", + "{@filter Cantrips Known|spells|level=0|class=Vessel (LLVS)}", + "{@filter Spells Known|spells|class=Vessel (LLVS)}", "Spell Slots", "Slot Level", "{@filter Unsealed Aspects|optionalfeatures|feature type=LL:UA}" @@ -292,136 +308,149 @@ 0, 0, 0, - 1 + 0, + 2 ], [ 2, 2, - "{@filter 1st|spells|level=1|class=Vessel}", - 2 - ], - [ - 3, 2, - "{@filter 1st|spells|level=1|class=Vessel}", + "{@filter 1st|spells|level=1|class=Vessel (LLVS)}", 2 ], [ - 4, 2, - "{@filter 1st|spells|level=1|class=Vessel}", - 2 - ], - [ - 5, + 3, 2, - "{@filter 2nd|spells|level=2|class=Vessel}", + "{@filter 1st|spells|level=1|class=Vessel (LLVS)}", 2 ], [ - 5, - 2, - "{@filter 2nd|spells|level=2|class=Vessel}", - 3 - ], - [ - 6, + 3, + 3, 2, - "{@filter 2nd|spells|level=2|class=Vessel}", + "{@filter 1st|spells|level=1|class=Vessel (LLVS)}", 3 ], [ - 6, + 3, + 4, 2, - "{@filter 2nd|spells|level=2|class=Vessel}", + "{@filter 2nd|spells|level=2|class=Vessel (LLVS)}", 3 ], [ - 7, + 3, + 4, 2, - "{@filter 3rd|spells|level=3|class=Vessel}", + "{@filter 2nd|spells|level=2|class=Vessel (LLVS)}", 4 ], [ - 7, + 3, + 5, 2, - "{@filter 3rd|spells|level=3|class=Vessel}", + "{@filter 2nd|spells|level=2|class=Vessel (LLVS)}", 4 ], [ - 8, + 3, + 5, 2, - "{@filter 3rd|spells|level=3|class=Vessel}", + "{@filter 2nd|spells|level=2|class=Vessel (LLVS)}", 4 ], [ - 8, + 3, + 6, 2, - "{@filter 3rd|spells|level=3|class=Vessel}", + "{@filter 3rd|spells|level=3|class=Vessel (LLVS)}", 5 ], [ - 9, + 4, + 6, 2, - "{@filter 4th|spells|level=4|class=Vessel}", + "{@filter 3rd|spells|level=3|class=Vessel (LLVS)}", 5 ], [ - 9, - 2, - "{@filter 4th|spells|level=4|class=Vessel}", + 4, + 7, + 3, + "{@filter 3rd|spells|level=3|class=Vessel (LLVS)}", 5 ], [ - 9, + 4, + 7, 3, - "{@filter 4th|spells|level=4|class=Vessel}", + "{@filter 3rd|spells|level=3|class=Vessel (LLVS)}", 6 ], [ - 9, + 4, + 8, 3, - "{@filter 4th|spells|level=4|class=Vessel}", + "{@filter 4th|spells|level=4|class=Vessel (LLVS)}", 6 ], [ - 10, + 4, + 8, 3, - "{@filter 5th|spells|level=5|class=Vessel}", + "{@filter 4th|spells|level=4|class=Vessel (LLVS)}", 6 ], [ - 10, + 4, + 9, 3, - "{@filter 5th|spells|level=5|class=Vessel}", + "{@filter 4th|spells|level=4|class=Vessel (LLVS)}", 7 ], [ - 10, + 4, + 9, 3, - "{@filter 5th|spells|level=5|class=Vessel}", + "{@filter 4th|spells|level=4|class=Vessel (LLVS)}", 7 ], [ + 4, 10, - 3, - "{@filter 5th|spells|level=5|class=Vessel}", + 4, + "{@filter 5th|spells|level=5|class=Vessel (LLVS)}", 7 + ], + [ + 4, + 10, + 4, + "{@filter 5th|spells|level=5|class=Vessel (LLVS)}", + 8 + ], + [ + 4, + 11, + 4, + "{@filter 5th|spells|level=5|class=Vessel (LLVS)}", + 8 + ], + [ + 4, + 11, + 4, + "{@filter 5th|spells|level=5|class=Vessel (LLVS)}", + 8 ] ] } ], "classFeatures": [ - { - "classFeature": "Sealed Spirit|Vessel|LLVessel|1|LLVessel", - "gainSubclassFeature": true - }, - "Iridescent Strike|Vessel|LLVessel|1|LLVessel", - "Spiritual Defense|Vessel|LLVessel|1|LLVessel", - { - "classFeature": "Vessel Magic|Vessel|LLVessel|2|LLVessel", - "gainSubclassFeature": true - }, + "Spirit Mantle|Vessel|LLVessel|1|LLVessel", + "Unsealed Aspects|Vessel|LLVessel|1|LLVessel", + "Vessel Magic|Vessel|LLVessel|2|LLVessel", { "classFeature": "Archon Form|Vessel|LLVessel|3|LLVessel", "gainSubclassFeature": true @@ -442,12 +471,12 @@ "gainSubclassFeature": true }, "Ability Score Improvement|Vessel|LLVessel|16|LLVessel", - "Twin Soul|Vessel|LLVessel|18|LLVessel", "Ability Score Improvement|Vessel|LLVessel|19|LLVessel", { - "classFeature": "Sealed Spirit Feature|Vessel|LLVessel|20|LLVessel", + "classFeature": "Sealed Spirit Feature|Vessel|LLVessel|18|LLVessel", "gainSubclassFeature": true - } + }, + "Twin Soul|Vessel|LLVessel|20|LLVessel" ], "subclassTitle": "Sealed Spirit", "additionalSpells": [ @@ -464,11 +493,6 @@ "choose": "level=1|class=vessel (llvs)" } ], - "4": [ - { - "choose": "level=1|class=vessel (llvs)" - } - ], "5": [ { "choose": "level=1;2|class=vessel (llvs)" @@ -498,6 +522,11 @@ { "choose": "class=vessel (llvs)" } + ], + "19": [ + { + "choose": "class=vessel (llvs)" + } ] } } @@ -505,7 +534,7 @@ "foundryAdvancement": [ { "type": "ScaleValue", - "title": "Iridescent Strike", + "title": "Iridescent Strikes", "configuration": { "identifier": "iridescent-strike", "type": "dice", @@ -558,8 +587,11 @@ "2": { "value": 2 }, - "15": { + "11": { "value": 3 + }, + "17": { + "value": 4 } } } @@ -679,66 +711,28 @@ ], "classFeature": [ { - "name": "Sealed Spirit", + "name": "Spirit Mantle", "source": "LLVessel", "className": "Vessel", + "foundryImg": "icons/magic/control/sihouette-hold-beam-green.webp", "classSource": "LLVessel", "page": 2, "level": 1, "entries": [ - "In you is sealed a spiritual being of great power. At 1st level, choose your Sealed Spirit: The Ascended, The Cataclysm, The Cursed, The Fallen, The Formless, or The Trickster.", - "Your Sealed Spirit grants you features at 1st level, and again when you reach 6th, 14th, and 20th level in this class.", + "At 1st level, you can use a bonus action to cloak yourself with (or dismiss) your Spirit Mantle, an ethereal cloak of spiritual power that marks a dramatic change in your appearance.", + "While the Mantle is active, you gain the following features:", { - "type": "entries", - "name": "Sealed Spirit Goals", - "page": 2, - "entries": [ - "Sealed Spirits are bound within a mortal Vessel for many reasons, and many of these spiritual beings have goals of their own apart from their mortal host. To decide on a goal for your Spirit, you can either choose your own or roll a {@dice d6}.", - { - "type": "table", - "caption": "Spirit Goal", - "page": 9, - "colLabels": [ - "{@dice d6}", - "Sealed Spirit Goal" - ], - "colStyles": [ - "col-1 text-center", - "col-11 text-left" - ], - "rows": [ - [ - "1", - "This malicious Spirit was sealed against its will, and wishes your death so it may be free." - ], - [ - "2", - "This honor-bound Spirit is the guardian of your bloodline and is passed from parent to child." - ], - [ - "3", - "This Spirit sought you out so that you could accomplish its goals on the material plane." - ], - [ - "4", - "This repentant Spirit must help you save the lives of 101 innocent mortals to atone for its sins." - ], - [ - "5", - "This Spirit wishes to experience everything it can, you are simply a tool for entertainment." - ], - [ - "6", - "This Spirit has chosen you to be its champion that will stand against its eternal foe." - ] - ] - } - ] + "type": "refClassFeature", + "classFeature": "Iridescent Strikes|Vessel|LLVessel|1" + }, + { + "type": "refClassFeature", + "classFeature": "Spiritual Defense|Vessel|LLVessel|1" } - ] + ] }, { - "name": "Iridescent Strike", + "name": "Iridescent Strikes", "source": "LLVessel", "className": "Vessel", "classSource": "LLVessel", @@ -746,8 +740,9 @@ "level": 1, "header": 2, "entries": [ - "You can draw on the Spirit sealed in you to strike with otherworldly power. When you make an unarmed strike, you can cloak the strike in spiritual power and use your Charisma, in place of Strength, for the attack and damage rolls. On hit, these special unarmed strikes deal {@damage 1d6} damage of a type determined by your Sealed Spirit", - "The damage die of these strikes increases at certain Vessel levels: 5th level ({@damage 1d8}), 11th level ({@damage 1d10}), and 17th level ({@damage 1d12})." + "Whenever you make an unarmed strike you can cloak your attack in spiritual power. When you do so, you use Charisma, in place of Strength, for attack and damage rolls, its damage type changes to radiant, and its damage die becomes a d6.", + "The damage die of these strikes increases at certain Vessel levels: 5th level ({@damage 1d8}), 11th level ({@damage 1d10}), and 17th level ({@damage 1d12}).", + "Also, whenever you take the Attack action, you can make one unarmed Iridescent Strike as a bonus action." ], "foundrySystem": { "actionType": null, @@ -764,24 +759,28 @@ "level": 1, "header": 2, "entries": [ - "You can innately draw on your Sealed Spirit's instinct for self-preservation to shield yourself with its power. So long as you are not wearing armor or a shield your Armor Class is equal to 10 + your Dexterity modifier + your Charisma modifier." + "So long as you are not wearing armor or wielding a shield spiritual power wards you and your Armor Class equals 10 + your Constitution modifier + your Charisma modifier." ], "foundryImg": "icons/magic/defensive/barrier-shield-dome-pink.webp" }, { "name": "Unsealed Aspects", "source": "LLVessel", + "foundryImg": "icons/magic/symbols/rune-sigil-rough-white-teal.webp", "className": "Vessel", "classSource": "LLVessel", "page": 3, "level": 1, "entries": [ - "You are able to exert limited control over the Spirit bound to your soul and can partially release its power. At 1st level, you master one Unsealed Aspect of your choice from the list at the end of this class. When you gain certain Vessel levels, you master additional Aspects of your choice, as indicated in the Unsealed Aspects column of the Vessel table. If an Aspect has a prerequisite, like another Unsealed Aspect or a certain Vessel level, you must meet those prerequisites to master it." + "You have learned to channel Aspects of your Spirit's power. At 1st level, you gain two Unsealed Aspects of your choice from the list at the end of this class. If an Aspect has a prerequisite, like another Unsealed Aspect or a Vessel level, you must meet those prerequisites to unlock it.", + "At certain Vessel levels, you unlock additional Aspects, as shown in the Unsealed Aspects column of the Vessel table.", + "Finally, when you unlock a new Unsealed Aspect, you can replace one of your Unsealed Aspects with another Aspect of your choice. Though, you can't replace prerequisite Aspects." ] }, { "name": "Vessel Magic", "source": "LLVessel", + "foundryImg": "icons/sundries/books/book-worn-purple.webp", "className": "Vessel", "classSource": "LLVessel", "page": 3, @@ -790,28 +789,29 @@ "Also at 2nd level, you learn to draw upon the immense power of the Sealed Spirit bound within your soul to produce spells, much like a Warlock does. You gain the following features:", { "type": "entries", - "name": "Spell Slots", + "name": "Cantrips", "page": 3, "entries": [ - "The Vessel table above shows how many spell slots you have to cast your Vessel spells and the level of those spell slots. All of your spell slots are the same level. To cast a Vessel spell of 1st-level or higher, you must expend a spell slot. You regain all of your spell slots when you finish a short or long rest." + "You learn two Cantrips of your choice from the Vessel spell list, which can be found at the end of this class description.", + "You learn another Vessel Cantrip at 4th and 10th levels." ] }, { "type": "entries", - "name": "Spells Known of 1st-level and Higher", + "name": "Spell Slots", "page": 3, "entries": [ - "At 2nd level, you learn two 1st-level spells of your choice from the Vessel Spell List at the end of this class description.", - "The Spells Known column of the Vessel table shows when you learn additional Vessel spells of 1st-level and higher. Any spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your Vessel level.", - "When you gain a Vessel level, you can replace one Vessel spell you know with a Vessel spell of your choice, which also must be of a level for which you have spell slots." + "The Vessel table above shows how many spell slots you have to cast your Vessel spells and the level of those spell slots. All of your spell slots are the same level. To cast a Vessel spell of 1st-level or higher, you must expend a spell slot. You regain all of your spell slots when you finish a short or long rest." ] }, { "type": "entries", - "name": "Spirit Spells", + "name": "Spells Known of 1st-level and Higher", "page": 3, "entries": [ - "Each Sealed Spirit has a list of Spirit Spells that you learn at the Vessel levels noted in your Spirit's description. Your Spirit Spells count as Vessel spells for you, but do not count against your total number of Spells Known. You can't switch your Spirit Spells out for another spell when you gain a level." + "At 2nd level, you learn two 1st-level spells of your choice from the Vessel Spell List, which is found at the end of this class.", + "The Spells Known column of the Vessel table shows when you learn additional Vessel spells of 1st-level and up. Vessel spells you learn must all be of a level equal to, or lower than, your Slot Level, as shown on the Vessel table.", + "When you gain a Vessel level, you can replace one Vessel spell you know with a Vessel spell of your choice, which also must be of a level for which you have spell slots." ] }, { @@ -841,7 +841,36 @@ "name": "Spellcasting Focus", "page": 3, "entries": [ - "Since your magic is drawn from the Spirit sealed within you, your body is the spellcasting focus for your Vessel spells. You must have at least one free hand to cast spells that require somatic or material components, and you must still provide material components that are consumed or have a gold cost." + "Your body is the spellcasting focus for your Vessel spells. You must have a free hand to cast a spell that requires a somatic or a material component, and you must still provide material components that are consumed by a spell or have a gold cost." + ] + } + ] + }, + { + "name": "Sealed Spirit", + "source": "LLVessel", + "className": "Vessel", + "classSource": "LLVessel", + "page": 2, + "level": 3, + "entries": [ + "You have unlocked the true power of the entity bound in your soul. At 3rd level, choose one of the following Sealed Spirits: The Ascended, The Cataclysm, The Cursed, The Fallen, The Formless, or The Trickster.", + "Your Sealed Spirit grants you features at 3rd level, and again when you reach 6th, 14th, and 18th level in this class.", + { + "type": "entries", + "name": "Archon Form", + "page": 3, + "entries": [ + "Each Sealed Spirit includes a unique stat block for its Archon Form. Archons are vaguely ethereal, humanoid in shape, and share a resemblance to your Sealed Spirit's true nature." + ] + }, + { + "type": "entries", + "name": "Sealed Magic", + "page": 3, + "entries": [ + "Each Sealed Spirit has a list of Spirit Spells that you learn at the Vessel levels noted in your Spirit's description. Your Spirit Spells count as Vessel spells for you, but do not count against your total number of Spells Known. You cannot replace these Spirit Spells with another spell when you gain a level.", + "This also changes the effects of your Iridescent Strikes." ] } ] @@ -850,30 +879,25 @@ "name": "Archon Form", "source": "LLVessel", "className": "Vessel", + "foundryImg": "icons/magic/control/silhouette-hold-beam-blue.webp", "classSource": "LLVessel", "page": 4, "level": 3, "entries": [ - "Beginning at 3rd level, you can transform into a creature that resembles the true form of the Spirit within you. As a bonus action, you can transform into your Archon Form, which uses the Archon stat block in your Sealed Spirit description. This stat block uses your proficiency bonus (PB) in several places and uses your Vessel Spellcasting modifier and save DC.", - "You can maintain your Archon Form for 1 minute. You then revert to your normal form unless you use a bonus action to expend a Vessel Magic spell slot to extend the transformation by 1 minute. You also revert to your normal form if you fall unconscious, or use a bonus action on your turn to do so.", + "Starting at 3rd level, you can use a bonus action to draw upon your Spirit's power to transform into its Archon Form, which uses the stat block in your Sealed Spirit's description. It may use your proficiency bonus (PB), Charisma modifier (CHA), and your Vessel Spell save DC in several places.", + "You can maintain your Archon Form for 10 minutes. You then revert to your normal form unless you expend a Vessel Magic spell slot to extend the transformation by 10 minutes. You also revert to your normal form if you are incapacitated, or use a bonus action on your turn to do so.", "While in your Archon Form, the following rules apply:", { "type": "list", "items": [ - "Your game statistics are replaced by the statistics in the Archon Form stat block, but you retain your alignment, personality, ability scores, and hit points. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of your Archon. If your Archon has the same proficiency as you, use the higher bonus.", - "When you transform, you gain temporary hit points equal to your twice your Vessel level. Any temporary hit points you gain during this transformation are instantly dispelled if you revert to your normal form.", - "You retain the benefits of any features from the Vessel class, your race, and any other source, and you can use them if your Archon Form is capable of doing so, including casting spells with Vessel Magic.", - "When you transform, you choose whether your equipment falls to the ground in your space, merges into your Archon Form, or is worn by it. Worn equipment functions as normal, but your DM can decide whether it is practical for your Archon to use it. Your equipment doesn't change size or shape to match your Archon Form, and any equipment that your Archon can't wear must either fall to the ground or merge with it. Equipment that merges with your Archon has no effect until you leave the Form." + "Your game statistics are replaced those in your Archon's stat block. You retain your alignment, personality, ability scores, and your hit points. You also retain all your skill and saving throw proficiencies, and gain those of your Archon. If your Archon Form has the same skill proficiency as you, use the higher bonus between the two.", + "Your Archon Form gains the benefits of your Spirit Mantle. Some Archon Forms grant a bonus to your AC.", + "When you transform, you gain temporary hit points equal to your twice your Vessel level. Any temporary hit points you gain in Archon Form are lost when you revert.", + "You retain the benefits of any features from your class, player race, and any other source, and can use them if your Archon Form is capable of doing so, including casting spells with Vessel Magic.", + "When you transform, you choose if your equipment falls to the ground, merges into your Archon Form, or is worn by it. Worn equipment functions as normal, but your DM can decide whether it is practical for your Archon to use it. Equipment that merges with your Archon has no effect until your transformation ends." ] }, - "You can transform into your Archon Form once, and you regain the ability to transform again when you finish a short or long rest. If you have no uses left, you can expend a Vessel Magic spell slot to transform into your Archon Form again.", - { - "type": "inset", - "name": "Archon Form Appearance", - "entries": [ - "You determine your Archon's appearance, but this has no effect on its abilities. Most are ethereal in appearance, but all Archons are vaguely humanoid in shape and share a resemblance with your Spirit." - ] - } + "You can transform into your Archon Form once, and you regain the ability to transform again when you finish a short or long rest. If you have no uses left, you can expend a Vessel Magic spell slot to transform into your Archon Form again." ] }, { @@ -912,12 +936,13 @@ { "name": "Extra Attack", "source": "LLVessel", + "foundryImg": "icons/skills/melee/spear-tips-triple-orange.webp", "className": "Vessel", "classSource": "LLVessel", "page": 4, "level": 5, "entries": [ - "Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn." + "Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, if you use your action to cast a Vessel spell, you can make one Iridescent Strike as a bonus action on that turn." ] }, { @@ -988,8 +1013,8 @@ "page": 4, "level": 7, "entries": [ - "You have gained a deep understanding of your Sealed Spirit and greater control over your {@classFeature Archon Form|Vessel|LLVessel|3}. Beginning at 7th level, your Archon Form transformation lasts for 10 minutes, and it only ends early if you are reduced to 0 hit points, or if you use a bonus action to revert to your normal form.", - "Finally, you can transform into your Archon Form twice without expending a Vessel Magic spell slot, and you regain all expended uses when you finish a short or long rest." + "You have gained a measure of control over your Sealed Spirit. Starting at 7th level, you can transform into Archon Form two times between each short or long rest, and you only revert to your normal form early if you are reduced to 0 hit points, or if you use your bonus action to end the transformation.", + "Also, when you roll initiative and are not incapacitated or surprised, you can instantly transform into Archon Form." ], "foundrySystem": { "actionType": null, @@ -1003,7 +1028,7 @@ "per": null } }, - "foundryImg": "icons/magic/control/silhouette-hold-beam-blue.webp" + "foundryImg": "icons/magic/time/clock-spinning-gold-pink.webp" }, { "name": "Twin Consciousness", @@ -1013,11 +1038,11 @@ "page": 4, "level": 10, "entries": [ - "Upon reaching 10th level, the Spirit bound to you grants you a portion of its ancient and vast mental fortitude. When you are forced to make an Intelligence, Wisdom, or Charisma saving throw, or a Constitution saving throw to maintain your concentration on a Vessel spell, you can add your Charisma modifier (minimum of +1) to the result of your saving throw.", + "Starting at 10th level, your Sealed Spirit lends you its mental abilities. When you fail an Intelligence, Wisdom, or Charisma saving throw, or a saving throw to maintain concentration you can add your Charisma modifier (minimum of +1) to your roll, possibly turning your failure into a success.", "You can do so a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses of this feature when you complete a long rest." ], "foundrySystem": { - "activation.condition": "When you are forced to make an Intelligence, Wisdom, or Charisma saving throw, or a Constitution saving throw to maintain your concentration on a Vessel spell", + "activation.condition": "When you fail an Intelligence, Wisdom, or Charisma saving throw, or a saving throw to maintain concentration", "formula": "max(1, @abilities.cha.mod)", "uses.max": "max(1, @abilities.cha.mod)" }, @@ -1031,8 +1056,8 @@ "page": 5, "level": 11, "entries": [ - "You can unleash a greater amount of your Sealed Spirit's true power. Beginning at 11th level, when you transform into your {@classFeature Archon Form|Vessel|LLVessel|3}, you can cast a Vessel Spell you know that has a casting time of one action or one bonus action, as part of the same bonus action without expending a spell slot.", - "If you are the only target of the spell and it has a duration of 1 minute or longer, it instead lasts until you revert to your normal form, and your concentration cannot be broken on it." + "You can unleash a greater amount of your Sealed Spirit's true power. Starting at 11th level, when you transform into Archon Form, you can cast one Vessel Spell you know as part of your transformation without expending a spell slot. The spell must have a casting time of one action, or one bonus action.", + "If you are this spell's only target and its duration is longer than instantaneous, it lasts as long as your transformation, and your concentration cannot be broken by taking damage." ], "foundrySystem": { "activation": { @@ -1043,15 +1068,26 @@ }, "foundryImg": "icons/skills/melee/strike-blade-hooked-green-purple.webp" }, + { + "name": "Sealed Spirit Feature", + "source": "LLVessel", + "className": "Vessel", + "classSource": "LLVessel", + "page": 2, + "level": 20, + "entries": [ + "At 17th level, you gain a feature granted by your Sealed Spirit." + ] + }, { "name": "Twin Soul", "source": "LLVessel", "className": "Vessel", "classSource": "LLVessel", "page": 5, - "level": 18, + "level": 20, "entries": [ - "You and the Spirit bound to your soul merge and become an entirely new and distinct creature. Beginning at 18th level, your Archon Form transformation lasts indefinitely and only ends if you are killed or if you use a bonus action to end it." + "You and the Spirit bound to your soul merge and become an entirely new and distinct creature. Upon reaching 20th level, your Archon Form transformation lasts indefinitely and only ends if you are killed or if you use a bonus action to end it." ], "foundrySystem": { "activation": { @@ -1060,17 +1096,6 @@ } }, "foundryImg": "icons/magic/unholy/projectiles-binary-pink.webp" - }, - { - "name": "Sealed Spirit Feature", - "source": "LLVessel", - "className": "Vessel", - "classSource": "LLVessel", - "page": 2, - "level": 20, - "entries": [ - "At 20th level, you gain a feature granted by your Sealed Spirit." - ] } ], "foundryClassFeature": [ @@ -1088,7 +1113,7 @@ { "key": "system.attributes.ac.formula", "mode": "OVERRIDE", - "value": "10 + @abilities.dex.mod + @abilities.cha.mod" + "value": "10 + @abilities.con.mod + @abilities.cha.mod" }, { "key": "system.attributes.ac.calc", @@ -1101,37 +1126,6 @@ } ], "optionalfeature": [ - { - "name": "Disarming Voice", - "source": "LLVessel", - "page": 12, - "featureType": [ - "LL:UA" - ], - "entries": [ - "Your speech is enhanced by your Spirit. You gain proficiency in {@skill Deception} or {@skill Persuasion}, and you learn the {@spell friends} spell." - ], - "skillProficiencies": [ - { - "choose": { - "from": [ - "deception", - "persuasion" - ] - } - } - ], - "additionalSpells": [ - { - "known": { - "_": [ - "friends" - ] - } - } - ], - "foundryImg": "icons/magic/sonic/scream-wail-shout-teal.webp" - }, { "name": "Ethereal Tendril", "source": "LLVessel", @@ -1140,7 +1134,8 @@ "LL:UA" ], "entries": [ - "As a bonus action, you can manifest an ethereal tendril from any point on your body. It has a reach of 10 feet and it has a Strength score equal to your Charisma score. It cannot use weapons or shields, but it can manipulate simple objects and be used to make {@classFeature Iridescent Strike|Vessel|LLVessel|1||Iridescent Strikes}, {@action shove}, and {@action grapple}. You can only have a single ethereal tendril manifested at a time, and the tendril can be attacked as if it were part of you." + "As a bonus action, you can manifest (or dismiss) an Ethereal Tendril from any point on your body. It has a reach of 10 feet and its Strength score is equal to your Charisma score. You can only have one Ethereal Tendril manifested at a time, and this Tendril can be attacked as part of you. While your Spirit Mantle is active, your Etheral Tendril's reach is doubled.", + "The Ethereal Tendril cannot use fine tools, weapons, or shields, but it can be used to manipulate simple objects. Your Tendril can also make Iridescent Strikes, shove, and grapple." ], "foundryImg": "icons/creatures/tentacles/tentacle-earth-green.webp" }, @@ -1152,26 +1147,18 @@ "LL:UA" ], "entries": [ - "You can draw out small amounts of your Spirit's power. You learn two of the following cantrips of your choice: {@spell dancing lights}, {@spell mage hand}, {@spell message}, {@spell minor illusion}, or {@spell thaumaturgy}, and Charisma is your spellcasting ability for these cantrips." + "You gain greater control over the power of your Spirit. Once per long rest, you can cast one of your Spirit Magic spells at its lowest level, without expending a Vessel Magic slot.", + "You can gain this Aspect more than once, but it cannot be used to cast the same Sealed Magic spell more than once." ], - "additionalSpells": [ + "prerequisite": [ { - "ability": "cha", - "known": { - "_": [ - { - "choose": { - "from": [ - "dancing lights", - "mage hand", - "message", - "minor illusion", - "thaumaturgy" - ], - "count": 2 - } - } - ] + "level": { + "level": 6, + "class": { + "name": "Vessel", + "source": "LLVessel", + "visible": true + } } } ], @@ -1185,7 +1172,8 @@ "LL:UA" ], "entries": [ - "The Spirit bound to you allows you to sense similar beings. When you see a Celestial, Elemental, Fey, or Fiend with a CR equal to your Vessel level or lower, you learn its creature type, its spellcasting ability, and the level of its highest spell." + "The Spirit bound to you allows you to sense similar beings. When you see a Celestial, Elemental, Fey, or Fiend with a CR equal to your Vessel level or lower, you learn its creature type, its spellcasting ability, and the level of its highest spell.", + "Also, while your Spirit Mantle is active, you can see magic as if by {@spell detect magic}, but you must concentrate on this effect." ], "foundrySystem": { "activation": { @@ -1196,84 +1184,72 @@ "foundryImg": "icons/magic/perception/eye-slit-pink.webp" }, { - "name": "Uncanny Strength", + "name": "Striking Presence", "source": "LLVessel", "page": 12, "featureType": [ "LL:UA" ], "entries": [ - "The spiritual power you harbor within your body grants you inordinate bodily strength. You gain proficiency in {@skill Athletics}, and whenever you would make a Strength ({@skill Athletics}) check you can make a Charisma ({@skill Athletics}) check instead." + "Also, while your Spirit Mantle is active, you can see magic Your bearing is enhanced by your Spirit. You gain proficiency in Deception, Intimidation, or Persuasion. While your Spirit Mantle is on, you have advantage on Charisma (Deception), Charisma (Intimidation), and Charisma (Persuasion) checks.as if by detect magic, but you must concentrate on this effect." ], "skillProficiencies": [ { - "athletics": true - } - ], - "foundryEffects": [ - { - "name": "Charisma (Athletics)", - "transfer": true, - "changes": [ - { - "key": "system.skills.ath.ability", - "mode": "OVERRIDE", - "value": "cha" - } - ] + "choose": { + "from": [ + "deception", + "persuasion", + "intimidation" + ] + } } ], - "foundryImg": "icons/magic/control/buff-strength-muscle-damage-orange.webp" + "foundryImg": "icons/magic/sonic/scream-wail-shout-teal.webp" }, { - "name": "Iridescent Shield", + "name": "Uncanny Strength", "source": "LLVessel", - "page": 13, + "page": 12, "featureType": [ "LL:UA" ], "entries": [ - "You can draw out spiritual power to deflect attacks. When a creature you can see targets you, or a creature within 5 feet of you with an attack, you can use your reaction to project a shield of spirit from an empty hand and add your Charisma modifier to the target's Armor Class against that attack." + "The spiritual power you harbor within your body grants you inordinate bodily strength. You gain proficiency in Athletics.", + "While your Spirit Mantle is active, you add your Charisma modifier (minimum of +1) to all Strength (Athletics) checks." ], - "prerequisite": [ + "skillProficiencies": [ { - "level": { - "level": 2, - "class": { - "name": "Vessel", - "source": "LLVessel", - "visible": true - } - } + "athletics": true } ], - "foundrySystem": { - "ability": "cha", - "forumla": "@mod" - }, - "foundryImg": "icons/magic/defensive/shield-barrier-blue.webp" + "foundryImg": "icons/magic/control/buff-strength-muscle-damage-orange.webp" }, { - "name": "Opalescent Armor", + "name": "Iridescent Shield", "source": "LLVessel", "page": 13, "featureType": [ "LL:UA" ], "entries": [ - "You draw on the fortitude of your Spirit to protect you. When you have temporary hit points, you gain resistance to all bludgeoning, piercing, and slashing damage from nonmagical and non-silvered attacks." + "You can conjure raw spiritual power to deflect attacks. When a creature you can see hits you, or a target you can see within 5 feet of you with an attack, you can use your reaction to add your Charisma modifier (minimum of +1) to its Armor Class against that attack, possibly turning a hit into a miss." ], - "prerequisite": [ - { - "level": { - "level": 2, - "class": { - "name": "Vessel", - "source": "LLVessel", - "visible": true - } - } - } + "foundrySystem": { + "ability": "cha", + "forumla": "@mod" + }, + "foundryImg": "icons/magic/defensive/shield-barrier-blue.webp" + }, + { + "name": "Opalescent Armor", + "source": "LLVessel", + "page": 13, + "featureType": [ + "LL:UA" + ], + "entries": [ + "You draw on your Spirit's fortitude to protect you. While your Spirit Mantle is active you can use your bonus action to gain resistance to all bludgeoning, piercing, and slashing damage from non-magical attacks until the start of your next turn.", + "Attacks with silvered weapons also bypass this resistance." ], "foundryEffects": [ { @@ -1319,12 +1295,13 @@ "LL:UA" ], "entries": [ - "You can channel the hunger of your Spirit to fuel your life force. Once per turn when you would make a melee {@classFeature Iridescent Strike|Vessel|LLVessel|1}, you can instead force a creature within range of your strike to make a Charisma saving throw. On a failure, it takes {@damage 2d6} necrotic damage, and your temporary hit points increase by an amount equal to half the damage dealt." + "The hunger of your Spirit also fuels your life force. Once per turn while you are in Archon Form, you can forgo one of your attacks to instead force a creature within your reach to make a Charisma saving throw. On a failure, it takes 2d6 necrotic damage and your current temporary hit points increase by half the necrotic damage dealt.", + "Your temporary hit points cannot exceed twice your level." ], "prerequisite": [ { "level": { - "level": 2, + "level": 6, "class": { "name": "Vessel", "source": "LLVessel", @@ -1343,25 +1320,13 @@ "LL:UA" ], "entries": [ - "You learn to project your spiritual strikes at great distance. Whenever you make an {@classFeature Iridescent Strike|Vessel|LLVessel|1}, you can choose for it to become a ranged spell attack with a range of 30 feet." - ], - "prerequisite": [ - { - "level": { - "level": 2, - "class": { - "name": "Vessel", - "source": "LLVessel", - "visible": true - } - } - } + "You learn to project your spiritual power across far distances. Any time you make an Iridescent Strike, you can choose for it to become a ranged spell attack with a range of (30/90)." ], "foundrySystem": { "actionType": "rsak", "activation": { "type": "special", - "condition": "Whenever you make an Iridescent Strike" + "condition": "Whenever you make an Iridescent Strikes" }, "range": { "value": 30, @@ -1378,24 +1343,13 @@ "LL:UA" ], "entries": [ - "The overwhelming spiritual magnetism of your Spirit draws in your foes. When you hit a creature with a melee {@classFeature Iridescent Strike|Vessel|LLVessel|1}, it has disadvantage on attack rolls against targets other than you until the beginning of your next turn." - ], - "prerequisite": [ - { - "level": { - "level": 2, - "class": { - "name": "Vessel", - "source": "LLVessel", - "visible": true - } - } - } + "The overwhelming spiritual magnetism of your Spirit draws in your foes. When you hit a creature with a melee Iridescent Strike, it has disadvantage on all attack rolls against targets other than you until the beginning of your next turn.", + "This feature has no effect on creatures that are immune to the charmed condition." ], "foundrySystem": { "activation": { "type": "special", - "condition": "When you hit a creature with a melee Iridescent Strike" + "condition": "When you hit a creature with a melee Iridescent Strikes" } }, "foundryImg": "icons/skills/melee/swords-parry-block-yellow.webp" @@ -1408,8 +1362,8 @@ "LL:UA" ], "entries": [ - "You can tap into the primordial stature of your Spirit. When you transform into your {@classFeature Archon Form|Vessel|LLVessel|3}, you can choose for it to grow by one size category if there is room. For example, the Archon Form might grow from Medium to Large.", - "For each size category it is above Medium, the reach of its melee attacks grows by 5 feet, its melee attacks deal an additional {@damage 1d4} damage, and its Armor Class increases by 1." + "You can tap into the primordial stature of your Spirit. When you transform into Archon Form, you can choose for this new Form to grow by one size category, so long as there is room for you to do so. For example, your Archon Form may grow from Medium to Large.", + "For each size category the Archon grows above Medium, the reach of its melee attacks grows by 5 feet, its melee attacks deal a bonus 1d4 damage on hit, and its Armor Class Bonus increases by 1." ], "prerequisite": [ { @@ -1433,7 +1387,7 @@ "LL:UA" ], "entries": [ - "You can seize the spirits of others with your own enhanced spiritual power. When you initiate a {@action grapple} with a Charisma ({@skill Athletics}) check, the creature must succeed on a Charisma ({@skill Acrobatics}) or a Charisma ({@skill Athletics}) check against your Charisma ({@skill Athletics}) check to escape from the grapple." + "You can seize the spirits of your foes with your own enhanced spiritual power. Whenever you grapple a target while your Spirit Mantle is active, it must make a Charisma (Acrobatics) or a Charisma (Athletics) check to escape from your grapple." ], "prerequisite": [ { @@ -1460,8 +1414,8 @@ "LL:UA" ], "entries": [ - "You can release a minor form of the Spirit sealed within you. You learn the {@spell find familiar} spell, it counts as a Vessel spell for you, but it does not count against your total Spells Known.", - "When you cast find familiar it resembles a tiny version of your Sealed Spirit, shares the creature type of your Archon, can attack on its turn, and uses the Spirit Familiar stat block:", + "You can release a minor form of the Spirit sealed within you. You learn the {@spell find familiar} spell, it counts as a Vessel spell for you, you can cast it as a ritual without providing the material component, and it doesn't count against your Spells Known.", + "When you cast find familiar, it resembles a tiny version of your Sealed Spirit, shares the creature type of your Archon, can attack on its turn, and uses the Spirit Familiar stat block.", { "type": "statblock", "tag": "creature", @@ -1501,8 +1455,8 @@ "LL:UA" ], "entries": [ - "Your enhanced eyes can see the absolute truth of the world around you. You gain a bonus to any Wisdom ({@skill Perception}) checks you make equal to your Charisma modifier.", - "You can also see through magical darkness, and you can instantly detect the presence of illusions and shapeshifters." + "Your sight has been enhanced further by the power of your Sealed Spirit. You gain proficiency in Perception, and when you make a Wisdom (Perception) check you gain a bonus to your roll equal to your Charisma modifier (minimum of +1).", + "Also, if your Spirit Mantle is active can also see through magical dim light and darkness, and you can instantly detect the presence of illusion magic and other shapeshifters." ], "prerequisite": [ { @@ -1542,7 +1496,7 @@ "LL:UA" ], "entries": [ - "The Spirit within you drives you to revenge. When you use {@optfeature Iridescent Shield|LLVessel} and the triggering attack misses its target, you can make a single {@classFeature Iridescent Strike|Vessel|LLVessel|1} against the attacker as part of the same reaction if the attacker is within range." + "Your Spirit calls for vengeance. Whenever you use Iridescent Shield and the attack misses, you can make one Iridescent Strike against the attacker as part of the same reaction." ], "prerequisite": [ { @@ -1562,27 +1516,27 @@ "foundrySystem": { "activation": { "type": "special", - "condition": "When you use Iridescent Shield and the triggering attack misses its target" + "condition": "Whenever you use Iridescent Shield and the attack misses" } }, "foundryImg": "icons/creatures/magical/spirit-poison-smoke-green.webp" }, { - "name": "Dazzling Burst", + "name": "Dazzling Lance", "source": "LLVessel", "page": 14, "featureType": [ "LL:UA" ], "entries": [ - "You can project immense power. When you turn an {@classFeature Iridescent Strike|Vessel|LLVessel|1} into a ranged spell attack the range becomes 120 feet.", - "Moreover, when you hit a target with a ranged Iridescent Strike, you can expend a Vessel Magic spell slot to create an explosion of spiritual power at the point of impact. Creatures within 30 feet of the point must make Dexterity saving throw. They take {@damage 6d6} damage of the type of your Iridescent Strike on a failed save, and half as much damage on a success.", - "As you gain Vessel levels the damage of the explosion on impact increases: at 13th level ({@damage 7d6}) and 17th level ({@damage 8d6})" + "You can project immense power. When you turn an Iridescent Strike into a ranged spell attack its range becomes (100/300), it ignores half-cover, and treats three-quarters cover as half.", + "In addition, when you hit with a ranged Iridescent Strike, you can expend a Vessel Magic spell slot to create a spiritual eruption. Creatures within 30 feet of your target must make a Dexterity saving throw. They take ({@damage 6d8}) damage of the type of your Iridescent Strike on a failure, and half on a success.", + "As you gain Vessel levels the damage of the explosion on impact increases: at 13th level ({@damage 7d8}) and 17th level ({@damage 8d8})" ], "prerequisite": [ { "level": { - "level": 9, + "level": 12, "class": { "name": "Vessel", "source": "LLVessel", @@ -1598,7 +1552,7 @@ "actionType": "save", "activation": { "type": "special", - "condition": "When you hit a target with a ranged Iridescent Strike" + "condition": "When you hit a target with a ranged Iridescent Strikes" }, "consume": { "amount": 1, @@ -1607,7 +1561,7 @@ }, "damage.parts": [ [ - "floor((@classes.vessel.levels + 15) / 4)d6", + "floor((@classes.vessel.levels + 15) / 4)d8", "" ] ], @@ -1635,13 +1589,13 @@ "LL:UA" ], "entries": [ - "You can reveal a fraction of your Sealed Spirit's true power, horrifying all who behold it. When you transform into {@classFeature Archon Form|Vessel|LLVessel|3}, you can force creatures of your choice that can see you within 60 feet to make a Wisdom saving throw. On a failure, creatures are {@condition frightened} of you for 1 minute.", + "You reveal a fraction of your Spirit's true power, horrifying all who behold you. When you transform into Archon Form, you can force creatures of your choice that can see you within 60 feet to make a Wisdom saving throw. On a failure, creatures are frightened of you for 1 minute.", "A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. If the creature is still able to see you it has disadvantage on its saving throw." ], "prerequisite": [ { "level": { - "level": 9, + "level": 12, "class": { "name": "Vessel", "source": "LLVessel", @@ -1670,13 +1624,13 @@ "LL:UA" ], "entries": [ - "The ancient being within you can absorb magic to restore its vitality. When you are in Archon Form and a creature that you can see within 60 feet casts a spell, you can expend a Vessel Magic spell slot as a reaction to attempt to absorb the spell.", - "The caster of the triggering spell must immediately make a saving throw using its spellcasting ability. On a failed save, its spell is dispelled as if by {@spell counterspell}, and if it was cast using a spell slot of a level equal to your Vessel Magic spell slots or higher, you regain one expended Vessel Magic spell slot." + "The ancient Spirit within you can absorb spells to restore its power. When your Archon sees a creature within 30 feet cast a spell, it can use its reaction to force the spellcaster to make a saving throw with its Spellcasting ability. On a failed save, its spell fails. If the failed spell was a level equal to or higher than your Slot Level, you regain one expended spell slot.", + "You can use this reaction a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses when you finish a long rest." ], "prerequisite": [ { "level": { - "level": 9, + "level": 12, "class": { "name": "Vessel", "source": "LLVessel", @@ -1705,12 +1659,12 @@ "LL:UA" ], "entries": [ - "Your strikes assault the body and soul of your foes. When you hit a creature with two {@classFeature Iridescent Strike|Vessel|LLVessel|1||Iridescent Strikes} in one turn, you can force it to make a Charisma saving throw. On a failed save, it cannot cast spells or use any other magical features, as if it were in an {@spell antimagic field} until the start of your next turn." + "Your strikes assault both body and spirit. Whenever you hit a creature with an Iridescent Strike, you can force it to make a Charisma saving throw. On a failure, it cannot concentrate on or cast spells until the start of your next turn. You can only force a creature to make this saving throw once per turn." ], "prerequisite": [ { "level": { - "level": 9, + "level": 12, "class": { "name": "Vessel", "source": "LLVessel", @@ -1722,10 +1676,10 @@ "foundrySystem": { "activation": { "type": "special", - "condition": "When you hit a creature with two Iridescent Strikes in one turn" + "condition": "Whenever you hit a creature with an Iridescent Strike" } }, - "foundryImg": "icons/magic/control/sihouette-hold-beam-green.webp" + "foundryImg": "icons/magic/defensive/barrier-shield-dome-deflect-blue.webp" }, { "name": "Aether Wings", @@ -1735,12 +1689,12 @@ "LL:UA" ], "entries": [ - "You can manifest spectral wings reminiscent of the Sealed Spirit bound to your soul. Both you and your {@classFeature Archon Form|Vessel|LLVessel|3} gain a 60-foot flying speed and can hover while flying." + "You can manifest spectral wings. While your Spirit Mantle is active you gain a 60-foot flying speed and can hover." ], "prerequisite": [ { "level": { - "level": 15, + "level": 18, "class": { "name": "Vessel", "source": "LLVessel", @@ -1777,12 +1731,13 @@ "LL:UA" ], "entries": [ - "You draw forth the primordial defensive power of the ancient Spirit that dwells in you. Your {@classFeature Archon Form|Vessel|LLVessel|3} gains resistance to all damage except for force, psychic, and radiant damage." + "You draw out the true primordial fortitude of the Spirit bound within you. Your Archon Form gains resistance to all damage except for force, psychic, and radiant damage.", + "As a bonus action, you can harden your Archon Form, and until the start of your next turn, whenever you take damage you reduce it by your Charisma modifier (minimum of 1)." ], "prerequisite": [ { "level": { - "level": 15, + "level": 18, "class": { "name": "Vessel", "source": "LLVessel", @@ -1797,19 +1752,19 @@ "foundryImg": "icons/magic/defensive/armor-shield-barrier-steel.webp" }, { - "name": "Titanic Archon", + "name": "Colossal Archon", "source": "LLVessel", "page": 14, "featureType": [ "LL:UA" ], "entries": [ - "The appearance of your Archon Form inspires legends and myths. When you transform into your {@classFeature Archon Form|Vessel|LLVessel|3}, it can become Huge in size if there is room for it to do so. It gains all the benefits to its reach, melee damage, and Armor Class from {@optfeature Dire Stature|LLVessel} when it transforms in this way." + "The appearance of your Archon Form inspires legends and myths. When you use Dire Stature, you can grow to become Huge in size if there is room for you to do so. You gain all the benefits of Dire Stature for your increased size." ], "prerequisite": [ { "level": { - "level": 15, + "level": 18, "class": { "name": "Vessel", "source": "LLVessel", @@ -1822,6 +1777,58 @@ } ], "foundryImg": "icons/creatures/magical/humanoid-silhouette-glowing-pink.webp" + }, + { + "name": "Twilight Steps", + "source": "LLVessel", + "page": 14, + "featureType": [ + "LL:UA" + ], + "entries": [ + "You can draw on your Spirit's power to phase your physical body into the spirit world. You learn the {@spell spectral passage|llspell} spell, but it does not count against your Spells Known.", + "As a bonus action, you can cast spectral passage without expending a spell slot. However, when you do so, it only lasts until the end of your turn, but does not require concentration." + ], + "prerequisite": [ + { + "level": { + "level": 12, + "class": { + "name": "Vessel", + "source": "LLVessel", + "visible": true + } + } + } + ], + "foundryImg": "icons/magic/death/undead-ghost-scream-teal.webp" + }, + { + "name": "Lord of Spirits", + "source": "LLVessel", + "page": 14, + "featureType": [ + "LL:UA" + ], + "entries": [ + "You can channel the elder authority of your Sealed Spirit to compel powerful entities into your service. As an action, you can conjure one creature of your choice of the same creature type as your Archon Form with a CR of 6 or lower.", + "This creature appears in an unoccupied space you choose within 30 feet, and remains for 1 hour or until it is destroyed.", + "It obeys your commands completely and will not harm you or your allies. In combat is shares your turn, and will do all it can to obey your commands that don't violate its nature.", + "Once you use this feature you must finish a long rest before you can call another such creature to your aid." + ], + "prerequisite": [ + { + "level": { + "level": 18, + "class": { + "name": "Vessel", + "source": "LLVessel", + "visible": true + } + } + } + ], + "foundryImg": "icons/magic/symbols/star-inverted-yellow.webp" } ], "subclass": [ @@ -1835,20 +1842,17 @@ "additionalSpells": [ { "known": { - "1": [ - "prestidigitation" - ], - "2": [ - "magic missile", - "shield" + "3": [ + "arcane lance|llspell", + "shield (alternate)|llspell" ], "5": [ - "detect thoughts", - "levitate" + "hold person", + "invisibility" ], "9": [ - "clairvoyance", - "counterspell" + "melf's minute meteors|xge", + "counterspell (alternate)|llspell" ], "13": [ "arcane eye", @@ -1856,48 +1860,28 @@ ], "17": [ "legend lore", - "wall of force" + "wall of force (alternate)|llspell" ] } } ], "subclassSpells": [ - "magic missile", - "shield", - "detect thoughts", - "levitate", - "clairvoyance", - "counterspell", + "arcane lance|llspell", + "shield (alternate)|llspell", + "hold person", + "invisibility", + "melf's minute meteors|xge", + "counterspell (alternate)|llspell", "arcane eye", "otiluke's resilient sphere", "legend lore", - "wall of force" + "wall of force (alternate)|llspell" ], "subclassFeatures": [ - "The Ascended|Vessel|LLVessel|Ascended|LLVessel|1|LLVessel", - "Ascended Spells|Vessel|LLVessel|Ascended|LLVessel|2|LLVessel", - "Ascended Archon|Vessel|LLVessel|Ascended|LLVessel|3|LLVessel", - "Potent Magicks|Vessel|LLVessel|Ascended|LLVessel|6|LLVessel", + "The Ascended|Vessel|LLVessel|Ascended|LLVessel|3|LLVessel", + "Potent Spellcasting|Vessel|LLVessel|Ascended|LLVessel|6|LLVessel", "Ascended Arcanum|Vessel|LLVessel|Ascended|LLVessel|14|LLVessel", - "Archmage Reborn|Vessel|LLVessel|Ascended|LLVessel|20|LLVessel" - ], - "foundryAdvancement": [ - { - "type": "ScaleValue", - "title": "Ascended Arcanum 7th Level Spell Slot", - "configuration": { - "identifier": "ascended7", - "type": "numeric", - "scale": { - "14": { - "value": 0 - }, - "20": { - "value": 1 - } - } - } - } + "Archmage Reborn|Vessel|LLVessel|Ascended|LLVessel|18|LLVessel" ], "foundryImg": "icons/magic/defensive/illusion-evasion-echo-purple.webp" }, @@ -1912,190 +1896,100 @@ { "name": "Air", "known": { - "1": [ - "gust|xge" - ], - "2": [ - "absorb elements|xge", - { - "choose": "level=1|damage type=thunder", - "count": 1 - } + "3": [ + "beckon air|llspell", + "thunderwave" ], "5": [ - "enlarge/reduce", - { - "choose": "level=1;2|damage type=thunder", - "count": 1 - } + "dust devil|xge" ], "9": [ - "fly", - { - "choose": "level=1;2;3|damage type=thunder", - "count": 1 - } + "sonic wave|llspell" ], "13": [ - "summon elemental|TCE", - { - "choose": "level=1;2;3;4|damage type=thunder", - "count": 1 - } + "storm sphere|xge" ], "17": [ - "bigby's hand", - { - "choose": "level=1;2;3;4;5|damage type=thunder", - "count": 1 - } + "control winds|xge" ] } }, { "name": "Earth", "known": { - "1": [ - "mold earth|xge" - ], - "2": [ - "absorb elements|xge", - { - "choose": "level=1|damage type=bludgeoning", - "count": 1 - } + "3": [ + "mold earth (alternate)|llspell", + "earth tremor|xge" ], "5": [ - "enlarge/reduce", - { - "choose": "level=1;2|damage type=bludgeoning", - "count": 1 - } + "spike growth" ], "9": [ - "fly", - { - "choose": "level=1;2;3|damage type=bludgeoning", - "count": 1 - } + "erupting earth|xge" ], "13": [ - "summon elemental|TCE", - { - "choose": "level=1;2;3;4|damage type=bludgeoning", - "count": 1 - } + "accursed touch|llspell" ], "17": [ - "bigby's hand", - { - "choose": "level=1;2;3;4;5|damage type=bludgeoning", - "count": 1 - } + "wall of stone" ] } }, { "name": "Fire", "known": { - "1": [ - "control flames|xge" - ], - "2": [ - "absorb elements|xge", - { - "choose": "level=1|damage type=fire", - "count": 1 - } + "3": [ + "control flame (alternate)|llspell", + "hellish rebuke" ], "5": [ - "enlarge/reduce", - { - "choose": "level=1;2|damage type=fire", - "count": 1 - } + "flaming sphere" ], "9": [ - "fly", - { - "choose": "level=1;2;3|damage type=fire", - "count": 1 - } + "fireball" ], "13": [ - "summon elemental|TCE", - { - "choose": "level=1;2;3;4|damage type=fire", - "count": 1 - } + "wall of fire" ], "17": [ - "bigby's hand", - { - "choose": "level=1;2;3;4;5|damage type=fire", - "count": 1 - } + "flame strike" ] } }, { "name": "Water", "known": { - "1": [ - "shape water|xge" - ], - "2": [ - "absorb elements|xge", - { - "choose": "level=1|damage type=cold", - "count": 1 - } + "3": [ + "shape water (alternate)|llspell", + "torrent|llspell" ], "5": [ - "enlarge/reduce", - { - "choose": "level=1;2|damage type=cold", - "count": 1 - } + "misty step" ], "9": [ - "fly", - { - "choose": "level=1;2;3|damage type=cold", - "count": 1 - } + "tidal wave|xge" ], "13": [ - "summon elemental|TCE", - { - "choose": "level=1;2;3;4|damage type=cold", - "count": 1 - } + "watery sphere|xge" ], "17": [ - "bigby's hand", - { - "choose": "level=1;2;3;4;5|damage type=thunder", - "count": 1 - } + "maelstrom" ] } } ], "subclassSpells": [ "absorb elements|xge", - "enlarge/reduce", + "elemental blade|llspell", "fly", - "summon elemental", + "summon elemental|tce", "bigby's hand" ], "subclassFeatures": [ - "The Cataclysm|Vessel|LLVessel|Cataclysm|LLVessel|1|LLVessel", - "Cataclysm Spells|Vessel|LLVessel|Cataclysm|LLVessel|2|LLVessel", - "Cataclysm Archon|Vessel|LLVessel|Cataclysm|LLVessel|3|LLVessel", + "The Cataclysm|Vessel|LLVessel|Cataclysm|LLVessel|3|LLVessel", "Elder Power|Vessel|LLVessel|Cataclysm|LLVessel|6|LLVessel", "Elemental Eruption|Vessel|LLVessel|Cataclysm|LLVessel|14|LLVessel", - "Cataclysm Reborn|Vessel|LLVessel|Cataclysm|LLVessel|20|LLVessel" + "Cataclysm Reborn|Vessel|LLVessel|Cataclysm|LLVessel|18|LLVessel" ], "foundryImg": "icons/magic/air/wind-tornado-wall-blue.webp" }, @@ -2109,7 +2003,7 @@ "additionalSpells": [ { "known": { - "2": [ + "3": [ "cause fear|XGE", "hellish rebuke" ], @@ -2145,13 +2039,10 @@ "insect plague" ], "subclassFeatures": [ - "The Cursed|Vessel|LLVessel|Cursed|LLVessel|1|LLVessel", - "Cursed Spells|Vessel|LLVessel|Cursed|LLVessel|2|LLVessel", - "Cursed Archon|Vessel|LLVessel|Cursed|LLVessel|3|LLVessel", + "The Cursed|Vessel|LLVessel|Cursed|LLVessel|3|LLVessel", "Hellfire|Vessel|LLVessel|Cursed|LLVessel|6|LLVessel", - "Infernal Claws|Vessel|LLVessel|Cursed|LLVessel|6|LLVessel", "Dark Sacrifice|Vessel|LLVessel|Cursed|LLVessel|14|LLVessel", - "Lord of Darkness|Vessel|LLVessel|Cursed|LLVessel|20|LLVessel" + "Lord of Darkness|Vessel|LLVessel|Cursed|LLVessel|18|LLVessel" ], "foundryImg": "icons/creatures/unholy/demon-horned-winged-laughing.webp" }, @@ -2167,10 +2058,10 @@ "known": { "2": [ "guiding bolt", - "shield of faith" + "ethereal anchor|llspell" ], "5": [ - "branding smite", + "branding smite (alternate)|llspell", "spiritual weapon" ], "9": [ @@ -2190,8 +2081,8 @@ ], "subclassSpells": [ "guiding bolt", - "shield of faith", - "branding smite", + "ethereal anchor|llspell", + "branding smite (alternate)|llspell", "spiritual weapon", "revivify", "spirit shroud|TCE", @@ -2201,19 +2092,17 @@ "summon celestial|TCE" ], "subclassFeatures": [ - "The Fallen|Vessel|LLVessel|Fallen|LLVessel|1|LLVessel", - "Fallen Spells|Vessel|LLVessel|Fallen|LLVessel|2|LLVessel", - "Fallen Archon|Vessel|LLVessel|Fallen|LLVessel|3|LLVessel", - "Condemnation|Vessel|LLVessel|Fallen|LLVessel|6|LLVessel", - "Heavenly Warrior|Vessel|LLVessel|Fallen|LLVessel|14|LLVessel", - "Divine Revelation|Vessel|LLVessel|Fallen|LLVessel|20|LLVessel" + "The Fallen|Vessel|LLVessel|Fallen|LLVessel|3|LLVessel", + "Holy Zeal|Vessel|LLVessel|Fallen|LLVessel|6|LLVessel", + "Celestial Wings|Vessel|LLVessel|Fallen|LLVessel|14|LLVessel", + "Divine Revelation|Vessel|LLVessel|Fallen|LLVessel|18|LLVessel" ], "foundryAdvancement": [ { "type": "ScaleValue", - "title": "Condemnation Crit Range", + "title": "Holy Zeal Crit Range", "configuration": { - "identifier": "condemnation", + "identifier": "Holy Zeal", "type": "numeric", "scale": { "6": { @@ -2222,7 +2111,7 @@ "14": { "value": 18 }, - "20": { + "18": { "value": 17 } } @@ -2241,12 +2130,12 @@ "additionalSpells": [ { "known": { - "2": [ + "3": [ "tasha's caustic brew|TCE", "entangle" ], "5": [ - "ray of enfeeblement", + "hold person", "web" ], "9": [ @@ -2267,7 +2156,7 @@ "subclassSpells": [ "tasha's caustic brew|TCE", "entangle", - "ray of enfeeblement", + "hold person", "web", "life transference|XGE", "slow", @@ -2277,17 +2166,15 @@ "hold monster" ], "subclassFeatures": [ - "The Formless|Vessel|LLVessel|Formless|LLVessel|1|LLVessel", - "Formless Spells|Vessel|LLVessel|Formless|LLVessel|2|LLVessel", - "Formless Archon|Vessel|LLVessel|Formless|LLVessel|3|LLVessel", - "Consume Vitality|Vessel|LLVessel|Formless|LLVessel|6|LLVessel", + "The Formless|Vessel|LLVessel|Formless|LLVessel|3|LLVessel", + "Drain Vitality|Vessel|LLVessel|Formless|LLVessel|6|LLVessel", "Consume Strike|Vessel|LLVessel|Formless|LLVessel|14|LLVessel", - "Primordial Hunger|Vessel|LLVessel|Formless|LLVessel|20|LLVessel" + "Primordial Hunger|Vessel|LLVessel|Formless|LLVessel|18|LLVessel" ], "foundryAdvancement": [ { "type": "ScaleValue", - "title": "Consume Vitality Damage", + "title": "Drain Vitality Damage", "configuration": { "identifier": "consume-vitality", "type": "dice", @@ -2328,7 +2215,7 @@ "additionalSpells": [ { "known": { - "2": [ + "3": [ "charm person", "disguise self" ], @@ -2337,12 +2224,12 @@ "misty step" ], "9": [ - "hypnotic pattern", + "hypnotic pattern (alternate)|llspell", "summon fey|TCE" ], "13": [ "charm monster|XGE", - "greater invisibility" + "dimension door" ], "17": [ "dream", @@ -2350,7 +2237,7 @@ ] }, "innate": { - "6": [ + "3": [ "disguise self" ] } @@ -2361,21 +2248,18 @@ "disguise self", "invisibility", "misty step", - "hypnotic pattern", + "hypnotic pattern (alternate)|llspell", "summon fey|TCE", "charm monster|XGE", - "greater invisibility", + "dimension door", "dream", "mislead" ], "subclassFeatures": [ - "The Trickster|Vessel|LLVessel|Trickster|LLVessel|1|LLVessel", - "Trickster Spells|Vessel|LLVessel|Trickster|LLVessel|2|LLVessel", - "Trickster Archon|Vessel|LLVessel|Trickster|LLVessel|3|LLVessel", - "Illusory Appearance|Vessel|LLVessel|Trickster|LLVessel|6|LLVessel", + "The Trickster|Vessel|LLVessel|Trickster|LLVessel|3|LLVessel", "Illusory Strikes|Vessel|LLVessel|Trickster|LLVessel|6|LLVessel", "Fey Retribution|Vessel|LLVessel|Trickster|LLVessel|14|LLVessel", - "Lord of Mischief|Vessel|LLVessel|Trickster|LLVessel|20|LLVessel" + "Lord of Mischief|Vessel|LLVessel|Trickster|LLVessel|18|LLVessel" ], "foundryImg": "icons/creatures/magical/fae-fairy-winged-glowing-green.webp" } @@ -2389,13 +2273,21 @@ "classSource": "LLVessel", "subclassShortName": "Ascended", "subclassSource": "LLVessel", - "level": 1, + "level": 3, "header": 1, "entries": [ "When mortals attain heights of arcane power that allow them to ascend beyond their physical forms, they make themselves vulnerable to being sealed away. Often, these great sorcerers and archmages are punished by the deities of magic, and are imprisoned where they can no longer violate arcane laws.", { "type": "refSubclassFeature", - "subclassFeature": "Ancient Knowledge|Vessel|LLVessel|Ascended|LLVessel|1|LLVessel" + "subclassFeature": "Ancient Knowledge|Vessel|LLVessel|Ascended|LLVessel|3|LLVessel" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Ascended Magic|Vessel|LLVessel|Ascended|LLVessel|3|LLVessel" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Ascended Archon|Vessel|LLVessel|Ascended|LLVessel|3|LLVessel" } ] }, @@ -2407,26 +2299,26 @@ "classSource": "LLVessel", "subclassShortName": "Ascended", "subclassSource": "LLVessel", - "level": 1, + "level": 3, "header": 2, "entries": [ - "The ascended mage bound to your soul grants you access to its esoteric knowledge. Whenever you make an Intelligence check, you gain a bonus to your roll equal to your Charisma modifier (minimum of +1). You also learn the {@spell prestidigitation} cantrip, and Charisma is your spellcasting modifier for it.", - "Finally, your {@classFeature Iridescent Strike|Vessel|LLVessel|1||Iridescent Strikes} deal force damage on hit." + "Your Spirit grants you its esoteric knowledge. Whenever you learn a spell, you can choose from the Vessel or Wizard spell list, and it becomes a Vessel spell for you. You can also cast the ritual version of any Vessel spell you know." ], "foundryImg": "icons/sundries/books/book-embossed-jewel-silver-green.webp" }, { - "name": "Ascended Spells", + "name": "Ascended Magic", "page": 5, "source": "LLVessel", "className": "Vessel", "classSource": "LLVessel", "subclassShortName": "Ascended", "subclassSource": "LLVessel", - "level": 2, + "level": 3, "header": 2, "entries": [ - "You learn the spells at the Vessel levels noted in the table below. These don't count against your total number of Spells Known and cannot be switched out when you gain a level.", + "You learn certain spells at the Vessel levels noted in the table below. These spells don't count against your total number of Spells Known and cannot be switched upon gaining a level.", + "Your Iridescent Strikes can also deal the damage type of any Vessel spell you know, which you can choose on hit.", { "type": "table", "page": 4, @@ -2440,16 +2332,16 @@ ], "rows": [ [ - "2nd", - "{@spell magic missile}, {@spell shield}" + "3rd", + "{@spell arcane lance|llspell}, {@spell shield (alternate)|llspell}" ], [ "5th", - "{@spell detect thoughts}, {@spell levitate}" + "{@spell hold person}, {@spell invisibility}" ], [ "9th", - "{@spell clairvoyance}, {@spell counterspell}" + "{@spell melf's minute meteors|xge}, {@spell counterspell (alternate)|llspell}" ], [ "13th", @@ -2490,7 +2382,7 @@ "foundryImg": "icons/creatures/magical/humanoid-silhouette-green.webp" }, { - "name": "Potent Magicks", + "name": "Potent Spellcasting", "page": 6, "source": "LLVessel", "className": "Vessel", @@ -2500,20 +2392,8 @@ "level": 6, "header": 2, "entries": [ - "The ambient magic of the Ascended being within your soul empowers your magic with a fraction of its power. Once per turn when you damage a creature with a Vessel spell or an {@classFeature Iridescent Strike|Vessel|LLVessel|1}, you can roll a {@dice d8} and add the result to the damage roll of the Vessel spell or Iridescent Strike attack." + "The mage imprisoned within your soul empowers your spells. Whenever you deal damage with a Vessel spell, you add your Charisma modifier (minimum of +1) to one damage roll." ], - "foundrySystem": { - "activation": { - "type": "special", - "condition": "Once per turn when you damage a creature with a Vessel spell or an Iridescent Strike" - }, - "damage.parts": [ - [ - "d8", - "" - ] - ] - }, "foundryImg": "icons/magic/unholy/hands-circle-light-green.webp" }, { @@ -2527,8 +2407,8 @@ "level": 14, "header": 2, "entries": [ - "You are able to wrest even greater magics from the Ascended mage imprisoned within you. You gain a single 6th-level spell slot which you can use to cast your Vessel spells. Unlike your other Vessel Magic spell slots, you only regain the use of this special Arcanum spell slot when you finish a long rest.", - "At 20th level, you gain a 7th-level Arcanum spell slot." + "You wrest even greater magics from the Ascended within you. You learn a single 5th-level Wizard spell of your choice, which you can cast once per long rest without spending a spell slot.", + "At 18th level, you learn a 6th-level Wizard spell that you can also cast once per long rest without expending a spell slot." ], "foundrySystem": { "activation.type": null, @@ -2548,17 +2428,17 @@ "classSource": "LLVessel", "subclassShortName": "Ascended", "subclassSource": "LLVessel", - "level": 20, + "level": 18, "header": 2, "entries": [ - "Your soul is able to channel the full power of the Ascended Spirit bound to your mortal flesh, if only temporarily. When you are in your {@classFeature Archon Form|Vessel|LLVessel|3} you gain the benefits below:", + "Your soul allows your Ascended Spirit to manifest itself once again. Your Archon Form gains the following benefits:", { "type": "list", "items": [ "You assume the appearance The Ascended had in life.", - "You gain resistance to all damage from spells.", - "If you use your action to cast a Vessel spell of 1st-level or higher you can make a single {@classFeature Iridescent Strike|Vessel|LLVessel|1} or use Arcane Blast as a bonus action on that turn.", - "You can use Astral Step to teleport up to 60 feet." + "The distance you can teleport with Astral Step is doubled.", + "As a bonus action on each of your turns, you can teleport up to 30 feet to an unoccupied space you can see in range.", + "The radius of your Arcane Blast becomes 15 feet." ] } ], @@ -2578,13 +2458,21 @@ "classSource": "LLVessel", "subclassShortName": "Cataclysm", "subclassSource": "LLVessel", - "level": 1, + "level": 3, "header": 1, "entries": [ "At the dawn of the multiverse, elemental forces ran wild. Great beings of pure Air, Earth, Fire, and Water ravaged through the material plane, shaping it to their frivolous and destructive will. These primordial elementals and elder genies were banished from the material plane, but are always seeking to return. When they threaten mortal realms, great forces bind these elder elemental beings to mortal hosts, holding back the Cataclysm for a time.", { "type": "refSubclassFeature", - "subclassFeature": "Elemental Affinity|Vessel|LLVessel|Cataclysm|LLVessel|1|LLVessel" + "subclassFeature": "Elemental Affinity|Vessel|LLVessel|Cataclysm|LLVessel|3|LLVessel" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Cataclysm Magic|Vessel|LLVessel|Cataclysm|LLVessel|3|LLVessel" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Cataclysm Archon|Vessel|LLVessel|Cataclysm|LLVessel|3|LLVessel" } ] }, @@ -2596,10 +2484,10 @@ "classSource": "LLVessel", "subclassShortName": "Cataclysm", "subclassSource": "LLVessel", - "level": 1, + "level": 3, "header": 2, "entries": [ - "Within you is bound an ancient elemental Spirit of overwhelming power. Choose the type of Elemental Spirit bound to you: Air, Earth, Fire, or Water. This choice grants you an Affinity with certain damage:", + "Within you is bound an elder elemental Spirit of great power. Choose the element from the list below that best represents that of your Spirit. This choice grants you Affinity with, and resistance to certain damage type, as shown on the table:", { "type": "table", "caption": "Elemental Affinity Table", @@ -2625,32 +2513,7 @@ ] ] }, - "You gain resistance to your Affinity damage type, and your {@classFeature Iridescent Strike|Vessel|LLVessel|1||Iridescent Strikes} deal your Elemental Affinity damage type on hit. The damage of your Iridescent Strikes is magical, regardless of the damage type.", - "Finally, you learn to manifest a small amount of your Spirit's Elemental power. You learn the following spell associated with your Elemental Affinity, Charisma is your spellcasting modifier for it, and you can cast it as an action or a bonus action on each of your turns:", - { - "type": "table", - "page": 6, - "colLabels": [ - "Air", - "Earth", - "Fire", - "Water" - ], - "colStyles": [ - "col-3 text-center", - "col-3 text-center", - "col-3 text-center", - "col-3 text-center" - ], - "rows": [ - [ - "{@spell gust|XGE}", - "{@spell mold earth|XGE}", - "{@spell control flames|XGE}", - "{@spell shape water|XGE}" - ] - ] - } + "Your Elemental Affinity also determines the statblock you use for your Archon Form, which are found on the next page." ], "resist": [ { @@ -2673,24 +2536,100 @@ "foundryImg": "icons/magic/symbols/elements-air-earth-fire-water.webp" }, { - "name": "Cataclysm Spells", + "name": "Cataclysm Magic", "page": 6, "source": "LLVessel", "className": "Vessel", "classSource": "LLVessel", "subclassShortName": "Cataclysm", "subclassSource": "LLVessel", - "level": 2, + "level": 3, "header": 2, "entries": [ - "You learn the spells at the Vessel levels noted in the table below. These don't count against your total number of Spells Known and cannot be switched out when you gain a level.", - "For each spell level, you learn a single affinity spell. This affinity spell should be chosen from spells that deal the same damage type as your Elemental Affinity. Alternatively, you can talk with your DM and decide on an alternate thematic spell.", + "You also learn certain spells at the Vessel levels below. They are Vessel spells for you, but they do not count against your number of Spells Known, and they cannot be replaced.", + "Spells on the first table are shared by Cataclysm Vessels of all Elemental Affinities. The second spell you gain at the Vessel levels listed below is determined by your Elemental Affinity, and are listed by Element on the tables below.", + "Finally, you can choose for your Iridescent Strikes to deal your Affinity damage type on hit, which is always magical.", + { + "type": "table", + "page": 6, + "colLabels": [ + "Vessel Level", + "Spells" + ], + "colStyles": [ + "col-1 text-center", + "col-11 text-left" + ], + "rows": [ + [ + "3rd", + "{@spell absorb elements|XGE}" + ], + [ + "5th", + "{@spell elemental blade|llspell}" + ], + [ + "9th", + "{@spell fly}" + ], + [ + "13th", + "{@spell summon elemental|TCE|summon elemental (affinity type only)}" + ], + [ + "17th", + "{@spell bigby's hand}" + ] + ] + }, + { + "type": "table", + "page": 6, + "colLabels": [ + "Vessel Level", + "Air Spells", + "Earth Spells" + ], + "colStyles": [ + "col-1 text-center", + "col-11 text-left" + ], + "rows": [ + [ + "3rd", + "{@spell beckon air|llspell}, {@spell thunderwave}", + "{@spell mold earth (alternate)|llspell}, {@spell earth tremor|xge}" + ], + [ + "5th", + "{@spell dust devil|xge}", + "{@spell spike growth}" + ], + [ + "9th", + "{@spell sonic wave|llspell}", + "{@spell erupting earth|xge}" + ], + [ + "13th", + "{@spell storm sphere|XGE}", + "{@spell accursed touch|llspell}" + ], + [ + "17th", + "{@spell control winds|XGE}", + "{@spell wall of stone}" + ] + ] + }, { "type": "table", "page": 6, "colLabels": [ "Vessel Level", - "Spells" + "Fire Spells", + "Water Spells" ], "colStyles": [ "col-1 text-center", @@ -2698,35 +2637,32 @@ ], "rows": [ [ - "2nd", - "{@spell absorb elements|XGE}, {@i affinity spell}" + "3rd", + "{@spell control flame (alternate)|llspell}, {@spell hellish rebuke}", + "{@spell shape water (alternate)|llspell}, {@spell torrent|llspell}" ], [ "5th", - "{@spell enlarge/reduce}, {@i affinity spell}" + "{@spell flaming sphere}", + "{@spell misty step}" ], [ "9th", - "{@spell fly}, {@i affinity spell}" + "{@spell fireball}", + "{@spell tidal wave|xge}" ], [ "13th", - "{@spell summon elemental|TCE}, {@i affinity spell}" + "{@spell wall of fire}", + "{@spell watery sphere|xge}" ], [ "17th", - "{@spell bigby's hand|PHB|arcane hand}, {@i affinity spell}" + "{@spell flame strike}", + "{@spell maelstrom|xge}" ] ] - }, - { - "type": "inset", - "name": "A Guide to Thematic Affinity Spells", - "entries": [ - "While some spells may not deal the damage type associated with your Elemental Affinity, they may still be appropriate picks for an affinity spell.", - "For example, despite not dealing any damage, a spell like {@spell earthbind|xge} would be an excellent choice as an Earth affinity spell. Likewise, the tidal wave spell would be a good choice for a Water affinity spell." - ] - } + } ], "foundryImg": "icons/magic/air/wind-tornado-spiral-brown.webp" }, @@ -2741,7 +2677,7 @@ "level": 3, "header": 2, "entries": [ - "You can take on a form of pure elemental power, wreathed in storms, flames, stone, or waves. When you transform into your Archon Form, you use the Cataclysm Archon stat block below that corresponds to the Elemental Affinity you chose at 1st level:", + "You can take on a form of pure elemental power, wreathed in storms, flames, stone, or waves. When you transform into your Archon Form, you use the Cataclysm Archon stat block below that corresponds to the Elemental Affinity you chose at 3rd level:", { "type": "table", "page": 7, @@ -2801,8 +2737,8 @@ "level": 6, "header": 2, "entries": [ - "The natural elements present in the material plane are but a pale imitation of your Spirit's primordial power. When you cast a Vessel spell or use a feature that deals your Elemental Affinity damage type, you can treat a roll of 1 or 2 on any of the damage dice you roll for that spell or feature as a 3.", - "Also, whenever you deal your Elemental Affinity damage type to a creature, you can ignore resistance to that damage, and you treat immunity to that damage type as resistance." + "Your elemental Spirit infuses you with its ancient destructive powers. Whenever you deal Affinity damage, you can treat a roll of 1 or 2 on any of the damage dice you roll as a 3.", + "You are also immune to any Affinity damage dealt by your Vessel spells while your Spirit Mantle is active. The Archon's Elder Elemental feature does not bypass this immunity." ], "foundryImg": "icons/magic/earth/construct-stone.webp" }, @@ -2817,9 +2753,13 @@ "level": 14, "header": 2, "entries": [ - "Raw primordial energies erupt from your Spirit. When you cast a Vessel spell or use a feature that deals your Elemental Affinity damage type, you can choose for that spell or effect to deal the maximum possible damage, in place of rolling.", - "Once you use this feature you must finish a short or long rest before you can maximize damage in this way again." + "As an action, you can cause a 15-foot diameter, 60-foot high, pillar of raw elemental power to erupt from a point you can see within 30 feet, forcing creatures in that area to make a Dexterity saving throw. They take 8d6 Affinity damage on a failure, and half as much on a successful save.", + "You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all of your expended uses when you finish a long rest." ], + "foundrySystem": { + "formula": "max(1, @abilities.cha.mod)", + "uses.max": "max(1, @abilities.cha.mod)" + }, "foundryImg": "icons/magic/earth/lava-explosion-orange.webp" }, { @@ -2830,16 +2770,16 @@ "classSource": "LLVessel", "subclassShortName": "Cataclysm", "subclassSource": "LLVessel", - "level": 20, + "level": 18, "header": 2, "entries": [ - "You wield the full power of a primordial elemental force, and the raw elements of the planes bend to your will. When you are in your {@classFeature Archon Form|Vessel|LLVessel|3} you gain the following benefits:", + "You wield the full power of your primordial Cataclysm. When you are in your Archon Form you gain the following benefits:", { "type": "list", "items": [ "You assume the true appearance of your Cataclysm.", - "The weather in a 1-mile radius surrounding you subtly changes to reflect your primordial elemental influence", - "As an action, you can force targets of your choice within 20 feet to make a Dexterity saving throw. On a failure, targets take {@damage 6d6} damage of your Elemental Affinity type." + "The weather in a 1-mile radius surrounding you subtly changes to reflect your primordial elemental influence.", + "You can use your Elemental Eruption action at will." ] } ], @@ -2853,13 +2793,21 @@ "classSource": "LLVessel", "subclassShortName": "Cursed", "subclassSource": "LLVessel", - "level": 1, + "level": 3, "header": 1, "entries": [ "Condemned by the heavens for transgressions at the dawn of time, Cursed Spirits were once wielders of an overwhelming sinister power. Counted among these Spirits are the demons, devils, and all other nefarious spirits of the lower planes. To be considered one of the Cursed, the Spirit posed a direct threat to the order of the multiverse, and were sealed to prevent untold calamity.", { "type": "refSubclassFeature", - "subclassFeature": "Malignant Aura|Vessel|LLVessel|Cursed|LLVessel|1|LLVessel" + "subclassFeature": "Malignant Aura|Vessel|LLVessel|Cursed|LLVessel|3|LLVessel" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Cursed Magic|Vessel|LLVessel|Cursed|LLVessel|3|LLVessel" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Cursed Archon|Vessel|LLVessel|Cursed|LLVessel|3|LLVessel" } ] }, @@ -2871,46 +2819,27 @@ "classSource": "LLVessel", "subclassShortName": "Cursed", "subclassSource": "LLVessel", - "level": 1, + "level": 3, "header": 2, "entries": [ - "The aura of the Cursed Spirit sealed within your soul bleeds into your personality. You learn to speak {@language Abyssal} or {@language Infernal}. You also gain proficiency in {@skill Deception} or {@skill Intimidation}, and whenever you make an ability check with either skill you can treat a roll of 7 or lower on the {@dice d20} as an 8.", - "Finally, your Iridescent Strikes deal fire damage on hit." - ], - "languageProficiencies": [ - { - "choose": { - "from": [ - "abyssal", - "infernal" - ] - } - } - ], - "skillProficiencies": [ - { - "choose": { - "from": [ - "deception", - "intimidation" - ] - } - } + "The aura of the Cursed Spirit sealed within your soul bleeds into your personality. You gain the {@optfeature Striking Presence|LLVessel} Aspect. It does not count against your number of Unsealed Aspects and it cannot be replaced with another Aspect.", + "If you already have the Striking Presence Aspect, you gain another Unsealed Aspect of your choice." ], "foundryImg": "icons/magic/unholy/barrier-fire-pink.webp" }, { - "name": "Cursed Spells", + "name": "Cursed Magic", "page": 8, "source": "LLVessel", "className": "Vessel", "classSource": "LLVessel", "subclassShortName": "Cursed", "subclassSource": "LLVessel", - "level": 2, + "level": 3, "header": 2, "entries": [ - "You learn the spells at the Vessel levels noted in the table below. These don't count against your total number of Spells Known and cannot be switched out when you gain a level.", + "You learn certain spells at the Vessel levels noted in the table below. These spells don't count against your total number of Spells Known and cannot be switched upon gaining a level.", + "Your Iridescent Strikes can also deal fire damage on hit.", { "type": "table", "page": 8, @@ -2924,7 +2853,7 @@ ], "rows": [ [ - "2nd", + "3rd", "{@spell cause fear|XGE}, {@spell hellish rebuke}" ], [ @@ -2984,51 +2913,26 @@ "level": 6, "header": 2, "entries": [ - "You can access the true power of the dark Spirit imprisoned within, conjuring cursed infernal flames. When you deal fire damage to a creature with a Vessel spell or another Vessel feature, you ignore the target's fire resistance, and you treat the target's immunity to fire damage as resistance." + "You can access the true power of the dark Spirit imprisoned within, conjuring cursed infernal flames. Whenever you deal fire damage to a target, you ignore resistance to fire damage and treat immunity to fire as resistance.", + "Also, if you deal fire damage to a creature it cannot regain hit points until the start of your next turn." ], "foundryImg": "icons/magic/fire/flame-burning-earth-orange.webp" }, - { - "name": "Infernal Claws", - "page": 9, - "source": "LLVessel", - "className": "Vessel", - "classSource": "LLVessel", - "subclassShortName": "Cursed", - "subclassSource": "LLVessel", - "level": 6, - "header": 2, - "entries": [ - "The twisted power of your {@classFeature Archon Form|Vessel|LLVessel|3} increases, granting you the following benefits while you are transformed:", - { - "type": "list", - "items": [ - "You can climb difficult surfaces, including sheer walls, and upside down on ceilings, without making an ability check.", - "When you make an {@skill Athletics} check to {@action shove} or {@action grapple} a target, you treat a roll of 7 or lower on the {@dice d20} as an 8.", - "You count as one size larger for the purpose of grappling." - ] - } - ], - "foundryImg": "icons/magic/fire/flame-burning-hand-purple.webp" - }, { "name": "Dark Sacrifice", "page": 9, "source": "LLVessel", "className": "Vessel", + "foundryImg": "icons/skills/wounds/injury-hand-blood-red.webp", "classSource": "LLVessel", "subclassShortName": "Cursed", "subclassSource": "LLVessel", "level": 14, "header": 2, "entries": [ - "You can sacrifice your own life force to your Cursed Spirit in return for more power. As a bonus action, you can regain one of your expended Vessel Magic spell slots by reducing both your current and maximum hit points by an amount equal to twice the level of the spell slot you regain. This reduction to your hit points cannot be lessened in any way.", + "You can sacrifice your vitality to your Spirit in return for its power. As a bonus action, you can reduce both your current and maximum hit points by 10 to regain one of your Vessel Magic slots. This reduction cannot be lessened in any way.", "At the end of your next long rest any reduction to your hit point maximum from this feature returns to normal." - ], - "foundrySystem": { - "formula": "2 * @spell.pact.level" - }, - "foundryImg": "icons/skills/wounds/injury-hand-blood-red.webp" + ] }, { "name": "Lord of Darkness", @@ -3038,16 +2942,17 @@ "classSource": "LLVessel", "subclassShortName": "Cursed", "subclassSource": "LLVessel", - "level": 20, + "level": 18, "header": 2, "entries": [ - "Your power allows your Spirit to walk in the material world once again. Your {@classFeature Archon Form|Vessel|LLVessel|3} gains the following benefits:", + "Your power allows your Spirit to walk in the material world once again. Your Archon Form gains the following benefits:", { "type": "list", "items": [ "You assume the true appearance of your Cursed Spirit.", "You are immune to the {@condition charmed}, {@condition frightened}, and {@condition poisoned} conditions, and to both poison and fire damage.", - "When you hit a creature with an {@classFeature Iridescent Strike|Vessel|LLVessel|1}, you can force it to make a Wisdom saving throw. On a failure, it is {@condition frightened} of you until the start of your next turn. You can only force a creature to make this save once per turn." + "When you take the Attack action on your turn you can make one bonus Iridescent Strike as part of your action.", + "Once per turn when you deal fire damage to a creature with an Iridescent Strike you can cause it to be frightened of you until the beginning of your next turn." ] } ], @@ -3061,34 +2966,38 @@ "classSource": "LLVessel", "subclassShortName": "Fallen", "subclassSource": "LLVessel", - "level": 1, + "level": 3, "header": 1, "entries": [ "Not all denizens of the upper planes serve the will of the gods that created them. Those who stray too far from the ordained purpose invoke divine wrath. These wayward celestial beings are branded as Fallen Spirits and hurled from the heavens to be imprisoned in mortals to atone for their sins. Some swear revenge upon the heavens while others seek reconciliation.", { "type": "refSubclassFeature", - "subclassFeature": "Blades of Judgment|Vessel|LLVessel|Fallen|LLVessel|1|LLVessel" + "subclassFeature": "Celestial Warrior|Vessel|LLVessel|Fallen|LLVessel|3|LLVessel" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Fallen Magic|Vessel|LLVessel|Fallen|LLVessel|3|LLVessel" }, { "type": "refSubclassFeature", - "subclassFeature": "Celestial Sight|Vessel|LLVessel|Fallen|LLVessel|1|LLVessel" + "subclassFeature": "Fallen Archon|Vessel|LLVessel|Fallen|LLVessel|3|LLVessel" } ] }, { - "name": "Blades of Judgment", + "name": "Celestial Warrior", "page": 9, "source": "LLVessel", "className": "Vessel", "classSource": "LLVessel", "subclassShortName": "Fallen", "subclassSource": "LLVessel", - "level": 1, + "level": 3, "header": 2, "entries": [ - "Your Fallen Spirit imbues you with the martial skill of the heavenly hosts. You gain proficiency with martial weapons.", - "When you make a melee weapon attack, you can empower the attack so it counts as an {@classFeature Iridescent Strike|Vessel|LLVessel|1}. When you do so, you use your Charisma for the attack and damage roll of that attack, but you use the weapon's normal damage dice.", - "Finally, your Iridescent Strikes and Blades of Judgment attacks deal radiant damage in place of the normal damage." + "Your Spirit imbues you with the martial skill of the heavenly hosts. You gain proficiency with all martial weapons.", + "If you make a weapon attack while your Spirit Mantle is active, you can make it an Iridescent Strike, using Charisma for the attack and damage roll and dealing radiant damage.", + "Finally, you gain proficiency in Insight, and if you make a Wisdom (Insight) check while your Spirit Mantle is active you add your Charisma modifier (minimum of +1) to your roll." ], "weaponProficiencies": [ { @@ -3098,40 +3007,14 @@ "foundryImg": "icons/magic/holy/projectiles-blades-salvo-yellow.webp" }, { - "name": "Celestial Sight", - "page": 9, - "source": "LLVessel", - "className": "Vessel", - "classSource": "LLVessel", - "subclassShortName": "Fallen", - "subclassSource": "LLVessel", - "level": 1, - "header": 2, - "entries": [ - "The Fallen allows you to more easily discern the intentions of others. You gain proficiency in {@skill Insight}, and whenever you make a Wisdom ({@skill Insight}) check, you gain a bonus to the roll equal to your Charisma modifier (minimum of +1).", - "Finally, you learn to speak, read and write {@language Celestial}." - ], - "skillProficiencies": [ - { - "insight": true - } - ], - "languageProficiencies": [ - { - "celestial": true - } - ], - "foundryImg": "icons/magic/perception/eye-winged-pink.webp" - }, - { - "name": "Fallen Spells", + "name": "Fallen Magic", "page": 9, "source": "LLVessel", "className": "Vessel", "classSource": "LLVessel", "subclassShortName": "Fallen", "subclassSource": "LLVessel", - "level": 2, + "level": 3, "header": 2, "entries": [ "You learn the spells at the Vessel levels noted in the table below. These don't count against your total number of Spells Known and cannot be switched out when you gain a level.", @@ -3148,12 +3031,12 @@ ], "rows": [ [ - "2nd", - "{@spell guiding bolt}, {@spell shield of faith}" + "3rd", + "{@spell guiding bolt}, {@spell ethereal anchor|llspell}" ], [ "5th", - "{@spell branding smite}, {@spell spiritual weapon}" + "{@spell branding smite (alternate)|llspell}, {@spell spiritual weapon}" ], [ "9th", @@ -3195,10 +3078,10 @@ "foundrySystem": { "uses.max": "@scale.vessel.archon-uses" }, - "foundryImg": "icons/magic/holy/angel-winged-humanoid-blue.webp" + "foundryImg": "icons/magic/holy/angel-wings-gray.webp" }, { - "name": "Condemnation", + "name": "Holy Zeal", "page": 10, "source": "LLVessel", "className": "Vessel", @@ -3208,13 +3091,13 @@ "level": 6, "header": 2, "entries": [ - "Your Spirit burns to mark foes for divine judgment. When you deal radiant damage to a creature while in your {@classFeature Archon Form|Vessel|LLVessel|3}, you can mark it as Condemned until the end of your current transformation. A Condemned creature must expend two feet of movement for every foot it wishes to move away from you, and your {@subclassFeature Blades of Judgment|Vessel|LLVessel|Fallen|LLVessel|1} score a critical hit against the Condemned on a roll of 19 or 20 on the {@dice d20}.", - "You can only mark a creature in this way once per Archon Form transformation. It ends early if you or the creature die." + "Divine power infuses your weapons with a desire for justice. When you use a melee weapon to make an Iridescent Strike it gains the Thrown (30/90) property, and after you make a ranged attack with it, it instantly returns to your hand.", + "Also, your attacks against any creature marked by Divine Challenge score a critical hit on a roll of 19-20 on the d20. This increases at 14th level (18-20) and 18th level (17-20)." ], "foundryImg": "icons/skills/targeting/target-glowing-yellow.webp" }, { - "name": "Heavenly Warrior", + "name": "Celestial Wings", "page": 10, "source": "LLVessel", "className": "Vessel", @@ -3224,10 +3107,9 @@ "level": 14, "header": 2, "entries": [ - "Your Fallen Spirit compels you to slay all who stand against you. If a {@subclassFeature Condemnation|Vessel|LLVessel|Fallen|LLVessel|6||Condemned} creature dies, you can use your reaction to Condemn another creature that you can see within 30 feet.", - "Also, your {@subclassFeature Blades of Judgment|Vessel|LLVessel|Fallen|LLVessel|1} score a critical hit on a roll of 18-20 on the {@dice d20} against Condemned creatures." + "Your zeal has regained some of your Spirit's lost power. Your Archon Form gains a flying speed equal to its walking speed." ], - "foundryImg": "icons/skills/melee/weapons-crossed-swords-white-blue.webp" + "foundryImg": "icons/magic/holy/angel-winged-humanoid-blue.webp" }, { "name": "Divine Revelation", @@ -3237,17 +3119,16 @@ "classSource": "LLVessel", "subclassShortName": "Fallen", "subclassSource": "LLVessel", - "level": 20, + "level": 18, "header": 2, "entries": [ - "Your soul can fully channel the radiant light of the Fallen Spirit bound to your mortal flesh, if only temporarily. When you are in your {@classFeature Archon Form|Vessel|LLVessel|3} you gain the following benefits:", + "You can fully channel the divinity of the Spirit bound to your mortal flesh. Your Archon Form gains the following benefits:", { "type": "list", "items": [ "You assume the true appearance of your Fallen Spirit.", - "Your {@subclassFeature Blades of Judgment|Vessel|LLVessel|Fallen|LLVessel|1} gain a thrown range of 60 feet, and instantly return to your hand after a thrown attack.", - "Your Blades of Judgment score a critical hit on a roll of 17 through 20 on the {@dice d20} against all creatures.", - "When you hit a creature with your Blade of Judgment it must succeed on a Constitution saving throw or become {@condition blinded} and {@condition deafened} until the start of your next turn. A creature can only make this saving throw once per turn." + "When you miss a target with a weapon attack, the next attack you make against that creature has advantage.", + "Whenever you score a critical hit against a creature, it is blinded, deafened, and cannot speak for 1 minute. At the end of each of its turns, it can make a Constitution saving throw, ending one condition on each successful save." ] } ], @@ -3261,13 +3142,21 @@ "classSource": "LLVessel", "subclassShortName": "Formless", "subclassSource": "LLVessel", - "level": 1, + "level": 3, "header": 1, "entries": [ "Before the world was shaped, horrible things slithered about the darkness. Formless monsters with only one desire, to eat and consume anything they could. These shapeless creatures of hunger are known as Formless, and even now, they gnaw the roots of the world, trapped deep below the material plane.", { "type": "refSubclassFeature", - "subclassFeature": "Amorphous Shape|Vessel|LLVessel|Formless|LLVessel|1|LLVessel" + "subclassFeature": "Amorphous Shape|Vessel|LLVessel|Formless|LLVessel|3|LLVessel" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Formless Magic|Vessel|LLVessel|Formless|LLVessel|3|LLVessel" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Formless Archon|Vessel|LLVessel|Formless|LLVessel|3|LLVessel" } ] }, @@ -3279,30 +3168,28 @@ "classSource": "LLVessel", "subclassShortName": "Formless", "subclassSource": "LLVessel", - "level": 1, + "level": 3, "header": 2, "entries": [ - "The oozing Spirit bound to your soul allows you to bend and squeeze your body in unnatural ways. You can move through gaps as narrow as 1 inch wide without squeezing, though you cannot bring objects with you unless they fit through the gap.", - "Also, your {@classFeature Iridescent Strike|Vessel|LLVessel|1||Iridescent Strikes} deal acid damage on hit, and you gain resistance to both acid and poison damage." - ], - "resist": [ - "acid", - "poison" + "The oozing Spirit bound to your soul allows you to reshape yourself in unnatural ways. You can move through gaps as narrow as 1-inch without having to squeeze. However, this ability has no effect on anything you are wearing or carrying.", + "You also gain the {@optfeature Ethereal Tendril|LLVessel} Aspect. It does not count against your number of Unsealed Aspects and it cannot be replaced with another Unsealed Aspect.", + "If you already know Ethereal Tendril, you gain another Unsealed Aspect of your choice." ], "foundryImg": "icons/creatures/slimes/slime-face-melting-green.webp" }, { - "name": "Formless Spells", + "name": "Formless Magic", "page": 10, "source": "LLVessel", "className": "Vessel", "classSource": "LLVessel", "subclassShortName": "Formless", "subclassSource": "LLVessel", - "level": 2, + "level": 3, "header": 2, "entries": [ - "You learn the spells at the Vessel levels noted in the table below. These don't count against your total number of Spells Known and cannot be switched out when you gain a level.", + "You learn certain spells at the Vessel levels noted in the table below. The spells don't count against your total number of Spells Known and cannot be switched upon gaining a level.", + "Your Iridescent Strikes can also deal acid damage.", { "type": "table", "page": 10, @@ -3321,7 +3208,7 @@ ], [ "5th", - "{@spell ray of enfeeblement}, {@spell web}" + "{@spell hold person}, {@spell web}" ], [ "9th", @@ -3366,7 +3253,7 @@ "foundryImg": "icons/creatures/slimes/slime-face-hollow-green.webp" }, { - "name": "Consume Vitality", + "name": "Drain Vitality", "page": 11, "source": "LLVessel", "className": "Vessel", @@ -3376,7 +3263,7 @@ "level": 6, "header": 2, "entries": [ - "When you are in Archon Form, you can use a bonus action to force any creature grappled by you to make a Constitution saving throw. On a failure, they take {@damage 2d8} acid damage and your current temporary hit points increase by an amount equal to half of the acid damage dealt to all creatures.", + "While in Archon Form, you can use a bonus action to force any creatures under the effect of a Formless Magic spell or grappled by you to make a Constitution saving throw. On a failed save, they take 2d8 acid damage and your temporary hit points increase by half the total acid damage dealt. Your temporary hit points cannot exceed twice your level.", "This acid damage increases at certain Vessel levels: at 9th ({@damage 3d8}), 13th ({@damage 4d8}), 17th ({@damage 5d8}), and 20th level ({@damage 6d8})." ], "foundrySystem": { @@ -3400,7 +3287,8 @@ "level": 14, "header": 2, "entries": [ - "Your Formless Spirit hungers for the power of your foes. When you are hit by an attack while you are in your {@classFeature Archon Form|Vessel|LLVessel|3}, you can use your reaction to temporarily consume the memory of the attack. The first {@classFeature Iridescent Strike|Vessel|LLVessel|1} you make before the end of your next turn morphs into a gelatinous mockery of the attack you consumed, and on hit, it deals the damage of the consumed attack along with any of its effects." + "Your Spirit hungers for the power of others. Whenever your Archon Form is hit by an attack, you can use your reaction to temporarily consume the memory of that attack.", + "The first Iridescent Strike you make before the end of your next turn morphs into a gelatinous mockery of the attack you consumed. On hit, it applies the damage and effects from the attack you consumed instead of a normal Iridescent Strike." ], "foundryImg": "icons/creatures/slimes/slime-movement-swirling-green.webp" }, @@ -3412,16 +3300,16 @@ "classSource": "LLVessel", "subclassShortName": "Formless", "subclassSource": "LLVessel", - "level": 20, + "level": 18, "header": 2, "entries": [ - "You and the Formless Spirit bound to you have become one flesh, one spirit, and one unquenchable hunger. When you are in your Archon Form you gain the following benefits:", + "You and the Formless Spirit bound to you have become one hunger. Your Archon Form gains the following benefits:", { "type": "list", "items": [ "You assume the true appearance of your Formless Spirit.", "You gain immunity to acid damage, and whenever you deal acid damage, you ignore resistance to acid damage and you treat immunity to acid damage as resistance.", - "You gain the benefits of the {@spell freedom of movement} spell." + "As an action on your turn, you can make one Iridescent Strike with each one of your Archon's Pseudopods." ] } ], @@ -3435,13 +3323,21 @@ "classSource": "LLVessel", "subclassShortName": "Trickster", "subclassSource": "LLVessel", - "level": 1, + "level": 3, "header": 1, "entries": [ "The beings of the Feywild are known for their whimsical and ephemeral ways, often unpredictable to mortals. Most of the faerie are content to follow these self-imposed rules and only interfere with mortals when they are approached. However, the Fey known as Tricksters cannot help but spread discord and need to be sealed away to limit the chaos they spread.", { "type": "refSubclassFeature", - "subclassFeature": "Seeds of Chaos|Vessel|LLVessel|Trickster|LLVessel|1|LLVessel" + "subclassFeature": "Seeds of Chaos|Vessel|LLVessel|Trickster|LLVessel|3|LLVessel" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Trickster Magic|Vessel|LLVessel|Trickster|LLVessel|3|LLVessel" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Trickster Archon|Vessel|LLVessel|Trickster|LLVessel|3|LLVessel" } ] }, @@ -3453,36 +3349,26 @@ "classSource": "LLVessel", "subclassShortName": "Trickster", "subclassSource": "LLVessel", - "level": 1, + "level": 3, "header": 2, "entries": [ - "The Trickster bound to your soul infuses you with its chaotic presence. You gain proficiency in {@skill Deception} or {@skill Performance}, and whenever you make an ability check with either of these skills you can treat a roll of 7 or lower on the {@dice d20} as an 8. You can also unerringly mimic any sounds or voices you hear.", - "Finally, your {@classFeature Iridescent Strike|Vessel|LLVessel|1||Iridescent Strikes} deal psychic damage on hit." - ], - "skillProficiencies": [ - { - "choose": { - "from": [ - "deception", - "performance" - ] - } - } + "You can change your appearance to better sow chaos. When your Spirit Mantle is active, you can cast {@spell disguise self} at will, without spending a spell slot, and you can unerringly mimic any sounds or voices you have heard before." ], "foundryImg": "icons/skills/social/intimidation-impressing.webp" }, { - "name": "Trickster Spells", + "name": "Trickster Magic", "page": 11, "source": "LLVessel", "className": "Vessel", "classSource": "LLVessel", "subclassShortName": "Trickster", "subclassSource": "LLVessel", - "level": 2, + "level": 3, "header": 2, "entries": [ - "You learn the spells at the Vessel levels noted in the table below. These don't count against your total number of Spells Known and cannot be switched out when you gain a level.", + "You learn certain spells at the Vessel levels noted in the table below. These spells don't count against your total number of Spells Known and cannot be switched upon gaining a level.", + "Your Iridescent Strikes can also deal psychic damage.", { "type": "table", "page": 11, @@ -3505,11 +3391,11 @@ ], [ "9th", - "{@spell hypnotic pattern}, {@spell summon fey|TCE}" + "{@spell hypnotic pattern (alternate)|llspell}, {@spell summon fey|TCE}" ], [ "13th", - "{@spell charm monster|XGE}, {@spell greater invisibility}" + "{@spell charm monster|XGE}, {@spell dimension door}" ], [ "17th", @@ -3568,12 +3454,12 @@ "level": 6, "header": 2, "entries": [ - "You can project potent illusions to attack your foes. Once per turn when you make an {@classFeature Iridescent Strike|Vessel|LLVessel|1}, you can create an illusory copy of yourself in an unoccupied space you can see within 30 feet. The illusory copy immediately makes a single Iridescent Strike against a target in range and disappears." + "Your Spirit projects potent illusions to attack your enemies. Whenever you would make an Iridescent Strike during your turn, you can forgo that attack to conjure one illusory copy of yourself in an unoccupied space you can see within 30 feet of you. This illusory copy of you makes one Iridescent Strike against a target within range and disappears." ], "foundrySystem": { "activation": { "type": "special", - "condition": "Once per turn when you make an Iridescent Strike" + "condition": "Whenever you would make an Iridescent Strike during your turn" }, "range": { "value": 30, @@ -3593,8 +3479,8 @@ "level": 14, "header": 2, "entries": [ - "The power of the Trickster can reflect the magic of foes back onto them. If you succeed on a saving throw against a spell, you can use your reaction to force the spellcaster to make a Wisdom saving throw. On a failure, the target is {@condition charmed} by you as if by the {@spell charm person} or {@spell charm monster|XGE} spell.", - "Once a creature is charmed by you in this way, it cannot be charmed by this feature again until the following dawn." + "The power of the Trickster can reflect magic back on your foes. If you succeed on a saving throw against a spell, you can use your reaction to force the caster to make a Wisdom saving throw. On a failure, it suffers the effects of either {@spell charm person} or {@spell charm monster|XGE} spell.", + "Once a creature is charmed by you in this way, it can't be charmed by this feature again until the next dawn." ], "foundryImg": "icons/magic/defensive/shield-barrier-deflect-gold.webp" }, @@ -3606,16 +3492,17 @@ "classSource": "LLVessel", "subclassShortName": "Trickster", "subclassSource": "LLVessel", - "level": 20, + "level": 18, "header": 2, "entries": [ - "You have learned to wield the whimsical and terrifying power of your Trickster Spirit and can bend it to your will. When you are in your Archon Form you gain the following benefits:", + "You can channel the whimsical and terrifying power of The Trickster. Your Archon Form gains the following benefits:", { "type": "list", "items": [ "You assume the true appearance of your Trickster Spirit.", - "When you use {@subclassFeature Illusory Strikes|Vessel|LLVessel|Trickster|LLVessel|6} the range becomes 60 feet, you can create up to three illusory copies of yourself, with each of these copies making a single {@classFeature Iridescent Strike|Vessel|LLVessel|1}.", - "When you hit a creature with an Iridescent Strike it has disadvantage on the next Wisdom saving throw it makes." + "When you use Illusory Strikes the range becomes 60 feet.", + "Once per turn when you use Illusory Strikes you can create two illusory copies of yourself within range.", + "When you hit a creature with an Iridescent Strike it has disadvantage on its next Wisdom saving throw." ] } ], @@ -3630,24 +3517,11 @@ "classSource": "LLVessel", "subclassShortName": "Ascended", "subclassSource": "LLVessel", - "level": 1, - "effects": [ - { - "name": "Intelligence Check Bonus", - "transfer": true, - "changes": [ - { - "key": "system.abilities.int.bonuses.check", - "mode": "ADD", - "value": "+max(1, @abilities.cha.mod)" - } - ] - } - ], + "level": 3, "subEntities": { "item": [ { - "name": "Iridescent Strike", + "name": "Iridescent Strikes", "source": "LLVessel", "rarity": "none", "type": "M", @@ -3676,26 +3550,20 @@ "subclassSource": "LLVessel", "level": 3, "entries": [ - "Beginning at 3rd level, you can transform into a creature that resembles the true form of the Spirit within you. As a bonus action, you can transform into your Archon Form, which uses the Archon stat block in your Sealed Spirit description. This stat block uses your proficiency bonus (PB) in several places and uses your Vessel Spellcasting modifier and save DC.", - "You can maintain your Archon Form for 1 minute. You then revert to your normal form unless you use a bonus action to expend a Vessel Magic spell slot to extend the transformation by 1 minute. You also revert to your normal form if you fall unconscious, or use a bonus action on your turn to do so.", + "Starting at 3rd level, you can use a bonus action to draw upon your Spirit's power to transform into its Archon Form, which uses the stat block in your Sealed Spirit's description. It may use your proficiency bonus (PB), Charisma modifier (CHA), and your Vessel Spell save DC in several places.", + "You can maintain your Archon Form for 10 minutes. You then revert to your normal form unless you expend a Vessel Magic spell slot to extend the transformation by 10 minutes. You also revert to your normal form if you are incapacitated, or use a bonus action on your turn to do so.", "While in your Archon Form, the following rules apply:", { "type": "list", "items": [ - "Your game statistics are replaced by the statistics in the Archon Form stat block, but you retain your alignment, personality, ability scores, and hit points. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of your Archon. If your Archon has the same proficiency as you, use the higher bonus.", - "When you transform, you gain temporary hit points equal to your twice your Vessel level. Any temporary hit points you gain during this transformation are instantly dispelled if you revert to your normal form.", - "You retain the benefits of any features from the Vessel class, your race, and any other source, and you can use them if your Archon Form is capable of doing so, including casting spells with Vessel Magic.", - "When you transform, you choose whether your equipment falls to the ground in your space, merges into your Archon Form, or is worn by it. Worn equipment functions as normal, but your DM can decide whether it is practical for your Archon to use it. Your equipment doesn't change size or shape to match your Archon Form, and any equipment that your Archon can't wear must either fall to the ground or merge with it. Equipment that merges with your Archon has no effect until you leave the Form." + "Your game statistics are replaced those in your Archon's stat block. You retain your alignment, personality, ability scores, and your hit points. You also retain all your skill and saving throw proficiencies, and gain those of your Archon. If your Archon Form has the same skill proficiency as you, use the higher bonus between the two.", + "Your Archon Form gains the benefits of your Spirit Mantle. Some Archon Forms grant a bonus to your AC.", + "When you transform, you gain temporary hit points equal to your twice your Vessel level. Any temporary hit points you gain in Archon Form are lost when you revert.", + "You retain the benefits of any features from your class, player race, and any other source, and can use them if your Archon Form is capable of doing so, including casting spells with Vessel Magic.", + "When you transform, you choose if your equipment falls to the ground, merges into your Archon Form, or is worn by it. Worn equipment functions as normal, but your DM can decide whether it is practical for your Archon to use it. Equipment that merges with your Archon has no effect until your transformation ends." ] }, "You can transform into your Archon Form once, and you regain the ability to transform again when you finish a short or long rest. If you have no uses left, you can expend a Vessel Magic spell slot to transform into your Archon Form again.", - { - "type": "inset", - "name": "Archon Form Appearance", - "entries": [ - "You determine your Archon's appearance, but this has no effect on its abilities. Most are ethereal in appearance, but all Archons are vaguely humanoid in shape and share a resemblance with your Spirit." - ] - }, { "type": "entries", "name": "Ascended Archon", @@ -3712,33 +3580,6 @@ } ] }, - { - "name": "Ascended Arcanum", - "source": "LLVessel", - "className": "Vessel", - "classSource": "LLVessel", - "subclassShortName": "Ascended", - "subclassSource": "LLVessel", - "level": 14, - "effects": [ - { - "name": "Ascended Arcanum", - "transfer": true, - "changes": [ - { - "key": "system.spells.spell6.max", - "mode": "ADD", - "value": "+1" - }, - { - "key": "system.spells.spell7.max", - "mode": "ADD", - "value": "+@scale.the-ascended.ascended7" - } - ] - } - ] - }, { "name": "Elemental Affinity", "source": "LLVessel", @@ -3746,11 +3587,11 @@ "classSource": "LLVessel", "subclassShortName": "Cataclysm", "subclassSource": "LLVessel", - "level": 1, + "level": 3, "subEntities": { "item": [ { - "name": "Iridescent Strike", + "name": "Iridescent Strikes", "source": "LLVessel", "rarity": "none", "type": "M", @@ -3779,16 +3620,17 @@ "subclassSource": "LLVessel", "level": 3, "entries": [ - "Beginning at 3rd level, you can transform into a creature that resembles the true form of the Spirit within you. As a bonus action, you can transform into your Archon Form, which uses the Archon stat block in your Sealed Spirit description. This stat block uses your proficiency bonus (PB) in several places and uses your Vessel Spellcasting modifier and save DC.", - "You can maintain your Archon Form for 1 minute. You then revert to your normal form unless you use a bonus action to expend a Vessel Magic spell slot to extend the transformation by 1 minute. You also revert to your normal form if you fall unconscious, or use a bonus action on your turn to do so.", + "Starting at 3rd level, you can use a bonus action to draw upon your Spirit's power to transform into its Archon Form, which uses the stat block in your Sealed Spirit's description. It may use your proficiency bonus (PB), Charisma modifier (CHA), and your Vessel Spell save DC in several places.", + "You can maintain your Archon Form for 10 minutes. You then revert to your normal form unless you expend a Vessel Magic spell slot to extend the transformation by 10 minutes. You also revert to your normal form if you are incapacitated, or use a bonus action on your turn to do so.", "While in your Archon Form, the following rules apply:", { "type": "list", "items": [ - "Your game statistics are replaced by the statistics in the Archon Form stat block, but you retain your alignment, personality, ability scores, and hit points. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of your Archon. If your Archon has the same proficiency as you, use the higher bonus.", - "When you transform, you gain temporary hit points equal to your twice your Vessel level. Any temporary hit points you gain during this transformation are instantly dispelled if you revert to your normal form.", - "You retain the benefits of any features from the Vessel class, your race, and any other source, and you can use them if your Archon Form is capable of doing so, including casting spells with Vessel Magic.", - "When you transform, you choose whether your equipment falls to the ground in your space, merges into your Archon Form, or is worn by it. Worn equipment functions as normal, but your DM can decide whether it is practical for your Archon to use it. Your equipment doesn't change size or shape to match your Archon Form, and any equipment that your Archon can't wear must either fall to the ground or merge with it. Equipment that merges with your Archon has no effect until you leave the Form." + "Your game statistics are replaced those in your Archon's stat block. You retain your alignment, personality, ability scores, and your hit points. You also retain all your skill and saving throw proficiencies, and gain those of your Archon. If your Archon Form has the same skill proficiency as you, use the higher bonus between the two.", + "Your Archon Form gains the benefits of your Spirit Mantle. Some Archon Forms grant a bonus to your AC.", + "When you transform, you gain temporary hit points equal to your twice your Vessel level. Any temporary hit points you gain in Archon Form are lost when you revert.", + "You retain the benefits of any features from your class, player race, and any other source, and can use them if your Archon Form is capable of doing so, including casting spells with Vessel Magic.", + "When you transform, you choose if your equipment falls to the ground, merges into your Archon Form, or is worn by it. Worn equipment functions as normal, but your DM can decide whether it is practical for your Archon to use it. Equipment that merges with your Archon has no effect until your transformation ends." ] }, "You can transform into your Archon Form once, and you regain the ability to transform again when you finish a short or long rest. If you have no uses left, you can expend a Vessel Magic spell slot to transform into your Archon Form again.", @@ -3803,7 +3645,7 @@ "type": "entries", "name": "Cataclysm Archon", "entries": [ - "You can take on a form of pure elemental power, wreathed in storms, flames, stone, or waves. When you transform into your Archon Form, you use the Cataclysm Archon stat block below that corresponds to the Elemental Affinity you chose at 1st level:", + "You can take on a form of pure elemental power, wreathed in storms, flames, stone, or waves. When you transform into your Archon Form, you use the Cataclysm Archon stat block below that corresponds to the Elemental Affinity you chose at 3rd level:", { "type": "table", "page": 7, @@ -3857,11 +3699,11 @@ "classSource": "LLVessel", "subclassShortName": "Cursed", "subclassSource": "LLVessel", - "level": 1, + "level": 3, "subEntities": { "item": [ { - "name": "Iridescent Strike", + "name": "Iridescent Strikes", "source": "LLVessel", "rarity": "none", "type": "M", @@ -3890,16 +3732,17 @@ "subclassSource": "LLVessel", "level": 3, "entries": [ - "Beginning at 3rd level, you can transform into a creature that resembles the true form of the Spirit within you. As a bonus action, you can transform into your Archon Form, which uses the Archon stat block in your Sealed Spirit description. This stat block uses your proficiency bonus (PB) in several places and uses your Vessel Spellcasting modifier and save DC.", - "You can maintain your Archon Form for 1 minute. You then revert to your normal form unless you use a bonus action to expend a Vessel Magic spell slot to extend the transformation by 1 minute. You also revert to your normal form if you fall unconscious, or use a bonus action on your turn to do so.", + "Starting at 3rd level, you can use a bonus action to draw upon your Spirit's power to transform into its Archon Form, which uses the stat block in your Sealed Spirit's description. It may use your proficiency bonus (PB), Charisma modifier (CHA), and your Vessel Spell save DC in several places.", + "You can maintain your Archon Form for 10 minutes. You then revert to your normal form unless you expend a Vessel Magic spell slot to extend the transformation by 10 minutes. You also revert to your normal form if you are incapacitated, or use a bonus action on your turn to do so.", "While in your Archon Form, the following rules apply:", { "type": "list", "items": [ - "Your game statistics are replaced by the statistics in the Archon Form stat block, but you retain your alignment, personality, ability scores, and hit points. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of your Archon. If your Archon has the same proficiency as you, use the higher bonus.", - "When you transform, you gain temporary hit points equal to your twice your Vessel level. Any temporary hit points you gain during this transformation are instantly dispelled if you revert to your normal form.", - "You retain the benefits of any features from the Vessel class, your race, and any other source, and you can use them if your Archon Form is capable of doing so, including casting spells with Vessel Magic.", - "When you transform, you choose whether your equipment falls to the ground in your space, merges into your Archon Form, or is worn by it. Worn equipment functions as normal, but your DM can decide whether it is practical for your Archon to use it. Your equipment doesn't change size or shape to match your Archon Form, and any equipment that your Archon can't wear must either fall to the ground or merge with it. Equipment that merges with your Archon has no effect until you leave the Form." + "Your game statistics are replaced those in your Archon's stat block. You retain your alignment, personality, ability scores, and your hit points. You also retain all your skill and saving throw proficiencies, and gain those of your Archon. If your Archon Form has the same skill proficiency as you, use the higher bonus between the two.", + "Your Archon Form gains the benefits of your Spirit Mantle. Some Archon Forms grant a bonus to your AC.", + "When you transform, you gain temporary hit points equal to your twice your Vessel level. Any temporary hit points you gain in Archon Form are lost when you revert.", + "You retain the benefits of any features from your class, player race, and any other source, and can use them if your Archon Form is capable of doing so, including casting spells with Vessel Magic.", + "When you transform, you choose if your equipment falls to the ground, merges into your Archon Form, or is worn by it. Worn equipment functions as normal, but your DM can decide whether it is practical for your Archon to use it. Equipment that merges with your Archon has no effect until your transformation ends." ] }, "You can transform into your Archon Form once, and you regain the ability to transform again when you finish a short or long rest. If you have no uses left, you can expend a Vessel Magic spell slot to transform into your Archon Form again.", @@ -3927,17 +3770,17 @@ ] }, { - "name": "Blades of Judgment", + "name": "Celestial Warrior", "source": "LLVessel", "className": "Vessel", "classSource": "LLVessel", "subclassShortName": "Fallen", "subclassSource": "LLVessel", - "level": 1, + "level": 3, "subEntities": { "item": [ { - "name": "Iridescent Strike", + "name": "Iridescent Strikes", "source": "LLVessel", "rarity": "none", "type": "M", @@ -3957,28 +3800,6 @@ ] } }, - { - "name": "Celestial Sight", - "source": "LLVessel", - "className": "Vessel", - "classSource": "LLVessel", - "subclassShortName": "Fallen", - "subclassSource": "LLVessel", - "level": 1, - "effects": [ - { - "name": "Insight Check Bonus", - "transfer": true, - "changes": [ - { - "key": "system.skills.ins.bonuses.check", - "mode": "ADD", - "value": "+max(1, @abilities.cha.mod)" - } - ] - } - ] - }, { "name": "Fallen Archon", "source": "LLVessel", @@ -3988,16 +3809,17 @@ "subclassSource": "LLVessel", "level": 3, "entries": [ - "Beginning at 3rd level, you can transform into a creature that resembles the true form of the Spirit within you. As a bonus action, you can transform into your Archon Form, which uses the Archon stat block in your Sealed Spirit description. This stat block uses your proficiency bonus (PB) in several places and uses your Vessel Spellcasting modifier and save DC.", - "You can maintain your Archon Form for 1 minute. You then revert to your normal form unless you use a bonus action to expend a Vessel Magic spell slot to extend the transformation by 1 minute. You also revert to your normal form if you fall unconscious, or use a bonus action on your turn to do so.", + "Starting at 3rd level, you can use a bonus action to draw upon your Spirit's power to transform into its Archon Form, which uses the stat block in your Sealed Spirit's description. It may use your proficiency bonus (PB), Charisma modifier (CHA), and your Vessel Spell save DC in several places.", + "You can maintain your Archon Form for 10 minutes. You then revert to your normal form unless you expend a Vessel Magic spell slot to extend the transformation by 10 minutes. You also revert to your normal form if you are incapacitated, or use a bonus action on your turn to do so.", "While in your Archon Form, the following rules apply:", { "type": "list", "items": [ - "Your game statistics are replaced by the statistics in the Archon Form stat block, but you retain your alignment, personality, ability scores, and hit points. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of your Archon. If your Archon has the same proficiency as you, use the higher bonus.", - "When you transform, you gain temporary hit points equal to your twice your Vessel level. Any temporary hit points you gain during this transformation are instantly dispelled if you revert to your normal form.", - "You retain the benefits of any features from the Vessel class, your race, and any other source, and you can use them if your Archon Form is capable of doing so, including casting spells with Vessel Magic.", - "When you transform, you choose whether your equipment falls to the ground in your space, merges into your Archon Form, or is worn by it. Worn equipment functions as normal, but your DM can decide whether it is practical for your Archon to use it. Your equipment doesn't change size or shape to match your Archon Form, and any equipment that your Archon can't wear must either fall to the ground or merge with it. Equipment that merges with your Archon has no effect until you leave the Form." + "Your game statistics are replaced those in your Archon's stat block. You retain your alignment, personality, ability scores, and your hit points. You also retain all your skill and saving throw proficiencies, and gain those of your Archon. If your Archon Form has the same skill proficiency as you, use the higher bonus between the two.", + "Your Archon Form gains the benefits of your Spirit Mantle. Some Archon Forms grant a bonus to your AC.", + "When you transform, you gain temporary hit points equal to your twice your Vessel level. Any temporary hit points you gain in Archon Form are lost when you revert.", + "You retain the benefits of any features from your class, player race, and any other source, and can use them if your Archon Form is capable of doing so, including casting spells with Vessel Magic.", + "When you transform, you choose if your equipment falls to the ground, merges into your Archon Form, or is worn by it. Worn equipment functions as normal, but your DM can decide whether it is practical for your Archon to use it. Equipment that merges with your Archon has no effect until your transformation ends." ] }, "You can transform into your Archon Form once, and you regain the ability to transform again when you finish a short or long rest. If you have no uses left, you can expend a Vessel Magic spell slot to transform into your Archon Form again.", @@ -4031,11 +3853,11 @@ "classSource": "LLVessel", "subclassShortName": "Formless", "subclassSource": "LLVessel", - "level": 1, + "level": 3, "subEntities": { "item": [ { - "name": "Iridescent Strike", + "name": "Iridescent Strikes", "source": "LLVessel", "rarity": "none", "type": "M", @@ -4064,16 +3886,17 @@ "subclassSource": "LLVessel", "level": 3, "entries": [ - "Beginning at 3rd level, you can transform into a creature that resembles the true form of the Spirit within you. As a bonus action, you can transform into your Archon Form, which uses the Archon stat block in your Sealed Spirit description. This stat block uses your proficiency bonus (PB) in several places and uses your Vessel Spellcasting modifier and save DC.", - "You can maintain your Archon Form for 1 minute. You then revert to your normal form unless you use a bonus action to expend a Vessel Magic spell slot to extend the transformation by 1 minute. You also revert to your normal form if you fall unconscious, or use a bonus action on your turn to do so.", + "Starting at 3rd level, you can use a bonus action to draw upon your Spirit's power to transform into its Archon Form, which uses the stat block in your Sealed Spirit's description. It may use your proficiency bonus (PB), Charisma modifier (CHA), and your Vessel Spell save DC in several places.", + "You can maintain your Archon Form for 10 minutes. You then revert to your normal form unless you expend a Vessel Magic spell slot to extend the transformation by 10 minutes. You also revert to your normal form if you are incapacitated, or use a bonus action on your turn to do so.", "While in your Archon Form, the following rules apply:", { "type": "list", "items": [ - "Your game statistics are replaced by the statistics in the Archon Form stat block, but you retain your alignment, personality, ability scores, and hit points. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of your Archon. If your Archon has the same proficiency as you, use the higher bonus.", - "When you transform, you gain temporary hit points equal to your twice your Vessel level. Any temporary hit points you gain during this transformation are instantly dispelled if you revert to your normal form.", - "You retain the benefits of any features from the Vessel class, your race, and any other source, and you can use them if your Archon Form is capable of doing so, including casting spells with Vessel Magic.", - "When you transform, you choose whether your equipment falls to the ground in your space, merges into your Archon Form, or is worn by it. Worn equipment functions as normal, but your DM can decide whether it is practical for your Archon to use it. Your equipment doesn't change size or shape to match your Archon Form, and any equipment that your Archon can't wear must either fall to the ground or merge with it. Equipment that merges with your Archon has no effect until you leave the Form." + "Your game statistics are replaced those in your Archon's stat block. You retain your alignment, personality, ability scores, and your hit points. You also retain all your skill and saving throw proficiencies, and gain those of your Archon. If your Archon Form has the same skill proficiency as you, use the higher bonus between the two.", + "Your Archon Form gains the benefits of your Spirit Mantle. Some Archon Forms grant a bonus to your AC.", + "When you transform, you gain temporary hit points equal to your twice your Vessel level. Any temporary hit points you gain in Archon Form are lost when you revert.", + "You retain the benefits of any features from your class, player race, and any other source, and can use them if your Archon Form is capable of doing so, including casting spells with Vessel Magic.", + "When you transform, you choose if your equipment falls to the ground, merges into your Archon Form, or is worn by it. Worn equipment functions as normal, but your DM can decide whether it is practical for your Archon to use it. Equipment that merges with your Archon has no effect until your transformation ends." ] }, "You can transform into your Archon Form once, and you regain the ability to transform again when you finish a short or long rest. If you have no uses left, you can expend a Vessel Magic spell slot to transform into your Archon Form again.", @@ -4107,11 +3930,11 @@ "classSource": "LLVessel", "subclassShortName": "Trickster", "subclassSource": "LLVessel", - "level": 1, + "level": 3, "subEntities": { "item": [ { - "name": "Iridescent Strike", + "name": "Iridescent Strikes", "source": "LLVessel", "rarity": "none", "type": "M", @@ -4140,16 +3963,17 @@ "subclassSource": "LLVessel", "level": 3, "entries": [ - "Beginning at 3rd level, you can transform into a creature that resembles the true form of the Spirit within you. As a bonus action, you can transform into your Archon Form, which uses the Archon stat block in your Sealed Spirit description. This stat block uses your proficiency bonus (PB) in several places and uses your Vessel Spellcasting modifier and save DC.", - "You can maintain your Archon Form for 1 minute. You then revert to your normal form unless you use a bonus action to expend a Vessel Magic spell slot to extend the transformation by 1 minute. You also revert to your normal form if you fall unconscious, or use a bonus action on your turn to do so.", + "Starting at 3rd level, you can use a bonus action to draw upon your Spirit's power to transform into its Archon Form, which uses the stat block in your Sealed Spirit's description. It may use your proficiency bonus (PB), Charisma modifier (CHA), and your Vessel Spell save DC in several places.", + "You can maintain your Archon Form for 10 minutes. You then revert to your normal form unless you expend a Vessel Magic spell slot to extend the transformation by 10 minutes. You also revert to your normal form if you are incapacitated, or use a bonus action on your turn to do so.", "While in your Archon Form, the following rules apply:", { "type": "list", "items": [ - "Your game statistics are replaced by the statistics in the Archon Form stat block, but you retain your alignment, personality, ability scores, and hit points. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of your Archon. If your Archon has the same proficiency as you, use the higher bonus.", - "When you transform, you gain temporary hit points equal to your twice your Vessel level. Any temporary hit points you gain during this transformation are instantly dispelled if you revert to your normal form.", - "You retain the benefits of any features from the Vessel class, your race, and any other source, and you can use them if your Archon Form is capable of doing so, including casting spells with Vessel Magic.", - "When you transform, you choose whether your equipment falls to the ground in your space, merges into your Archon Form, or is worn by it. Worn equipment functions as normal, but your DM can decide whether it is practical for your Archon to use it. Your equipment doesn't change size or shape to match your Archon Form, and any equipment that your Archon can't wear must either fall to the ground or merge with it. Equipment that merges with your Archon has no effect until you leave the Form." + "Your game statistics are replaced those in your Archon's stat block. You retain your alignment, personality, ability scores, and your hit points. You also retain all your skill and saving throw proficiencies, and gain those of your Archon. If your Archon Form has the same skill proficiency as you, use the higher bonus between the two.", + "Your Archon Form gains the benefits of your Spirit Mantle. Some Archon Forms grant a bonus to your AC.", + "When you transform, you gain temporary hit points equal to your twice your Vessel level. Any temporary hit points you gain in Archon Form are lost when you revert.", + "You retain the benefits of any features from your class, player race, and any other source, and can use them if your Archon Form is capable of doing so, including casting spells with Vessel Magic.", + "When you transform, you choose if your equipment falls to the ground, merges into your Archon Form, or is worn by it. Worn equipment functions as normal, but your DM can decide whether it is practical for your Archon to use it. Equipment that merges with your Archon has no effect until your transformation ends." ] }, "You can transform into your Archon Form once, and you regain the ability to transform again when you finish a short or long rest. If you have no uses left, you can expend a Vessel Magic spell slot to transform into your Archon Form again.", @@ -4237,15 +4061,15 @@ ], "action": [ { - "name": "Invisible", + "name": "Invisibility", "entries": [ - "The Spirit Familiar magically turns {@condition invisible} until it attacks, or until its {@status concentration} ends (as if concentrating on a spell). Any equipment the Spirit Familiar is wearing or carrying is invisible with it." + "The Familiar magically turns invisible until it attacks or forces a target to make an ability check or saving throw. Equipment it is wearing or carrying turns invisible with it. The Familiar must concentrate on this effect as if it were concentrating on a spell." ] }, { "name": "Spirit Strike", "entries": [ - "{@atk ms} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d4 + 3} damage of the same type as your Iridescent Strike." + "{@atk ms} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d4 + 3} damage of the same type as your Iridescent Strikes." ] } ], @@ -4269,7 +4093,7 @@ }, "ac": [ { - "special": "10 + your Charisma modifier" + "special": "0" } ], "speed": { @@ -4283,7 +4107,9 @@ "religion": "+PB" }, "resist": [ - "force" + { + "special": "damage from all spells" + } ], "languages": [ "Primordial", @@ -4296,13 +4122,7 @@ { "name": "Astral Step", "entries": [ - "When the Archon casts a Vessel spell of 1st-level or higher, it can instantly teleport to an unoccupied space it can see within 30 feet." - ] - }, - { - "name": "Sorcerous Mantle", - "entries": [ - "When the Archon takes damage from a spell, it can use its reaction to halve any damage that it would have taken from that spell." + "Whenever the Archon casts a spell, it can teleport a number of feet equal to 10 times the spell level (minimum 10) to an unoccupied space it sees." ] } ], @@ -4310,7 +4130,7 @@ { "name": "Arcane Blast", "entries": [ - "As an action, the Archon can choose a point it can see within 60 feet and force all creatures within 5 feet of that point to make a Dexterity saving throw. On a failed save, creatures take damage as if they had been hit by an {@classFeature Iridescent Strike|Vessel|LLVessel|1} attack." + "Once on its turn, the Archon forgo one attack to cause a burst of magic at a point it can see within 60 feet. Creatures within 5 feet must succeed on a Dexterity saving throw or take damage as if they had been hit by one of your {@classFeature Iridescent Strikes|Vessel|LLVessel|1||Iridescent Strikes}." ] } ] @@ -4331,7 +4151,7 @@ }, "ac": [ { - "special": "10 + your Charisma modifier" + "special": "0" } ], "speed": { @@ -4341,7 +4161,7 @@ }, "skill": { "acrobatics": "+PB", - "nature": "+PB" + "stealth": "+PB" }, "resist": [ "thunder", @@ -4356,7 +4176,7 @@ ], "trait": [ { - "name": "Air Form", + "name": "Gaseous", "entries": [ "The Archon can move through any space as narrow as 1 inch wide without squeezing, and it does not provoke opportunity attacks while it is flying." ] @@ -4364,7 +4184,13 @@ { "name": "Bluster", "entries": [ - "Once per turn when the Archon hits a target with an {@classFeature Iridescent Strike|Vessel|LLVessel|1}, it can force it to make a Strength saving throw. On a failed save, it is pushed away from you in a straight line up to 15 feet. Any creature that is more than one size larger than the Archon has advantage on its Strength saving throw." + "Whenever the Archon deals thunder damage to a creature with an Iridescent Strike, it can knock it back 10 feet in a straight line. This distance is halved for each size the target is above the Archon." + ] + }, + { + "name": "Elder Elemental", + "entries": [ + "Whenever the Archon deals lighting or thunder damage, it ignores resistance, and treats immunity to those damage types as resistance." ] } ] @@ -4385,7 +4211,7 @@ }, "ac": [ { - "special": "15 + your Charisma modifier" + "special": "+3" } ], "speed": { @@ -4394,15 +4220,16 @@ "burrow": 10 }, "senses": [ - "tremorsense 60 ft." + "tremorsense 10 ft." ], "skill": { - "survival": "+PB", - "nature": "+PB" + "athletics": "+PB", + "intimidation": "+PB" }, "resist": [ "bludgeoning", - "poison" + "piercing", + "slashing" ], "languages": [ "Terran", @@ -4415,13 +4242,19 @@ { "name": "Rock Solid", "entries": [ - "Once per turn when the Archon hits a creature with an {@classFeature Iridescent Strike|Vessel|LLVessel|1} it can force it to make a Constitution saving throw. On a failed save, its speed is halved until the start of your next turn." + "Whenever the Archon deals bludgeoning damage to a creature with an Iridescent Strike, it can halve its speed until the start of your next turn. It can impose this effect on each creature once per turn." ] }, { "name": "Siege Monster", "entries": [ - "The Archon's {@classFeature Iridescent Strike|Vessel|LLVessel|1||Iridescent Strikes} deal the maximum possible damage against nonmagical objects and structures instead of rolling." + "When the Archon deals bludgeoning damage to a non-magical object or structure, it deals the maximum possible damage instead of rolling." + ] + }, + { + "name": "Elder Elemental", + "entries": [ + "When the Archon deals bludgeoning damage, it ignores resistance, and treats immunity to bludgeoning damage as resistance." ] } ], @@ -4445,7 +4278,7 @@ }, "ac": [ { - "special": "11 + your Charisma modifier" + "special": "+0" } ], "speed": { @@ -4453,7 +4286,7 @@ }, "skill": { "intimidation": "+PB", - "nature": "+PB" + "acrobatics": "+PB" }, "resist": [ "fire", @@ -4470,13 +4303,19 @@ { "name": "Ignite", "entries": [ - "Once per turn when the Archon hits a target with an {@classFeature Iridescent Strike|Vessel|LLVessel|1}, it can choose to light the target on fire, if it is flammable. The target must then make a Dexterity saving throw at the start of each of its turns. On a failed save, it takes damage as if hit by another Iridescent Strike. On a success, the flames are extinguished and it takes no additional damage." + "Whenever the Archon deals fire damage to a creature with an Iridescent Strike, it can ignite it if it is flammable. Ignited targets take CHA fire damage at the end of each of their turns until they drop prone or a creature uses its action to extinguish the flames." ] }, { "name": "Illumination", "entries": [ - "The Archon sheds bright light in a 30-foot radius and dim light in an additional 30 ft." + "The Archon sheds bright light out to a 30-foot radius and dim light 30 feet beyond that." + ] + }, + { + "name": "Elder Elemental", + "entries": [ + "When the Archon deals fire or radiant damage, it ignores resistance, and treats immunity to those damage types as resistance." ] } ] @@ -4497,19 +4336,19 @@ }, "ac": [ { - "special": "11 + your Charisma modifier" + "special": "+0" } ], "speed": { "walk": 30, - "swim": 40 + "swim": 50 }, "senses": [ "darkvision 120 ft." ], "skill": { - "medicine": "+PB", - "nature": "+PB" + "acrobatics": "+PB", + "stealth": "+PB" }, "resist": [ "acid", @@ -4526,13 +4365,19 @@ { "name": "Aqueous", "entries": [ - "The Archon can breathe normally in air and water, and it can move through any space as narrow as 1 inch wide without squeezing." + "The Archon can breathe normally in both air and water, and it can move through spaces as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Flowing Resilience", + "entries": [ + "When the Archon takes damage it can use a reaction to reduce it by CHA and move up to 15 feet without provoking opportunity attacks. It cannot use this reaction on force or psychic damage." ] }, { - "name": "Watery Resilience", + "name": "Elder Elemental", "entries": [ - "When the Archon takes damage, it can use its reaction to reduce the damage by an amount equal to your Charisma modifier and move up to 15 feet without provoking opportunity attacks." + "When the Archon deals bludgeoning or cold damage, it ignores resistance, and it treats immunity to those damage types as resistance." ] } ] @@ -4553,7 +4398,7 @@ }, "ac": [ { - "special": "13 + your Charisma modifier" + "special": "+1" } ], "speed": { @@ -4564,7 +4409,7 @@ "darkvision 120 ft." ], "skill": { - "religion": "+PB", + "athletics": "+PB", "stealth": "+PB" }, "resist": [ @@ -4582,13 +4427,13 @@ { "name": "Infernal Drain", "entries": [ - "Once per turn when the Archon hits a creature with an {@classFeature Iridescent Strike|Vessel|LLVessel|1}, its temporary hit points are increased by an amount equal to half the damage dealt. This has no effect on undead targets." + "Once per turn when the Archon deals fire damage with an Iridescent Strike, its temporary hit points increase by CHA. Your total temporary hit points cannot exceed twice your Vessel level." ] }, { - "name": "Savage Strikes", + "name": "Frenzy", "entries": [ - "When the Archon uses its action to make an {@classFeature Iridescent Strike|Vessel|LLVessel|1}, it can make one additional Iridescent Strike attack as part of that same action." + "When the Archon takes the Attack action, it can choose enter a Frenzy which lasts until the start of your next turn. For the duration, all of its attacks, and all attacks against the Archon have advantage." ] } ] @@ -4609,7 +4454,7 @@ }, "ac": [ { - "special": "14 + your Charisma modifier" + "special": "+2" } ], "speed": { @@ -4637,13 +4482,13 @@ { "name": "Celestial Ward", "entries": [ - "As a bonus action on its turn, the Archon can grant one target other than itself, that it can see within 30 feet temporary hit points equal to your Charisma modifier (minimum of 1)." + "As a bonus action, the Archon grants one target it can see within 30 feet CHA temporary hit points. It cannot target itself with this feature." ] }, { - "name": "Radiant Wrath", + "name": "Divine Challenge", "entries": [ - "Once per turn when the Archon makes a {@subclassFeature Blades of Judgment|Vessel|LLVessel|Fallen|LLVessel|1||Blade of Judgment} attack, it can cause the damage dice of that weapon to become {@damage 2d6}. If the target is a fiend or undead it deals an additional {@damage 1d6} damage." + "If the Archon deals radiant damage to a creature with a melee weapon, that creature has disadvantage on attack rolls against targets other than the Archon until the start of your next turn." ] } ] @@ -4664,7 +4509,7 @@ }, "ac": [ { - "special": "13 + your Charisma modifier" + "special": "+1" } ], "speed": { @@ -4693,13 +4538,13 @@ { "name": "Pseudopod", "entries": [ - "The Archon has a number of additional pseudopods equal to your Constitution modifier. These pseudopods can only make {@classFeature Iridescent Strike|Vessel|LLVessel|1||Iridescent Strikes}, and have a reach of 10 feet. Attacks can target these pseudopod limbs to attack the Archon directly." + "The Archon has a number of additional pseudopods equal to your CHA. These pseudopods can only be used for unarmed Iridescent Strikes, and have a reach of 10 feet. Creatures can attack these pseudopod limbs to damage the Archon directly." ] }, { - "name": "Grasping Slime", + "name": "Sticky Slime", "entries": [ - "When the Archon hits a creature that is equal to its size or smaller with an {@classFeature Iridescent Strike|Vessel|LLVessel|1} using one of its psuedopods, it must succeed on a Dexterity saving throw or be {@condition grappled}. As an action, a grappled creature can make a Strength saving throw, escaping on a success. If a pseudopod is grappling a creature it cannot be used to make Iridescent Strikes." + "When the Archon hits a creature equal to its size or smaller with a melee Iridescent Strike, the target must succeed on a Dexterity saving throw or be grappled. As an action, a grappled creature can make a Strength saving throw, escaping on a success." ] } ] @@ -4720,7 +4565,7 @@ }, "ac": [ { - "special": "11 + your Charisma modifier" + "special": "+0" } ], "speed": { @@ -4735,7 +4580,7 @@ ], "skill": { "deception": "+PB", - "sleight of hand": "+PB" + "stealth": "+PB" }, "languages": [ "Sylvan", @@ -4746,9 +4591,9 @@ ], "trait": [ { - "name": "Disappearing Act", + "name": "Stolen Memory", "entries": [ - "Once per turn when the Archon hits a creature with an {@classFeature Iridescent Strike|Vessel|LLVessel|1}, it can force it to make a Wisdom saving throw. On a failure, it cannot see, hear, smell, or sense the Archon in any way with any of its senses until the start of your next turn." + "Once per turn when the Archon deals psychic damage with an Iridescent Strike, it can force the target to make an Intelligence saving throw. On a failure, it cannot see, hear, smell, sense, or target the Archon in any way until the start of your next turn." ] }, { From e9b0732c69a639e432b3cc416fe893cd863108f3 Mon Sep 17 00:00:00 2001 From: Moiple-Doiple Date: Mon, 2 Dec 2024 09:56:32 +1100 Subject: [PATCH 20/40] Monsters of Velimir (#2298) --- ...iple Doiple; Monsters of Velimir.json.json | 266 ++++++++++++++++++ 1 file changed, 266 insertions(+) create mode 100644 collection/Moiple Doiple; Monsters of Velimir.json.json diff --git a/collection/Moiple Doiple; Monsters of Velimir.json.json b/collection/Moiple Doiple; Monsters of Velimir.json.json new file mode 100644 index 000000000..a40ec4a75 --- /dev/null +++ b/collection/Moiple Doiple; Monsters of Velimir.json.json @@ -0,0 +1,266 @@ +{ + "_meta": { + "sources": [ + { + "json": "MonstersofVelimir", + "abbreviation": "MoV", + "full": "Monsters of Velimir", + "authors": [ + "Moiple Doiple" + ], + "version": "0.0.0", + "url": "https://github.com/TheGiddyLimit/homebrew", + "targetSchema": "1.1.0" + } + ], + "edition": "classic", + "dateAdded": 1731675091, + "dateLastModified": 1731675091 + }, + "monster": [ + { + "name": "Wyvern", + "source": "MonstersofVelimir", + "size": [ + "L" + ], + "type": "dragon", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 12, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 119, + "formula": "14d10 + 42" + }, + "speed": { + "walk": 20, + "fly": 60 + }, + "str": 19, + "dex": 12, + "con": 16, + "int": 4, + "wis": 14, + "cha": 6, + "skill": { + "athletics": "+7", + "perception": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "immune": [ + "acid" + ], + "cr": "6", + "trait": [ + { + "name": "Stubborn Rage", + "entries": [ + "The wyvern is immune to the {@condition frightened} and {@condition stunned} conditions while they have fewer than half their hit points or are within 60 feet of another wyvern they can hear or see." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The wyvern makes one Stinger attack and one Bite attack. They can replace one attack with a use of Tail Sweep." + ] + }, + { + "name": "Stinger", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 15 ft., one target. {@h}13 ({@damage 3d6 + 4}) piercing damage. The target must succeed on a {@dc 15} Constitution saving throw or take 7 ({@damage 2d6}) acid damage at the start of each of their turns for 1 minute (save ends at end of turn). A {@spell restoration} spell ends this effect on a target." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d12 + 4}) piercing damage. If the target is Large or smaller, they are {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained} and the wyvern can't bite another target." + ] + }, + { + "name": "Tail Sweep", + "entries": [ + "The wyvern swipes their tail in a 15-foot cone. Each creature in that area must succeed on a {@dc 15} Strength saving throw or take 15 ({@damage 2d10 + 4}) bludgeoning damage and be pushed up to 10 feet away from the wyvern." + ] + } + ], + "bonus": [ + { + "name": "Seek", + "entries": [ + "The wyvern takes the Search action." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "miscTags": [ + "MW", + "RCH", + "AOE" + ], + "conditionInflict": [ + "restrained" + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Wyvern.png" + }, + "foundryTokenScale": 1.5, + "damageTags": [ + "A", + "B", + "P" + ], + "savingThrowForced": [ + "constitution", + "strength" + ] + }, + { + "name": "Manticore", + "source": "MonstersofVelimir", + "size": [ + "L" + ], + "type": { + "type": "monstrosity", + "tags": [ + "Skirmisher" + ] + }, + "alignment": [ + "N" + ], + "alignmentPrefix": "typically ", + "ac": [ + 13 + ], + "hp": { + "average": 76, + "formula": "9d10 + 27" + }, + "speed": { + "walk": 30, + "fly": 50 + }, + "str": 18, + "dex": 16, + "con": 16, + "int": 10, + "wis": 12, + "cha": 7, + "skill": { + "perception": "+3", + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "languages": [ + "understands any one language but speaks only through the use of their Mimicry trait" + ], + "cr": "3", + "trait": [ + { + "name": "Agile Predator", + "entries": [ + "When the manticore hits a creature with an attack on the manticore's turn, the manticore doesn't provoke opportunity attacks from that creature for the rest of that turn." + ] + }, + { + "name": "Mimicry", + "entries": [ + "The manticore can mimic any words or phrases they have heard in a language they understand. A creature who hears the speech can tell it is an imitation with a successful {@dc 10} Wisdom ({@skill Insight}) check." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The manticore makes one Bite and one Claw attack, or two Tail Spike attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage. If the target is a creature who is {@condition frightened} of the manticore, they take an extra 4 ({@damage 1d8}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) slashing damage, and the manticore can move the target up to 5 feet horizontally." + ] + }, + { + "name": "Tail Spike", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 100/200 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 3 ({@damage 1d6}) poison damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} until the end of their next turn." + ] + } + ], + "bonus": [ + { + "name": "Trumpeting Howl (1/Day)", + "entries": [ + "Each enemy within 120 feet who can hear the manticore must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} of the manticore for 1 minute (save ends at end of turn). If the initial saving throw fails by 5 or more, a creature is also {@condition dazed|FleeMortals} while {@condition frightened} in this way." + ] + } + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "X" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflict": [ + "dazed|fleemortals", + "frightened", + "poisoned" + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FleeMortals/token/Manticore.png" + }, + "foundryTokenScale": 1.5, + "traitTags": [ + "Mimicry" + ], + "damageTags": [ + "I", + "P", + "S" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ] + } + ] +} \ No newline at end of file From 97cec0f28df2e729a4d64cfb2ebc7845271b356f Mon Sep 17 00:00:00 2001 From: TheGiddyLimit Date: Sun, 1 Dec 2024 22:58:39 +0000 Subject: [PATCH 21/40] chore: clean --- _generated/index-meta.json | 2 +- _generated/index-props.json | 2 +- _generated/index-sources.json | 2 +- _generated/index-timestamps.json | 2 +- class/LaserLlama; The Vessel.json | 6 +- collection/Galdeveer; Tanks and Flanks.json | 7334 +---------------- ...iple Doiple; Monsters of Velimir.json.json | 2 +- 7 files changed, 316 insertions(+), 7034 deletions(-) diff --git a/_generated/index-meta.json b/_generated/index-meta.json index 1b8dfae2d..5e4e4760a 100644 --- a/_generated/index-meta.json +++ b/_generated/index-meta.json @@ -1 +1 @@ -{"Sample - Giddy; Extinguish.json":{"n":["TheGiddyLimit"],"a":["Brew"]},"Adult Swim; Tigtone & The Never-Stopping Prophecy.json":{"n":["Tigtone & the Never-Stopping Prophecy"],"a":["TTNSP"]},"Adventurers League; DDEX1-01 - Defiance in Phlan.json":{"n":["DDEX1-01 - Defiance in Phlan"],"a":["DDEX1-01"]},"Adventurers League; DDEX1-02 - Secrets of Sokol Keep.json":{"n":["DDEX1-02 - Secrets of Sokol Keep"],"a":["DDEX1-02"]},"Adventurers League; DDEX1-03 - Shadows Over the Moonsea.json":{"n":["DDEX1-03 - Shadows Over the Moonsea"],"a":["DDEX1-03"]},"Adventurers League; DDEX1-04 - Dues for the Dead.json":{"n":["DDEX1-04 - Dues for the Dead"],"a":["DDEX1-04"]},"Adventurers League; 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Stealth Rules.json":{"a":1537874753,"m":1729630006},"variantrule/Modnar; Modnars Mission Mandates.json":{"a":0,"m":1729630006},"variantrule/Pwines; Aerial Combat.json":{"a":1537874753,"m":1729630006},"variantrule/RedCeramicFryPan; Staff Creation Rules.json":{"a":1537874753,"m":1729630006},"variantrule/Rhinemann; Group Spellcasting.json":{"a":1616954142,"m":1729630006},"variantrule/Sample - Giddy; Houserules.json":{"a":0,"m":1731886430},"variantrule/VaranSL; Brewer's Supplies.json":{"a":1630940312,"m":1729630006},"variantrule/Web Community; Community Homebrew Variant Rules.json":{"a":1604252046,"m":1729630006},"vehicle/Sample - Giddy; Coracle.json":{"a":0,"m":1731886430}} \ No newline at end of file diff --git a/class/LaserLlama; The Vessel.json b/class/LaserLlama; The Vessel.json index 929780890..946cbcf96 100644 --- a/class/LaserLlama; The Vessel.json +++ b/class/LaserLlama; The Vessel.json @@ -729,7 +729,7 @@ "type": "refClassFeature", "classFeature": "Spiritual Defense|Vessel|LLVessel|1" } - ] + ] }, { "name": "Iridescent Strikes", @@ -2662,7 +2662,7 @@ "{@spell maelstrom|xge}" ] ] - } + } ], "foundryImg": "icons/magic/air/wind-tornado-spiral-brown.webp" }, @@ -4108,7 +4108,7 @@ }, "resist": [ { - "special": "damage from all spells" + "special": "damage from all spells" } ], "languages": [ diff --git a/collection/Galdeveer; Tanks and Flanks.json b/collection/Galdeveer; Tanks and Flanks.json index 11d83908c..a3bab05e5 100644 --- a/collection/Galdeveer; Tanks and Flanks.json +++ b/collection/Galdeveer; Tanks and Flanks.json @@ -6629,7 +6629,7 @@ ], "entries": [ "You summon an otherworldly being that appears as a loyal steed in an unoccupied space you can see within range. The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. If you already have a steed from this spell, the steed is replaced by the new one.", - "When you prepare this spell, choose the steed's creature type—Celestial, Fey, or Fiend. You can prepare this spell multiple times as long as you pick a different option each time. This creature uses the {@creature Otherworldly Steed|GaldeveerTanksAndFlanks} stat block. When you cast the spell, choose the steed's mythology—Idyllic, Biblical, or Exalted—which determines certain traits in the stat block.", + "When you prepare this spell, choose the steed's creature type\u2014Celestial, Fey, or Fiend. You can prepare this spell multiple times as long as you pick a different option each time. This creature uses the {@creature Otherworldly Steed|GaldeveerTanksAndFlanks} stat block. When you cast the spell, choose the steed's mythology\u2014Idyllic, Biblical, or Exalted\u2014which determines certain traits in the stat block.", "The steed is your ally and obeys all of your commands. See the NPC Allies document for more information.", { "type": "entries", @@ -6699,7 +6699,7 @@ }, "entries": [ "You gain the service of a familiar, an otherworldly spirit which manifests as a little animal in an unoccupied space you can see within range. This creature uses the {@creature Otherworldly Familiar|GaldeveerTanksAndFlanks} stat block. If you already have a familiar from this spell, the familiar is replaced by the new one.", - "When you prepare the spell, choose the familiar's creature type: Celestial, Fey, or Fiend. You can prepare this spell multiple times as long as you select a different creature type each time. Whenever you cast the spell, choose the familiar's environment: Air, Land, or Water. The familiar resembles a Tiny animal of your choice—such as an owl, a cat, or a frog—that is native to the chosen environment. Both choices—creature type and environment—determine certain traits in the stat block. The familiar is your ally and obeys all of your commands.", + "When you prepare the spell, choose the familiar's creature type: Celestial, Fey, or Fiend. You can prepare this spell multiple times as long as you select a different creature type each time. Whenever you cast the spell, choose the familiar's environment: Air, Land, or Water. The familiar resembles a Tiny animal of your choice\u2014such as an owl, a cat, or a frog\u2014that is native to the chosen environment. Both choices\u2014creature type and environment\u2014determine certain traits in the stat block. The familiar is your ally and obeys all of your commands.", { "type": "entries", "name": "Remote Scouting", @@ -8626,7 +8626,7 @@ ], "entries": [ "Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into {@variantrule Difficult Terrain|XPHB}. They disappear when the spell ends.", - "Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the {@condition Restrained|XPHB} condition until the spell ends. At the start of each of the {@condition restrained} creature’s turns it can repeat the saving throw, breaking free on a success. A {@condition Restrained|XPHB} creature or a creature it is within reach of can take an action to make a Strength ({@skill Athletics}) check against your spell save DC. On a success, it breaks free." + "Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the {@condition Restrained|XPHB} condition until the spell ends. At the start of each of the {@condition restrained} creature's turns it can repeat the saving throw, breaking free on a success. A {@condition Restrained|XPHB} creature or a creature it is within reach of can take an action to make a Strength ({@skill Athletics}) check against your spell save DC. On a success, it breaks free." ], "savingThrow": [ "strength" @@ -12049,7 +12049,7 @@ "type": "entries", "name": "Image", "entries": [ - "If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it." + "If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it." ] } ], @@ -12600,6725 +12600,6 @@ ] } ], - "feat": [ - { - "name": "Lucky", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Spells", - "level": 0, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 1d12} Poison damage." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "Cantrip Upgrade", - "entries": [ - "The damage increases by {@dice 1d12} when you reach levels 5 ({@damage 2d12}), 11 ({@damage 3d12}), and 17 ({@damage 4d12})." - ] - } - ], - "scalingLevelDice": { - "label": "Poison damage", - "scaling": { - "1": "1d12", - "5": "2d12", - "11": "3d12", - "17": "4d12" - } - }, - "damageInflict": [ - "poison" - ], - "spellAttack": [ - "R" - ], - "miscTags": [ - "SCL" - ], - "areaTags": [ - "ST" - ], - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "XPHB" - }, - { - "name": "Sorcerer", - "source": "XPHB" - }, - { - "name": "Warlock", - "source": "XPHB" - }, - { - "name": "Wizard", - "source": "XPHB" - }, - { - "name": "Artificer", - "source": "TCE" - }, - { - "name": "Rogue", - "source": "XPHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Bard", - "source": "XPHB" - }, - "subclass": { - "name": "College of Lore", - "shortName": "Lore", - "source": "XPHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Nature Domain", - "shortName": "Nature", - "source": "PHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Death Domain", - "shortName": "Death", - "source": "DMG" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Arcana Domain", - "shortName": "Arcana", - "source": "SCAG" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Strength Domain (PSA)", - "shortName": "Strength (PSA)", - "source": "PSA" - } - }, - { - "class": { - "name": "Fighter", - "source": "XPHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "XPHB" - } - }, - { - "class": { - "name": "Rogue", - "source": "XPHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "XPHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Nature Domain", - "shortName": "Nature", - "source": "PHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Death Domain", - "shortName": "Death", - "source": "DMG" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Arcana Domain", - "shortName": "Arcana", - "source": "SCAG" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Strength Domain (PSA)", - "shortName": "Strength (PSA)", - "source": "PSA" - } - }, - { - "class": { - "name": "Druid", - "source": "PHB" - }, - "subclass": { - "name": "Circle of the Land", - "shortName": "Land", - "source": "PHB" - } - }, - { - "class": { - "name": "Fighter", - "source": "PHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "PHB" - } - }, - { - "class": { - "name": "Rogue", - "source": "PHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "PHB" - } - } - ] - }, - "races": [ - { - "name": "Elf (High)", - "source": "PHB", - "baseName": "Elf", - "baseSource": "PHB" - }, - { - "name": "Elf (Kaladesh; Vahadar)", - "source": "PSK", - "baseName": "Elf (Kaladesh)", - "baseSource": "PSK" - }, - { - "name": "Half-Elf (Variant; Moon Elf or Sun Elf Descent)", - "source": "SCAG", - "baseName": "Half-Elf", - "baseSource": "PHB" - }, - { - "name": "Kobold", - "source": "MPMM" - }, - { - "name": "Yuan-Ti", - "source": "MPMM" - }, - { - "name": "Merfolk (Ixalan; Blue)", - "source": "PSX", - "baseName": "Merfolk", - "baseSource": "PSZ" - }, - { - "name": "Merfolk (Ixalan; Green)", - "source": "PSX", - "baseName": "Merfolk", - "baseSource": "PSZ" - }, - { - "name": "Merfolk (Zendikar; Emeria Creed)", - "source": "PSZ", - "baseName": "Merfolk", - "baseSource": "PSZ" - }, - { - "name": "Merfolk (Zendikar; Ula Creed)", - "source": "PSZ", - "baseName": "Merfolk", - "baseSource": "PSZ" - }, - { - "name": "Yuan-ti Pureblood", - "source": "VGM" - } - ], - "optionalfeatures": [ - { - "name": "Druidic Warrior", - "source": "TCE", - "featureType": [ - "FS:R" - ] - }, - { - "name": "Pact of the Tome", - "source": "PHB", - "featureType": [ - "PB" - ] - }, - { - "name": "Pact of the Tome", - "source": "XPHB", - "featureType": [ - "EI" - ] - } - ], - "feats": [ - { - "name": "Aberrant Dragonmark", - "source": "ERLW" - }, - { - "name": "Artificer Initiate", - "source": "TCE" - }, - { - "name": "Druidic Warrior", - "source": "XPHB" - }, - { - "name": "Magic Initiate", - "source": "XPHB" - }, - { - "name": "Initiate of High Sorcery", - "source": "DSotDQ" - }, - { - "name": "Magic Initiate", - "source": "PHB" - }, - { - "name": "Spell Sniper", - "source": "PHB" - }, - { - "name": "Wood Elf Magic", - "source": "XGE" - } - ] - }, - { - "name": "Prestidigitation", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Spells", - "level": 0, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.", - { - "type": "entries", - "name": "Sensory Effect", - "entries": [ - "You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor." - ] - }, - { - "type": "entries", - "name": "Fire Play", - "entries": [ - "You instantaneously light or snuff out a candle, a torch, or a small campfire." - ] - }, - { - "type": "entries", - "name": "Clean or Soil", - "entries": [ - "You instantaneously clean or soil an object no larger than 1 cubic foot." - ] - }, - { - "type": "entries", - "name": "Minor Sensation", - "entries": [ - "You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour." - ] - }, - { - "type": "entries", - "name": "Magic Mark", - "entries": [ - "You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour." - ] - }, - { - "type": "entries", - "name": "Minor Creation", - "entries": [ - "You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth." - ] - } - ], - "miscTags": [ - "OBJ" - ], - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "XPHB" - }, - { - "name": "Sorcerer", - "source": "XPHB" - }, - { - "name": "Warlock", - "source": "XPHB" - }, - { - "name": "Wizard", - "source": "XPHB" - }, - { - "name": "Artificer", - "source": "TCE" - }, - { - "name": "Rogue", - "source": "XPHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Bard", - "source": "XPHB" - }, - "subclass": { - "name": "College of Lore", - "shortName": "Lore", - "source": "XPHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Arcana Domain", - "shortName": "Arcana", - "source": "SCAG" - } - }, - { - "class": { - "name": "Fighter", - "source": "XPHB" - }, - "subclass": { - "name": "Arcane Archer", - "shortName": "Arcane Archer", - "source": "XGE" - } - }, - { - "class": { - "name": "Fighter", - "source": "XPHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "XPHB" - } - }, - { - "class": { - "name": "Rogue", - "source": "XPHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "XPHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Arcana Domain", - "shortName": "Arcana", - "source": "SCAG" - } - }, - { - "class": { - "name": "Fighter", - "source": "PHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "PHB" - } - }, - { - "class": { - "name": "Fighter", - "source": "PHB" - }, - "subclass": { - "name": "Arcane Archer", - "shortName": "Arcane Archer", - "source": "XGE" - } - }, - { - "class": { - "name": "Rogue", - "source": "PHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "PHB" - } - } - ] - }, - "races": [ - { - "name": "Elf (High)", - "source": "PHB", - "baseName": "Elf", - "baseSource": "PHB" - }, - { - "name": "Half-Elf (Variant; Moon Elf or Sun Elf Descent)", - "source": "SCAG", - "baseName": "Half-Elf", - "baseSource": "PHB" - }, - { - "name": "Halfling (Mark of Hospitality)", - "source": "ERLW", - "baseName": "Halfling", - "baseSource": "PHB" - }, - { - "name": "Kobold", - "source": "MPMM" - }, - { - "name": "Merfolk (Ixalan; Blue)", - "source": "PSX", - "baseName": "Merfolk", - "baseSource": "PSZ" - }, - { - "name": "Merfolk (Zendikar; Cosi Creed)", - "source": "PSZ", - "baseName": "Merfolk", - "baseSource": "PSZ" - }, - { - "name": "Merfolk (Zendikar; Ula Creed)", - "source": "PSZ", - "baseName": "Merfolk", - "baseSource": "PSZ" - } - ], - "optionalfeatures": [ - { - "name": "Pact of the Tome", - "source": "PHB", - "featureType": [ - "PB" - ] - }, - { - "name": "Pact of the Tome", - "source": "XPHB", - "featureType": [ - "EI" - ] - } - ], - "feats": [ - { - "name": "Aberrant Dragonmark", - "source": "ERLW" - }, - { - "name": "Artificer Initiate", - "source": "TCE" - }, - { - "name": "Cartomancer", - "source": "BMT" - }, - { - "name": "Initiate of High Sorcery", - "source": "DSotDQ" - }, - { - "name": "Magic Initiate", - "source": "PHB" - }, - { - "name": "Magic Initiate", - "source": "XPHB" - }, - { - "name": "Strixhaven Initiate", - "source": "SCC" - } - ] - }, - { - "name": "Purify Food and Drink", - "source": "GaldeveerTanksandFlanks", - "page": "Revised spells", - "level": 1, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "meta": { - "ritual": true - }, - "entries": [ - "You remove poison, rot, and acids from food and drink in a 10-foot-radius Sphere centered on a point within range. The poison or acid cannot be worth more than 5gp." - ], - "areaTags": [ - "S" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "XPHB" - }, - { - "name": "Druid", - "source": "XPHB" - }, - { - "name": "Paladin", - "source": "XPHB" - }, - { - "name": "Artificer", - "source": "TCE" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Bard", - "source": "XPHB" - }, - "subclass": { - "name": "College of Lore", - "shortName": "Lore", - "source": "XPHB" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "XPHB" - }, - "subclass": { - "name": "Divine Soul", - "shortName": "Divine Soul", - "source": "XGE" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "PHB" - }, - "subclass": { - "name": "Divine Soul", - "shortName": "Divine Soul", - "source": "XGE" - } - } - ] - }, - "races": [ - { - "name": "Halfling (Mark of Hospitality)", - "source": "ERLW", - "baseName": "Halfling", - "baseSource": "PHB" - } - ], - "optionalfeatures": [ - { - "name": "Book of Ancient Secrets", - "source": "PHB", - "featureType": [ - "EI" - ] - }, - { - "name": "Pact of the Tome", - "source": "XPHB", - "featureType": [ - "EI" - ] - } - ], - "feats": [ - { - "name": "Artificer Initiate", - "source": "TCE" - }, - { - "name": "Divinely Favored", - "source": "DSotDQ" - }, - { - "name": "Magic Initiate", - "source": "PHB" - }, - { - "name": "Ritual Caster", - "source": "PHB" - }, - { - "name": "Magic Initiate", - "source": "XPHB" - }, - { - "name": "Ritual Caster", - "source": "XPHB" - }, - { - "name": "Quicksmithing", - "source": "PSK" - }, - { - "name": "Strixhaven Initiate", - "source": "SCC" - } - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell at higher levels, multiply the worth of the poison or acid that can be removed by 3 for each additional level." - ] - } - ] - }, - { - "name": "Fear", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Spells", - "level": 3, - "school": "I", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "cone", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true, - "m": "a white feather" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the {@condition Frightened|XPHB} condition for the duration.", - "A {@condition Frightened|XPHB} creature takes the {@action Dash|XPHB} action and moves away from you by the safest route on each of its turns unless there is nowhere to move. At the end of each of its turns it can repeat the saving throw, ending the effect on a success." - ], - "savingThrow": [ - "wisdom" - ], - "areaTags": [ - "N" - ], - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "XPHB" - }, - { - "name": "Sorcerer", - "source": "XPHB" - }, - { - "name": "Warlock", - "source": "XPHB" - }, - { - "name": "Wizard", - "source": "XPHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Bard", - "source": "XPHB" - }, - "subclass": { - "name": "College of Lore", - "shortName": "Lore", - "source": "XPHB" - } - }, - { - "class": { - "name": "Fighter", - "source": "XPHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "XPHB" - } - }, - { - "class": { - "name": "Paladin", - "source": "XPHB" - }, - "subclass": { - "name": "Oath of Conquest", - "shortName": "Conquest", - "source": "XGE" - } - }, - { - "class": { - "name": "Ranger", - "source": "XPHB" - }, - "subclass": { - "name": "Gloom Stalker", - "shortName": "Gloom Stalker", - "source": "XPHB" - } - }, - { - "class": { - "name": "Rogue", - "source": "XPHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "XPHB" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "XPHB" - }, - "subclass": { - "name": "Draconic Sorcery", - "shortName": "Draconic", - "source": "XPHB" - } - }, - { - "class": { - "name": "Fighter", - "source": "PHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "PHB" - } - }, - { - "class": { - "name": "Paladin", - "source": "PHB" - }, - "subclass": { - "name": "Oath of Conquest", - "shortName": "Conquest", - "source": "XGE" - } - }, - { - "class": { - "name": "Ranger", - "source": "PHB" - }, - "subclass": { - "name": "Gloom Stalker", - "shortName": "Gloom Stalker", - "source": "XGE" - } - }, - { - "class": { - "name": "Rogue", - "source": "PHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "PHB" - } - } - ] - }, - "races": [ - { - "name": "Vulpin", - "source": "HWCS" - } - ], - "backgrounds": [ - { - "name": "Rakdos Cultist", - "source": "GGR" - } - ] - }, - { - "name": "Polymorph", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Spells", - "level": 4, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true, - "m": "a caterpillar cocoon" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. At the start of each of their turns the target can repeat the saving throw, ending the spell on a success.", - "When you prepare this spell, choose 3 stat blocks with the beast creature type that have a CR equal to or less than twice this spell's level plus your spellcasting modifier. Choose one of these beasts to transform the target into. The target's game statistics are replaced by the stat block of the Beast, but the target retains its alignment, personality, creature type, saving throw modifiers, {@variantrule Hit Points|XPHB}, and {@variantrule Hit Point Dice|XPHB}. You can prepare this spell multiple times, but you must pick different stat blocks each time.", - "The target gains a number of {@variantrule Temporary Hit Points|XPHB} equal to the {@variantrule Hit Points|XPHB} of the Beast form. The spell ends early on the target if it has no {@variantrule Temporary Hit Points|XPHB} left. It looses these temporary hit points if the spell ends.", - "The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.", - "The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment." - ], - "savingThrow": [ - "wisdom" - ], - "miscTags": [ - "SGT" - ], - "areaTags": [ - "ST" - ], - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "XPHB" - }, - { - "name": "Druid", - "source": "XPHB" - }, - { - "name": "Sorcerer", - "source": "XPHB" - }, - { - "name": "Wizard", - "source": "XPHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Trickery Domain", - "shortName": "Trickery", - "source": "PHB" - } - }, - { - "class": { - "name": "Fighter", - "source": "PHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "PHB" - } - }, - { - "class": { - "name": "Rogue", - "source": "PHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "PHB" - } - }, - { - "class": { - "name": "Druid", - "source": "XPHB" - }, - "subclass": { - "name": "Circle of the Land", - "shortName": "Land", - "source": "XPHB", - "subSubclass": "Tropical Land" - } - }, - { - "class": { - "name": "Fighter", - "source": "XPHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "XPHB" - } - }, - { - "class": { - "name": "Rogue", - "source": "XPHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "XPHB" - } - } - ] - }, - "optionalfeatures": [ - { - "name": "Sculptor of Flesh", - "source": "PHB", - "featureType": [ - "EI" - ] - } - ], - "backgrounds": [ - { - "name": "Simic Scientist", - "source": "GGR" - } - ] - }, - { - "name": "True Polymorph", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Spells", - "level": 9, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true, - "m": "a drop of mercury, a dollop of gum arabic, and a wisp of smoke" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain {@status Concentration|XPHB} on this spell for the full duration, the spell lasts until dispelled.", - "When you prepare this spell, choose 5 stat blocks with a challenge rating of 18 + your spellcasting modifier or lower. You can prepare this spell multiple times, but you must pick different stat blocks each time.", - "An unwilling creature that is being targeted or is holding the item being targeted can make a Wisdom saving throw. If it succeeds, the spell has no effect. This spell has no effect on items worth 100,000gp or more.", - { - "type": "entries", - "name": "Creature into Creature", - "entries": [ - "If you turn a creature into another kind of creature, choose one of the prepared stat blocks to turn it into. The target's game statistics are replaced by the stat block of the new form, but it retains its saving throw modifiers, {@variantrule Hit Points|XPHB}, {@variantrule Hit Point Dice|XPHB}, alignment, and personality.", - "The target gains a number of {@variantrule Temporary Hit Points|XPHB} equal to the {@variantrule Hit Points|XPHB} of the new form. The spell ends early on the target if it has no {@variantrule Temporary Hit Points|XPHB} left. It looses these temporary hit points if the spell ends.", - "The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.", - "The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment." - ] - }, - { - "type": "entries", - "name": "Object into Creature", - "entries": [ - "If you turn an object into a creature, choose one of the prepared stat blocks to turn it into. The stat block's creature size must be no larger than the object's size. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands.", - "If the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it." - ] - }, - { - "type": "entries", - "name": "Creature into Object", - "entries": [ - "If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal. The object must not be worth more than 500gp and it cannot be expended while the change is not permanent." - ] - } - ], - "savingThrow": [ - "wisdom" - ], - "miscTags": [ - "OBJ", - "PRM", - "SGT", - "SMN", - "THP" - ], - "areaTags": [ - "ST" - ], - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "XPHB" - }, - { - "name": "Warlock", - "source": "XPHB" - }, - { - "name": "Wizard", - "source": "XPHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Arcana Domain", - "shortName": "Arcana", - "source": "SCAG" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Arcana Domain", - "shortName": "Arcana", - "source": "SCAG" - } - } - ] - } - }, - { - "name": "Mass Polymorph", - "source": "GaldeveerTanksandFlanks", - "page": 160, - "level": 9, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 120 - } - }, - "components": { - "v": true, - "s": true, - "m": "a caterpillar cocoon" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "You attempt to transform up to 10 creatures that you can see within range into Beasts. Each target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. At the start of each of their turns the target can repeat the saving throw, ending the effect on them on a success.", - "When you prepare this spell, choose 5 stat blocks with the beast creature type that have a CR equal to or less than 18 plus your spellcasting modifier. Choose one of these stat blocks to transform each target into, and you can choose the same form or different ones for each target. The target's game statistics are replaced by the stat block of the Beast, but the target retains its alignment, personality, creature type, saving throw modifiers, Hit Points, and Hit Point Dice. You can prepare this spell multiple times, but you must pick different stat blocks each time.", - "Each target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. The spell stops affecting the target if it has no Temporary Hit Points left. It looses these temporary hit points if the spell ends.", - "The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.", - "The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment." - ], - "savingThrow": [ - "wisdom" - ], - "miscTags": [ - "SGT", - "THP" - ], - "areaTags": [ - "MT" - ], - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "XPHB" - }, - { - "name": "Sorcerer", - "source": "XPHB" - }, - { - "name": "Wizard", - "source": "XPHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Arcana Domain", - "shortName": "Arcana", - "source": "SCAG" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Arcana Domain", - "shortName": "Arcana", - "source": "SCAG" - } - } - ] - } - }, - { - "name": "Prismatic Wall", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Spells", - "level": 9, - "school": "A", - "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": 10 - } - } - ], - "entries": [ - "A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.", - "The wall sheds {@variantrule Bright Light|XPHB} within 100 feet and {@variantrule Dim Light|XPHB} for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. Whenever another creature that can see the wall moves is within 20 feet of it, it must succeed on a Constitution saving throw or have the {@condition Blinded|XPHB} condition for 1 minute. After a creature makes this saving throw it does not need to do so again until the start of its next turn.", - "The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table. After a creature makes a saving throw for a layer, it does not need to make a saving throw for that layer again until the start of its next turn.", - "The wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. {@spell Antimagic Field|XPHB} has no effect on the wall, and {@spell Dispel Magic|XPHB} can affect only the violet layer.", - { - "type": "table", - "caption": "Prismatic Layers", - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "colLabels": [ - "Order", - "Effects" - ], - "rows": [ - [ - "1", - "{@b Red.} {@i Failed Save:} {@damage 12d6} Fire damage. {@i Successful Save:} Half as much damage. {@i Additional Effects}: Nonmagical ranged attacks can't pass through this layer, which is destroyed if it takes at least 25 Cold damage." - ], - [ - "2", - "{@b Orange.} {@i Failed Save:} {@damage 12d6} Acid damage. {@i Successful Save:} Half as much damage. {@i Additional Effects:} Magical ranged attacks can't pass through this layer, which is destroyed by a strong wind (such as the one created by {@spell Gust of Wind|XPHB})." - ], - [ - "3", - "{@b Yellow.} {@i Failed Save:} {@damage 12d6} Lightning damage. {@i Successful Save:} Half as much damage. {@i Additional Effects:} The layer is destroyed if it takes at least 60 Force damage." - ], - [ - "4", - "{@b Green.} {@i Failed Save:} {@damage 12d6} Poison damage. {@i Successful Save:} Half as much damage. {@i Additional Effects:} A {@spell Passwall|XPHB} spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer." - ], - [ - "5", - "{@b Blue.} {@i Failed Save:} {@damage 12d6} Cold damage. {@i Successful Save:} Half as much damage. {@i Additional Effects:} The layer is destroyed if it takes at least 25 Fire damage." - ], - [ - "6", - "{@b Indigo.} {@i Failed Save:} The target has the {@condition Restrained|XPHB} condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the {@condition Petrified|XPHB} condition until it is freed by an effect like the {@spell Greater Restoration|XPHB} spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. {@i Additional Effects:} Spells can't be cast through this layer, which is destroyed by {@variantrule Bright Light|XPHB} shed by the {@spell Daylight|XPHB} spell." - ], - [ - "7", - "{@b Violet.} {@i Failed Save:} The target has the {@condition Blinded|XPHB} condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice). {@i Additional Effects:} This layer is destroyed by {@spell Dispel Magic|XPHB}." - ] - ] - } - ], - "damageInflict": [ - "acid", - "cold", - "fire", - "force", - "lightning", - "poison" - ], - "conditionInflict": [ - "blinded", - "petrified", - "restrained" - ], - "savingThrow": [ - "constitution", - "dexterity", - "wisdom" - ], - "miscTags": [ - "LGT", - "PRM" - ], - "areaTags": [ - "W" - ], - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "XPHB" - }, - { - "name": "Wizard", - "source": "XPHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Arcana Domain", - "shortName": "Arcana", - "source": "SCAG" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Arcana Domain", - "shortName": "Arcana", - "source": "SCAG" - } - } - ] - } - }, - { - "name": "Revivify", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Spells", - "level": 3, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "a diamond worth 300+ GP, which the spell consumes", - "consume": true, - "cost": 30000 - } - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You touch a creature that has been dead for no longer than a minute. It must make a DC 10 death saving throw.", - "On a success, the creature is revived with 1 {@variantrule Hit Points|XPHB|Hit Point}. If its also a natural 20, the spell does not consume its material component. On a failure, this spell cannot be used to revive this creature. This restriction ends if the creature is revived through other means. If its also a natural 1, the creature can never be revived.", - "This spell can't revive a creature that has died of old age, nor does it restore any missing body parts." - ], - "miscTags": [ - "HL" - ], - "areaTags": [ - "ST" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "XPHB" - }, - { - "name": "Druid", - "source": "XPHB" - }, - { - "name": "Ranger", - "source": "XPHB" - }, - { - "name": "Paladin", - "source": "XPHB" - }, - { - "name": "Artificer", - "source": "TCE" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Bard", - "source": "XPHB" - }, - "subclass": { - "name": "College of Lore", - "shortName": "Lore", - "source": "XPHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Grave Domain", - "shortName": "Grave", - "source": "XGE" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Life Domain", - "shortName": "Life", - "source": "XPHB" - } - }, - { - "class": { - "name": "Druid", - "source": "XPHB" - }, - "subclass": { - "name": "Circle of Wildfire", - "shortName": "Wildfire", - "source": "TCE" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "XPHB" - }, - "subclass": { - "name": "Divine Soul", - "shortName": "Divine Soul", - "source": "XGE" - } - }, - { - "class": { - "name": "Warlock", - "source": "XPHB" - }, - "subclass": { - "name": "Celestial Patron", - "shortName": "Celestial", - "source": "XPHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Life Domain", - "shortName": "Life", - "source": "PHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Grave Domain", - "shortName": "Grave", - "source": "XGE" - } - }, - { - "class": { - "name": "Druid", - "source": "PHB" - }, - "subclass": { - "name": "Circle of Wildfire", - "shortName": "Wildfire", - "source": "TCE" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "PHB" - }, - "subclass": { - "name": "Divine Soul", - "shortName": "Divine Soul", - "source": "XGE" - } - }, - { - "class": { - "name": "Warlock", - "source": "PHB" - }, - "subclass": { - "name": "The Celestial", - "shortName": "Celestial", - "source": "XGE" - } - } - ] - }, - "backgrounds": [ - { - "name": "Witherbloom Student", - "source": "SCC" - } - ] - }, - { - "name": "Raise Dead", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Spells", - "level": 5, - "school": "N", - "time": [ - { - "number": 1, - "unit": "hour" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "a diamond worth 500+ GP, which the spell consumes", - "cost": 50000, - "consume": true - } - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You touch creature that has been dead for no longer than 10 days and wasn't Undead when it died. It must make a DC 10 death saving throw.", - "On a success, it is revived with 1 Hit Point. If its also a natural 20, the spell does not consume its material component. On a failure, this spell cannot be used to revive this creature. This restriction ends if the creature is revived through other means. If its also a natural 1, it can never be revived.", - "Any poisons that affected the revived creature at its time of death are neutralized. All mortal wounds on the revived creature are closed, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell has no effect.", - "Coming back from the dead is an ordeal. The revived creature takes 2 levels of {@condition exhaustion}." - ], - "affectsCreatureType": [ - "aberration", - "beast", - "celestial", - "construct", - "dragon", - "elemental", - "fey", - "fiend", - "giant", - "humanoid", - "monstrosity", - "ooze", - "plant" - ], - "miscTags": [ - "HL" - ], - "hasFluffImages": true, - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "XPHB" - }, - { - "name": "Cleric", - "source": "XPHB" - }, - { - "name": "Paladin", - "source": "XPHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Artificer", - "source": "TCE" - }, - "subclass": { - "name": "Alchemist", - "shortName": "Alchemist", - "source": "TCE" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Life Domain", - "shortName": "Life", - "source": "PHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Grave Domain", - "shortName": "Grave", - "source": "XGE" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "PHB" - }, - "subclass": { - "name": "Divine Soul", - "shortName": "Divine Soul", - "source": "XGE" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Grave Domain", - "shortName": "Grave", - "source": "XGE" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "XPHB" - }, - "subclass": { - "name": "Divine Soul", - "shortName": "Divine Soul", - "source": "XGE" - } - } - ] - } - }, - { - "name": "Resurrection", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Spells", - "level": 7, - "school": "N", - "time": [ - { - "number": 1, - "unit": "hour" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "a diamond worth 1,000+ GP, which the spell consumes", - "cost": 100000, - "consume": true - } - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You touch a creature that has has been dead for no longer than a century, didn't die of old age, and wasn't Undead when it died. It must make a DC 10 death saving throw.", - "On a success, it is revived with all of its Hit Points. If its also a natural 20, the spell does not consume its material component. On a failure, this spell cannot be used to revive this creature. This restriction ends if the creature is revived through other means. If its also a natural 1, it can never be revived.", - "Any poisons that affected the creature at its time of death are neutralized. All mortal wounds on the revived creature are closed and any of the revived creature's missing body parts are restored.", - "Any poisons that affected the revived creature at its time of death are neutralized. All mortal wounds on the revived creature close and any missing body parts are restored.", - "Coming back from the dead is an ordeal. The revived creature takes 2 levels of {@condition exhaustion}.", - "Successfully reviving a creature that has been dead for 365 days or longer taxes you. Until you finish a {@variantrule Long Rest|XPHB}, you can't cast spells again, and you have {@variantrule Disadvantage|XPHB} on {@variantrule D20 Test|XPHB|D20 Tests}." - ], - "affectsCreatureType": [ - "aberration", - "beast", - "celestial", - "construct", - "dragon", - "elemental", - "fey", - "fiend", - "giant", - "humanoid", - "monstrosity", - "ooze", - "plant" - ], - "miscTags": [ - "HL" - ], - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "XPHB" - }, - { - "name": "Cleric", - "source": "XPHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Sorcerer", - "source": "PHB" - }, - "subclass": { - "name": "Divine Soul", - "shortName": "Divine Soul", - "source": "XGE" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "XPHB" - }, - "subclass": { - "name": "Divine Soul", - "shortName": "Divine Soul", - "source": "XGE" - } - } - ] - } - }, - { - "name": "True Resurrection", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Spells", - "level": 9, - "school": "N", - "time": [ - { - "number": 1, - "unit": "hour" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "diamonds worth 25,000+ GP, which the spell consumes", - "cost": 2500000, - "consume": true - } - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You touch a creature that has been dead for no longer than 2 centuries and that died for any reason except old age. It must make a DC 10 death saving throw.", - "On a success, the creature is revived with all of its Hit Point. If its also a natural 20, the spell does not consume its material component. On a failure, this spell cannot be used to revive this creature. This restriction ends if the creature is revived through other means. If its also a natural 1, the creature can never be revived.", - "This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the revived creature when it died. The spell replaces the revived creature's damaged or missing organs and limbs. If the revived creature was Undead, it is restored to its non-Undead form.", - "The spell can provide a new body for the revived creature if the original no longer exists, in which case you must speak the creature's name. It appears in an unoccupied space you choose within 10 feet of you." - ], - "miscTags": [ - "HL" - ], - "areaTags": [ - "ST" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "XPHB" - }, - { - "name": "Druid", - "source": "XPHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Sorcerer", - "source": "PHB" - }, - "subclass": { - "name": "Divine Soul", - "shortName": "Divine Soul", - "source": "XGE" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "XPHB" - }, - "subclass": { - "name": "Divine Soul", - "shortName": "Divine Soul", - "source": "XGE" - } - } - ] - } - }, - { - "name": "Rope Trick", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Spells", - "level": 2, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": "a segment of rope" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an {@condition Invisible|XPHB} 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope As an action, the roped can be pulled into or dropped out of that space.", - "The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends." - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "XPHB" - }, - { - "name": "Artificer", - "source": "TCE" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Bard", - "source": "XPHB" - }, - "subclass": { - "name": "College of Lore", - "shortName": "Lore", - "source": "XPHB" - } - }, - { - "class": { - "name": "Fighter", - "source": "XPHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "XPHB" - } - }, - { - "class": { - "name": "Ranger", - "source": "XPHB" - }, - "subclass": { - "name": "Gloom Stalker", - "shortName": "Gloom Stalker", - "source": "XPHB" - } - }, - { - "class": { - "name": "Rogue", - "source": "XPHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "XPHB" - } - }, - { - "class": { - "name": "Fighter", - "source": "PHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "PHB" - } - }, - { - "class": { - "name": "Ranger", - "source": "PHB" - }, - "subclass": { - "name": "Gloom Stalker", - "shortName": "Gloom Stalker", - "source": "XGE" - } - }, - { - "class": { - "name": "Rogue", - "source": "PHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "PHB" - } - } - ] - }, - "backgrounds": [ - { - "name": "Izzet Engineer", - "source": "GGR" - } - ], - "feats": [ - { - "name": "Adept of the Red Robes", - "source": "DSotDQ" - } - ] - }, - { - "name": "See Invisibility", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Spells", - "level": 2, - "school": "D", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true, - "m": "a pinch of talc" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "For the duration, a creature you can see within 30 ft can see creatures and objects that have the {@condition Invisible|XPHB} condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly." - ], - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "XPHB" - }, - { - "name": "Sorcerer", - "source": "XPHB" - }, - { - "name": "Wizard", - "source": "XPHB" - }, - { - "name": "Artificer", - "source": "TCE" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Bard", - "source": "XPHB" - }, - "subclass": { - "name": "College of Lore", - "shortName": "Lore", - "source": "XPHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Twilight Domain", - "shortName": "Twilight", - "source": "TCE" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Light Domain", - "shortName": "Light", - "source": "XPHB" - } - }, - { - "class": { - "name": "Fighter", - "source": "XPHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "XPHB" - } - }, - { - "class": { - "name": "Paladin", - "source": "XPHB" - }, - "subclass": { - "name": "Oath of the Watchers", - "shortName": "Watchers", - "source": "TCE" - } - }, - { - "class": { - "name": "Rogue", - "source": "XPHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "XPHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Twilight Domain", - "shortName": "Twilight", - "source": "TCE" - } - }, - { - "class": { - "name": "Fighter", - "source": "PHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "PHB" - } - }, - { - "class": { - "name": "Paladin", - "source": "PHB" - }, - "subclass": { - "name": "Oath of the Watchers", - "shortName": "Watchers", - "source": "TCE" - } - }, - { - "class": { - "name": "Rogue", - "source": "PHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "PHB" - } - } - ] - }, - "races": [ - { - "name": "Half-Elf (Variant; Mark of Detection)", - "source": "ERLW", - "baseName": "Half-Elf", - "baseSource": "PHB" - } - ], - "feats": [ - { - "name": "Adept of the White Robes", - "source": "DSotDQ" - } - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "The number of creatures you can choose increases by 1 for each spell slot above 3" - ] - } - ] - }, - { - "name": "Shape Water", - "source": "GaldeveerTanksandFlanks", - "page": 164, - "otherSources": [ - { - "source": "EEPC", - "page": 21 - }, - { - "source": "EGW" - } - ], - "level": 0, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "s": true - }, - "duration": [ - { - "type": "instant" - }, - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:", - { - "type": "list", - "items": [ - "You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage. Until the end of your next turn the water is held aloft as long as it is not holding anything else aloft.", - "You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.", - "You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.", - "You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour." - ] - }, - "If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action." - ], - "miscTags": [ - "SGT" - ], - "areaTags": [ - "C" - ], - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "XPHB" - }, - { - "name": "Sorcerer", - "source": "XPHB" - }, - { - "name": "Wizard", - "source": "XPHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Bard", - "source": "XPHB" - }, - "subclass": { - "name": "College of Lore", - "shortName": "Lore", - "source": "XPHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Nature Domain", - "shortName": "Nature", - "source": "PHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Arcana Domain", - "shortName": "Arcana", - "source": "SCAG" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Strength Domain (PSA)", - "shortName": "Strength (PSA)", - "source": "PSA" - } - }, - { - "class": { - "name": "Fighter", - "source": "XPHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "XPHB" - } - }, - { - "class": { - "name": "Rogue", - "source": "XPHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "XPHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Nature Domain", - "shortName": "Nature", - "source": "PHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Arcana Domain", - "shortName": "Arcana", - "source": "SCAG" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Strength Domain (PSA)", - "shortName": "Strength (PSA)", - "source": "PSA" - } - }, - { - "class": { - "name": "Druid", - "source": "PHB" - }, - "subclass": { - "name": "Circle of the Land", - "shortName": "Land", - "source": "PHB" - } - }, - { - "class": { - "name": "Fighter", - "source": "PHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "PHB" - } - }, - { - "class": { - "name": "Rogue", - "source": "PHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "PHB" - } - } - ] - }, - "races": [ - { - "name": "Elf (High)", - "source": "PHB", - "baseName": "Elf", - "baseSource": "PHB" - }, - { - "name": "Elf (Kaladesh; Vahadar)", - "source": "PSK", - "baseName": "Elf (Kaladesh)", - "baseSource": "PSK" - }, - { - "name": "Genasi (Water)", - "source": "EEPC", - "baseName": "Genasi", - "baseSource": "EEPC" - }, - { - "name": "Half-Elf (Variant; Moon Elf or Sun Elf Descent)", - "source": "SCAG", - "baseName": "Half-Elf", - "baseSource": "PHB" - }, - { - "name": "Kobold", - "source": "MPMM" - }, - { - "name": "Merfolk (Ixalan; Blue)", - "source": "PSX", - "baseName": "Merfolk", - "baseSource": "PSZ" - }, - { - "name": "Merfolk (Ixalan; Green)", - "source": "PSX", - "baseName": "Merfolk", - "baseSource": "PSZ" - }, - { - "name": "Merfolk (Zendikar; Emeria Creed)", - "source": "PSZ", - "baseName": "Merfolk", - "baseSource": "PSZ" - }, - { - "name": "Merfolk (Zendikar; Ula Creed)", - "source": "PSZ", - "baseName": "Merfolk", - "baseSource": "PSZ" - } - ], - "optionalfeatures": [ - { - "name": "Druidic Warrior", - "source": "TCE", - "featureType": [ - "FS:R" - ] - }, - { - "name": "Pact of the Tome", - "source": "PHB", - "featureType": [ - "PB" - ] - }, - { - "name": "Pact of the Tome", - "source": "XPHB", - "featureType": [ - "EI" - ] - } - ], - "feats": [ - { - "name": "Aberrant Dragonmark", - "source": "ERLW" - }, - { - "name": "Druidic Warrior", - "source": "XPHB" - }, - { - "name": "Magic Initiate", - "source": "XPHB" - }, - { - "name": "Initiate of High Sorcery", - "source": "DSotDQ" - }, - { - "name": "Magic Initiate", - "source": "PHB" - }, - { - "name": "Wood Elf Magic", - "source": "XGE" - } - ] - }, - { - "name": "Shillelagh", - "source": "GaldeveerTanksandFlanks", - "page": 316, - "level": 0, - "school": "T", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": "mistletoe" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "A Club, Greatclub, Staff or Quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a {@dice d8}. If the attack deals damage, it can be Force damage or the weapon's normal damage type (your choice).", - "The spell ends early if you cast it again or if you let go of the weapon." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "Cantrip Upgrade", - "entries": [ - "The damage die changes when you reach levels 5 ({@damage d10}), 11 ({@damage d12}), and 17 ({@damage 2d6})." - ] - } - ], - "scalingLevelDice": { - "label": "damage", - "scaling": { - "1": "1d8", - "5": "1d10", - "11": "1d12", - "17": "2d6" - } - }, - "miscTags": [ - "AAD", - "SCL" - ], - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "XPHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Bard", - "source": "XPHB" - }, - "subclass": { - "name": "College of Lore", - "shortName": "Lore", - "source": "XPHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Nature Domain", - "shortName": "Nature", - "source": "PHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Strength Domain (PSA)", - "shortName": "Strength (PSA)", - "source": "PSA" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Nature Domain", - "shortName": "Nature", - "source": "PHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Strength Domain (PSA)", - "shortName": "Strength (PSA)", - "source": "PSA" - } - }, - { - "class": { - "name": "Druid", - "source": "PHB" - }, - "subclass": { - "name": "Circle of the Land", - "shortName": "Land", - "source": "PHB" - } - } - ] - }, - "races": [ - { - "name": "Elf (Kaladesh; Vahadar)", - "source": "PSK", - "baseName": "Elf (Kaladesh)", - "baseSource": "PSK" - }, - { - "name": "Merfolk (Ixalan; Green)", - "source": "PSX", - "baseName": "Merfolk", - "baseSource": "PSZ" - }, - { - "name": "Merfolk (Zendikar; Emeria Creed)", - "source": "PSZ", - "baseName": "Merfolk", - "baseSource": "PSZ" - } - ], - "optionalfeatures": [ - { - "name": "Druidic Warrior", - "source": "TCE", - "featureType": [ - "FS:R" - ] - }, - { - "name": "Pact of the Tome", - "source": "PHB", - "featureType": [ - "PB" - ] - }, - { - "name": "Pact of the Tome", - "source": "XPHB", - "featureType": [ - "EI" - ] - } - ], - "feats": [ - { - "name": "Druidic Warrior", - "source": "XPHB" - }, - { - "name": "Magic Initiate", - "source": "XPHB" - }, - { - "name": "Magic Initiate", - "source": "PHB" - }, - { - "name": "Wood Elf Magic", - "source": "XGE" - } - ] - }, - { - "name": "Shocking Grasp", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Spells", - "level": 0, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes {@damage 1d10} Lightning damage, and it can't make Opportunity Attacks until the start of its next turn." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "The damage increases by {@dice 1d10} when you reach levels 5 ({@damage 2d10}), 11 ({@damage 3d10}), and 17 ({@damage 4d10})." - ] - } - ], - "scalingLevelDice": { - "label": "Lightning damage", - "scaling": { - "1": "1d8", - "5": "2d8", - "11": "3d8", - "17": "4d8" - } - }, - "damageInflict": [ - "lightning" - ], - "spellAttack": [ - "M" - ], - "miscTags": [ - "SCL" - ], - "areaTags": [ - "ST" - ], - "classes": { - "fromClassList": [ - { - "name": "Sorcerer", - "source": "XPHB" - }, - { - "name": "Wizard", - "source": "XPHB" - }, - { - "name": "Artificer", - "source": "TCE" - }, - { - "name": "Rogue", - "source": "PHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Bard", - "source": "XPHB" - }, - "subclass": { - "name": "College of Lore", - "shortName": "Lore", - "source": "XPHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Arcana Domain", - "shortName": "Arcana", - "source": "SCAG" - } - }, - { - "class": { - "name": "Druid", - "source": "XPHB" - }, - "subclass": { - "name": "Circle of the Land", - "shortName": "Land", - "source": "XPHB", - "subSubclass": "Temperate Land" - } - }, - { - "class": { - "name": "Fighter", - "source": "XPHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "XPHB" - } - }, - { - "class": { - "name": "Rogue", - "source": "XPHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "XPHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Arcana Domain", - "shortName": "Arcana", - "source": "SCAG" - } - }, - { - "class": { - "name": "Fighter", - "source": "PHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "PHB" - } - }, - { - "class": { - "name": "Rogue", - "source": "PHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "PHB" - } - } - ] - }, - "races": [ - { - "name": "Elf (High)", - "source": "PHB", - "baseName": "Elf", - "baseSource": "PHB" - }, - { - "name": "Genasi (Air)", - "source": "MPMM", - "baseName": "Genasi", - "baseSource": "MPMM" - }, - { - "name": "Kobold", - "source": "MPMM" - }, - { - "name": "Half-Elf (Variant; Moon Elf or Sun Elf Descent)", - "source": "SCAG", - "baseName": "Half-Elf", - "baseSource": "PHB" - }, - { - "name": "Merfolk (Ixalan; Blue)", - "source": "PSX", - "baseName": "Merfolk", - "baseSource": "PSZ" - }, - { - "name": "Merfolk (Zendikar; Ula Creed)", - "source": "PSZ", - "baseName": "Merfolk", - "baseSource": "PSZ" - } - ], - "optionalfeatures": [ - { - "name": "Pact of the Tome", - "source": "PHB", - "featureType": [ - "PB" - ] - }, - { - "name": "Pact of the Tome", - "source": "XPHB", - "featureType": [ - "EI" - ] - } - ], - "backgrounds": [ - { - "name": "Izzet Engineer", - "source": "GGR" - } - ], - "feats": [ - { - "name": "Aberrant Dragonmark", - "source": "ERLW" - }, - { - "name": "Artificer Initiate", - "source": "TCE" - }, - { - "name": "Initiate of High Sorcery", - "source": "DSotDQ" - }, - { - "name": "Magic Initiate", - "source": "PHB" - }, - { - "name": "Spell Sniper", - "source": "PHB" - }, - { - "name": "Magic Initiate", - "source": "XPHB" - } - ] - }, - { - "name": "Spare the Dying", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Spells", - "level": 0, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 15 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You take the help action to attempt to stabilize a creature in range." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "Cantrip Upgrade", - "entries": [ - "The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet)." - ] - } - ], - "miscTags": [ - "SCL" - ], - "areaTags": [ - "ST" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "XPHB" - }, - { - "name": "Druid", - "source": "XPHB" - }, - { - "name": "Artificer", - "source": "TCE" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Bard", - "source": "XPHB" - }, - "subclass": { - "name": "College of Lore", - "shortName": "Lore", - "source": "XPHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Nature Domain", - "shortName": "Nature", - "source": "PHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Death Domain", - "shortName": "Death", - "source": "DMG" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Strength Domain (PSA)", - "shortName": "Strength (PSA)", - "source": "PSA" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Grave Domain", - "shortName": "Grave", - "source": "XGE" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "XPHB" - }, - "subclass": { - "name": "Divine Soul", - "shortName": "Divine Soul", - "source": "XGE" - } - }, - { - "class": { - "name": "Warlock", - "source": "XPHB" - }, - "subclass": { - "name": "The Undying", - "shortName": "Undying", - "source": "SCAG" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Nature Domain", - "shortName": "Nature", - "source": "PHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Death Domain", - "shortName": "Death", - "source": "DMG" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Strength Domain (PSA)", - "shortName": "Strength (PSA)", - "source": "PSA" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Grave Domain", - "shortName": "Grave", - "source": "XGE" - } - }, - { - "class": { - "name": "Druid", - "source": "PHB" - }, - "subclass": { - "name": "Circle of the Land", - "shortName": "Land", - "source": "PHB" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "PHB" - }, - "subclass": { - "name": "Divine Soul", - "shortName": "Divine Soul", - "source": "XGE" - } - }, - { - "class": { - "name": "Warlock", - "source": "PHB" - }, - "subclass": { - "name": "The Undying", - "shortName": "Undying", - "source": "SCAG" - } - } - ] - }, - "races": [ - { - "name": "Elf (Kaladesh; Vahadar)", - "source": "PSK", - "baseName": "Elf (Kaladesh)", - "baseSource": "PSK" - }, - { - "name": "Merfolk (Ixalan; Green)", - "source": "PSX", - "baseName": "Merfolk", - "baseSource": "PSZ" - }, - { - "name": "Merfolk (Zendikar; Emeria Creed)", - "source": "PSZ", - "baseName": "Merfolk", - "baseSource": "PSZ" - } - ], - "optionalfeatures": [ - { - "name": "Blessed Warrior", - "source": "TCE", - "featureType": [ - "FS:P" - ] - }, - { - "name": "Druidic Warrior", - "source": "TCE", - "featureType": [ - "FS:R" - ] - }, - { - "name": "Pact of the Tome", - "source": "PHB", - "featureType": [ - "PB" - ] - }, - { - "name": "Pact of the Tome", - "source": "XPHB", - "featureType": [ - "EI" - ] - } - ], - "backgrounds": [ - { - "name": "Golgari Agent", - "source": "GGR" - } - ], - "feats": [ - { - "name": "Artificer Initiate", - "source": "TCE" - }, - { - "name": "Blessed Warrior", - "source": "XPHB" - }, - { - "name": "Druidic Warrior", - "source": "XPHB" - }, - { - "name": "Magic Initiate", - "source": "XPHB" - }, - { - "name": "Divinely Favored", - "source": "DSotDQ" - }, - { - "name": "Magic Initiate", - "source": "PHB" - }, - { - "name": "Strixhaven Initiate", - "source": "SCC" - }, - { - "name": "Wood Elf Magic", - "source": "XGE" - } - ] - }, - { - "name": "Spike Growth", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Spells", - "level": 2, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 150 - } - }, - "components": { - "v": true, - "s": true, - "m": "seven thorns" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true - } - ], - "entries": [ - "The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes {@variantrule Difficult Terrain|XPHB} for the duration. When a creature moves into or within the area, it takes {@damage 2d4} Piercing damage for every 5 feet it travels.", - "The transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a {@action Search|XPHB} action and succeed on a Wisdom ({@skill Perception} or {@skill Survival}) check against your spell save DC to recognize the terrain as hazardous before entering it." - ], - "damageInflict": [ - "piercing" - ], - "abilityCheck": [ - "wisdom" - ], - "miscTags": [ - "DFT" - ], - "areaTags": [ - "S" - ], - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "XPHB" - }, - { - "name": "Ranger", - "source": "XPHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Bard", - "source": "XPHB" - }, - "subclass": { - "name": "College of Lore", - "shortName": "Lore", - "source": "XPHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Nature Domain", - "shortName": "Nature", - "source": "PHB" - } - }, - { - "class": { - "name": "Warlock", - "source": "XPHB" - }, - "subclass": { - "name": "The Genie", - "shortName": "Genie", - "source": "TCE", - "subSubclass": "Dao" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Nature Domain", - "shortName": "Nature", - "source": "PHB" - } - }, - { - "class": { - "name": "Druid", - "source": "PHB" - }, - "subclass": { - "name": "Circle of the Land", - "shortName": "Land", - "source": "PHB", - "subSubclass": "Arctic" - } - }, - { - "class": { - "name": "Druid", - "source": "PHB" - }, - "subclass": { - "name": "Circle of the Land", - "shortName": "Land", - "source": "PHB", - "subSubclass": "Mountain" - } - }, - { - "class": { - "name": "Warlock", - "source": "PHB" - }, - "subclass": { - "name": "The Genie", - "shortName": "Genie", - "source": "TCE", - "subSubclass": "Dao" - } - } - ] - }, - "races": [ - { - "name": "Halfling (Lotusden)", - "source": "EGW", - "baseName": "Halfling", - "baseSource": "PHB" - } - ], - "feats": [ - { - "name": "Adept of the Red Robes", - "source": "DSotDQ" - } - ] - }, - { - "name": "Spirit Guardians", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Spells", - "level": 3, - "school": "C", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "emanation", - "distance": { - "type": "feet", - "amount": 15 - } - }, - "components": { - "v": true, - "s": true, - "m": "a prayer scroll" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true - } - ], - "entries": [ - "Protective spirits flit around you in a 15-foot Emanation for the duration. Choose necrotic or radiant damage when you prepare this spell. You can prepare this spell multiple times as long as you pick a different damage type each time.", - "Creature's of your choice treat the affected area as difficult terrain and must make a wisdom saving throw when they are within it. On a failed save, they take {@dice 2d6} of the chosen damage type. On a success, they take half as much. Once they make the saving throw they do not need to do so again until the start of their next turn." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "Using a Higher-Level Spell Slot", - "entries": [ - "The damage increases by {@scaledamage 3d8|3-9|1d8} for each spell slot level above 3." - ] - } - ], - "damageInflict": [ - "necrotic", - "radiant" - ], - "savingThrow": [ - "wisdom" - ], - "areaTags": [ - "S" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "XPHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Bard", - "source": "XPHB" - }, - "subclass": { - "name": "College of Lore", - "shortName": "Lore", - "source": "XPHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Community Domain", - "shortName": "Community", - "source": "HWCS" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "War Domain", - "shortName": "War", - "source": "XPHB" - } - }, - { - "class": { - "name": "Paladin", - "source": "XPHB" - }, - "subclass": { - "name": "Oath of the Crown", - "shortName": "Crown", - "source": "SCAG" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "XPHB" - }, - "subclass": { - "name": "Divine Soul", - "shortName": "Divine Soul", - "source": "XGE" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "War Domain", - "shortName": "War", - "source": "PHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Community Domain", - "shortName": "Community", - "source": "HWCS" - } - }, - { - "class": { - "name": "Paladin", - "source": "PHB" - }, - "subclass": { - "name": "Oath of the Crown", - "shortName": "Crown", - "source": "SCAG" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "PHB" - }, - "subclass": { - "name": "Divine Soul", - "shortName": "Divine Soul", - "source": "XGE" - } - } - ] - }, - "backgrounds": [ - { - "name": "Lorehold Student", - "source": "SCC" - }, - { - "name": "Orzhov Representative", - "source": "GGR" - } - ] - }, - { - "name": "Thorn Whip", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Spells", - "level": 0, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true, - "m": "the stem of a plant with thorns" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes {@damage 1d6} Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "Cantrip Upgrade", - "entries": [ - "The damage increases by {@dice 1d6} when you reach levels 5 ({@damage 2d6}), 11 ({@damage 3d6}), and 17 ({@damage 4d6})." - ] - } - ], - "scalingLevelDice": { - "label": "Piercing damage", - "scaling": { - "1": "1d6", - "5": "2d6", - "11": "3d6", - "17": "4d6" - } - }, - "damageInflict": [ - "piercing" - ], - "spellAttack": [ - "M" - ], - "miscTags": [ - "FMV", - "SCL" - ], - "areaTags": [ - "ST" - ], - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "XPHB" - }, - { - "name": "Artificer", - "source": "TCE" - }, - { - "name": "Rogue", - "source": "XPHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Bard", - "source": "XPHB" - }, - "subclass": { - "name": "College of Lore", - "shortName": "Lore", - "source": "XPHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Nature Domain", - "shortName": "Nature", - "source": "PHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Strength Domain (PSA)", - "shortName": "Strength (PSA)", - "source": "PSA" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Nature Domain", - "shortName": "Nature", - "source": "PHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Strength Domain (PSA)", - "shortName": "Strength (PSA)", - "source": "PSA" - } - }, - { - "class": { - "name": "Druid", - "source": "PHB" - }, - "subclass": { - "name": "Circle of the Land", - "shortName": "Land", - "source": "PHB" - } - } - ] - }, - "races": [ - { - "name": "Elf (Kaladesh; Vahadar)", - "source": "PSK", - "baseName": "Elf (Kaladesh)", - "baseSource": "PSK" - }, - { - "name": "Merfolk (Ixalan; Green)", - "source": "PSX", - "baseName": "Merfolk", - "baseSource": "PSZ" - }, - { - "name": "Merfolk (Zendikar; Emeria Creed)", - "source": "PSZ", - "baseName": "Merfolk", - "baseSource": "PSZ" - } - ], - "optionalfeatures": [ - { - "name": "Druidic Warrior", - "source": "TCE", - "featureType": [ - "FS:R" - ] - }, - { - "name": "Pact of the Tome", - "source": "PHB", - "featureType": [ - "PB" - ] - }, - { - "name": "Pact of the Tome", - "source": "XPHB", - "featureType": [ - "EI" - ] - } - ], - "feats": [ - { - "name": "Artificer Initiate", - "source": "TCE" - }, - { - "name": "Druidic Warrior", - "source": "XPHB" - }, - { - "name": "Magic Initiate", - "source": "XPHB" - }, - { - "name": "Magic Initiate", - "source": "PHB" - }, - { - "name": "Spell Sniper", - "source": "PHB" - }, - { - "name": "Wood Elf Magic", - "source": "XGE" - } - ] - }, - { - "name": "Vicious Mockery", - "source": "GaldeveerTanksandFlanks", - "page": 337, - "level": 0, - "school": "E", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take {@damage 1d6} Psychic damage and have {@variantrule Disadvantage|XPHB} on the next attack roll it makes that does not already have disadvantage before the end of its next turn." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "Cantrip Upgrade", - "entries": [ - "The damage increases by {@dice 1d6} when you reach levels 5 ({@damage 2d6}), 11 ({@damage 3d6}), and 17 ({@damage 4d6})." - ] - } - ], - "scalingLevelDice": { - "label": "psychic damage", - "scaling": { - "1": "1d6", - "5": "2d6", - "11": "3d6", - "17": "4d6" - } - }, - "damageInflict": [ - "psychic" - ], - "savingThrow": [ - "wisdom" - ], - "miscTags": [ - "SCL", - "SGT" - ], - "areaTags": [ - "ST" - ], - "hasFluffImages": true, - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "XPHB" - } - ] - }, - "races": [ - { - "name": "Merfolk (Zendikar; Cosi Creed)", - "source": "PSZ", - "baseName": "Merfolk", - "baseSource": "PSZ" - }, - { - "name": "Tiefling (Variant; Devil's Tongue)", - "source": "SCAG", - "baseName": "Tiefling", - "baseSource": "PHB" - } - ], - "optionalfeatures": [ - { - "name": "Pact of the Tome", - "source": "PHB", - "featureType": [ - "PB" - ] - }, - { - "name": "Pact of the Tome", - "source": "XPHB", - "featureType": [ - "EI" - ] - } - ], - "backgrounds": [ - { - "name": "Rakdos Cultist", - "source": "GGR" - } - ], - "feats": [ - { - "name": "Magic Initiate", - "source": "PHB" - }, - { - "name": "Strixhaven Initiate", - "source": "SCC" - } - ] - }, - { - "name": "Wall of Force", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Spells", - "level": 5, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 120 - } - }, - "components": { - "v": true, - "s": true, - "m": "a shard of glass" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true - } - ], - "entries": [ - "An {@condition Invisible|XPHB} wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side).", - "Nothing can physically pass through the wall. It has an AC of 5 and 120 hit points. It can't be dispelled by {@spell Dispel Magic|XPHB}. A {@spell Disintegrate|XPHB} spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall." - ], - "areaTags": [ - "W" - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "XPHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Artificer", - "source": "TCE" - }, - "subclass": { - "name": "Armorer", - "shortName": "Armorer", - "source": "TCE" - } - }, - { - "class": { - "name": "Artificer", - "source": "TCE" - }, - "subclass": { - "name": "Artillerist", - "shortName": "Artillerist", - "source": "TCE" - } - }, - { - "class": { - "name": "Paladin", - "source": "PHB" - }, - "subclass": { - "name": "Oath of Redemption", - "shortName": "Redemption", - "source": "XGE" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "PHB" - }, - "subclass": { - "name": "Clockwork Soul", - "shortName": "Clockwork Soul", - "source": "TCE" - } - }, - { - "class": { - "name": "Paladin", - "source": "XPHB" - }, - "subclass": { - "name": "Oath of Redemption", - "shortName": "Redemption", - "source": "XGE" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "XPHB" - }, - "subclass": { - "name": "Clockwork Sorcery", - "shortName": "Clockwork", - "source": "XPHB" - } - } - ] - } - }, - { - "name": "Word of Recall", - "source": "GaldeveerTanksandFlanks", - "page": 343, - "level": 6, - "school": "C", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 5 - } - }, - "components": { - "v": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.", - "You must designate a location, such as a temple, as a sanctuary by casting this spell there." - ], - "miscTags": [ - "PS", - "TP" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "XPHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Sorcerer", - "source": "PHB" - }, - "subclass": { - "name": "Divine Soul", - "shortName": "Divine Soul", - "source": "XGE" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "XPHB" - }, - "subclass": { - "name": "Divine Soul", - "shortName": "Divine Soul", - "source": "XGE" - } - } - ] - }, - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a 7th level spell slot or higher, you can target one additional creature for each slot level above 6th." - ] - } - ] - }, - { - "name": "Shapechange", - "source": "GaldeveerTanksandFlanks", - "page": 315, - "level": 9, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "a jade circlet worth 1,500+ GP", - "cost": 150000 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "You shape-shift into another creature for the duration or until you take a {@action Magic|XPHB} action to shape-shift into a different eligible form. The new form must be of a creature that has a {@variantrule Challenge Rating|XPHB} no higher than your level or {@variantrule Challenge Rating|XPHB}. You must have seen the sort of creature before, and it can't be a Construct or an Undead.", - "When you shape-shift, you gain a number of {@variantrule Temporary Hit Points|XPHB} equal to the {@variantrule Hit Points|XPHB} of the form. The spell ends early if you have no {@variantrule Temporary Hit Points|XPHB} left.", - "Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; {@variantrule Hit Points|XPHB}; {@variantrule Hit Point Dice|XPHB}; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too. You do not gain any traits of the new form that allow for casting spells or changing shape.", - "Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it." - ], - "miscTags": [ - "THP" - ], - "hasFluffImages": true, - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "XPHB" - }, - { - "name": "Wizard", - "source": "XPHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Arcana Domain", - "shortName": "Arcana", - "source": "SCAG" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Arcana Domain", - "shortName": "Arcana", - "source": "SCAG" - } - } - ] - } - }, - { - "name": "Simulacrum", - "source": "GaldeveerTanksandFlanks", - "page": 317, - "level": 7, - "school": "I", - "time": [ - { - "number": 12, - "unit": "hour" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "powdered ruby worth 1,500+ GP, which the spell consumes", - "cost": 150000, - "consume": true - } - }, - "duration": [ - { - "type": "permanent", - "ends": [ - "dispel" - ] - } - ], - "entries": [ - "You force a Beast or Humanoid that is within 10 feet of you for the entire casting of the spell to make a wisdom saving throw. On a failure, you create a simulacrum of them. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature. That pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its {@variantrule Hit Points|XPHB|Hit Point} maximum is half as much, it can't cast spells and it can't change shape.", - "The simulacrum is Friendly to you and creatures you designate. It obeys your commands. The simulacrum can't gain levels, and it can't take Short or Long Rests.", - "If the simulacrum takes damage, the only way to restore its {@variantrule Hit Points|XPHB} is to repair it as you take a {@variantrule Long Rest|XPHB}, during which you expend components worth 100 GP per {@variantrule Hit Points|XPHB|Hit Point} restored. The simulacrum must stay within 5 feet of you for the repair.", - "The simulacrum lasts until it drops to 0 {@variantrule Hit Points|XPHB}, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed." - ], - "affectsCreatureType": [ - "beast", - "humanoid" - ], - "areaTags": [ - "ST" - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "XPHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Arcana Domain", - "shortName": "Arcana", - "source": "SCAG" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Arcana Domain", - "shortName": "Arcana", - "source": "SCAG" - } - } - ] - } - }, - { - "name": "Control Flames", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Spells", - "level": 0, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "s": true - }, - "duration": [ - { - "type": "instant" - }, - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:", - { - "type": "list", - "items": [ - "You instantaneously create a new flame within 5 ft of it that fits within a 5-foot cube. Until the end of your next turn the new flame persists without fuel.", - "You instantaneously extinguish the flames within the cube.", - "You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.", - "You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour." - ] - }, - "If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action." - ], - "miscTags": [ - "LGT", - "SGT" - ], - "areaTags": [ - "C" - ], - "hasFluffImages": true, - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "XPHB" - }, - { - "name": "Sorcerer", - "source": "XPHB" - }, - { - "name": "Wizard", - "source": "XPHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Bard", - "source": "XPHB" - }, - "subclass": { - "name": "College of Lore", - "shortName": "Lore", - "source": "XPHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Nature Domain", - "shortName": "Nature", - "source": "PHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Arcana Domain", - "shortName": "Arcana", - "source": "SCAG" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Strength Domain (PSA)", - "shortName": "Strength (PSA)", - "source": "PSA" - } - }, - { - "class": { - "name": "Fighter", - "source": "XPHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "XPHB" - } - }, - { - "class": { - "name": "Rogue", - "source": "XPHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "XPHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Nature Domain", - "shortName": "Nature", - "source": "PHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Arcana Domain", - "shortName": "Arcana", - "source": "SCAG" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Strength Domain (PSA)", - "shortName": "Strength (PSA)", - "source": "PSA" - } - }, - { - "class": { - "name": "Druid", - "source": "PHB" - }, - "subclass": { - "name": "Circle of the Land", - "shortName": "Land", - "source": "PHB" - } - }, - { - "class": { - "name": "Fighter", - "source": "PHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "PHB" - } - }, - { - "class": { - "name": "Rogue", - "source": "PHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "PHB" - } - } - ] - }, - "races": [ - { - "name": "Elf (High)", - "source": "PHB", - "baseName": "Elf", - "baseSource": "PHB" - }, - { - "name": "Elf (Kaladesh; Vahadar)", - "source": "PSK", - "baseName": "Elf (Kaladesh)", - "baseSource": "PSK" - }, - { - "name": "Half-Elf (Variant; Moon Elf or Sun Elf Descent)", - "source": "SCAG", - "baseName": "Half-Elf", - "baseSource": "PHB" - }, - { - "name": "Kobold", - "source": "MPMM" - }, - { - "name": "Merfolk (Ixalan; Blue)", - "source": "PSX", - "baseName": "Merfolk", - "baseSource": "PSZ" - }, - { - "name": "Merfolk (Ixalan; Green)", - "source": "PSX", - "baseName": "Merfolk", - "baseSource": "PSZ" - }, - { - "name": "Merfolk (Zendikar; Emeria Creed)", - "source": "PSZ", - "baseName": "Merfolk", - "baseSource": "PSZ" - }, - { - "name": "Merfolk (Zendikar; Ula Creed)", - "source": "PSZ", - "baseName": "Merfolk", - "baseSource": "PSZ" - } - ], - "optionalfeatures": [ - { - "name": "Druidic Warrior", - "source": "TCE", - "featureType": [ - "FS:R" - ] - }, - { - "name": "Pact of the Tome", - "source": "PHB", - "featureType": [ - "PB" - ] - }, - { - "name": "Pact of the Tome", - "source": "XPHB", - "featureType": [ - "EI" - ] - } - ], - "feats": [ - { - "name": "Aberrant Dragonmark", - "source": "ERLW" - }, - { - "name": "Druidic Warrior", - "source": "XPHB" - }, - { - "name": "Magic Initiate", - "source": "XPHB" - }, - { - "name": "Initiate of High Sorcery", - "source": "DSotDQ" - }, - { - "name": "Magic Initiate", - "source": "PHB" - }, - { - "name": "Wood Elf Magic", - "source": "XGE" - } - ] - }, - { - "name": "Gust", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Spells", - "level": 0, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You seize the air and compel it to create one of the following effects at a point you can see within range:", - { - "type": "list", - "items": [ - "One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 10 feet away from you.", - "You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage. Until the end of your next turn it is held aloft as long as it is not holding anything else aloft", - "You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze." - ] - } - ], - "savingThrow": [ - "strength" - ], - "miscTags": [ - "FMV", - "OBJ", - "SGT" - ], - "areaTags": [ - "ST" - ], - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "XPHB" - }, - { - "name": "Sorcerer", - "source": "XPHB" - }, - { - "name": "Wizard", - "source": "XPHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Bard", - "source": "XPHB" - }, - "subclass": { - "name": "College of Lore", - "shortName": "Lore", - "source": "XPHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Nature Domain", - "shortName": "Nature", - "source": "PHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Arcana Domain", - "shortName": "Arcana", - "source": "SCAG" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Strength Domain (PSA)", - "shortName": "Strength (PSA)", - "source": "PSA" - } - }, - { - "class": { - "name": "Fighter", - "source": "XPHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "XPHB" - } - }, - { - "class": { - "name": "Rogue", - "source": "XPHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "XPHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Nature Domain", - "shortName": "Nature", - "source": "PHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Arcana Domain", - "shortName": "Arcana", - "source": "SCAG" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Strength Domain (PSA)", - "shortName": "Strength (PSA)", - "source": "PSA" - } - }, - { - "class": { - "name": "Druid", - "source": "PHB" - }, - "subclass": { - "name": "Circle of the Land", - "shortName": "Land", - "source": "PHB" - } - }, - { - "class": { - "name": "Fighter", - "source": "PHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "PHB" - } - }, - { - "class": { - "name": "Rogue", - "source": "PHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "PHB" - } - } - ] - }, - "races": [ - { - "name": "Elf (High)", - "source": "PHB", - "baseName": "Elf", - "baseSource": "PHB" - }, - { - "name": "Elf (Kaladesh; Vahadar)", - "source": "PSK", - "baseName": "Elf (Kaladesh)", - "baseSource": "PSK" - }, - { - "name": "Half-Elf (Variant; Mark of Storm)", - "source": "ERLW", - "baseName": "Half-Elf", - "baseSource": "PHB" - }, - { - "name": "Half-Elf (Variant; Moon Elf or Sun Elf Descent)", - "source": "SCAG", - "baseName": "Half-Elf", - "baseSource": "PHB" - }, - { - "name": "Kobold", - "source": "MPMM" - }, - { - "name": "Merfolk (Ixalan; Blue)", - "source": "PSX", - "baseName": "Merfolk", - "baseSource": "PSZ" - }, - { - "name": "Merfolk (Ixalan; Green)", - "source": "PSX", - "baseName": "Merfolk", - "baseSource": "PSZ" - }, - { - "name": "Merfolk (Zendikar; Emeria Creed)", - "source": "PSZ", - "baseName": "Merfolk", - "baseSource": "PSZ" - }, - { - "name": "Merfolk (Zendikar; Ula Creed)", - "source": "PSZ", - "baseName": "Merfolk", - "baseSource": "PSZ" - } - ], - "optionalfeatures": [ - { - "name": "Druidic Warrior", - "source": "TCE", - "featureType": [ - "FS:R" - ] - }, - { - "name": "Pact of the Tome", - "source": "PHB", - "featureType": [ - "PB" - ] - }, - { - "name": "Pact of the Tome", - "source": "XPHB", - "featureType": [ - "EI" - ] - } - ], - "feats": [ - { - "name": "Aberrant Dragonmark", - "source": "ERLW" - }, - { - "name": "Druidic Warrior", - "source": "XPHB" - }, - { - "name": "Magic Initiate", - "source": "XPHB" - }, - { - "name": "Initiate of High Sorcery", - "source": "DSotDQ" - }, - { - "name": "Magic Initiate", - "source": "PHB" - }, - { - "name": "Wood Elf Magic", - "source": "XGE" - } - ] - }, - { - "name": "Mold Earth", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Spells", - "level": 0, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "s": true - }, - "duration": [ - { - "type": "instant" - }, - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:", - { - "type": "list", - "items": [ - "If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage. Until the end of your next turn it is held aloft as long as it is not holding anything else aloft.", - "You create a sculpture out of the stone or dirt that weighs 5 lbs or less and consist of simple shapes. The changes last for 1 hour.", - "If the dirt or stone you target is on the ground, you cause it to become {@quickref difficult terrain||3}. Alternatively, you can cause the ground to become normal terrain if it is already {@quickref difficult terrain||3}. This change lasts for 1 hour." - ] - }, - "If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action." - ], - "miscTags": [ - "DFT", - "SGT" - ], - "areaTags": [ - "C" - ], - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "XPHB" - }, - { - "name": "Sorcerer", - "source": "XPHB" - }, - { - "name": "Wizard", - "source": "XPHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Bard", - "source": "XPHB" - }, - "subclass": { - "name": "College of Lore", - "shortName": "Lore", - "source": "XPHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Nature Domain", - "shortName": "Nature", - "source": "PHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Arcana Domain", - "shortName": "Arcana", - "source": "SCAG" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Strength Domain (PSA)", - "shortName": "Strength (PSA)", - "source": "PSA" - } - }, - { - "class": { - "name": "Fighter", - "source": "XPHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "XPHB" - } - }, - { - "class": { - "name": "Rogue", - "source": "XPHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "XPHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Nature Domain", - "shortName": "Nature", - "source": "PHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Arcana Domain", - "shortName": "Arcana", - "source": "SCAG" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Strength Domain (PSA)", - "shortName": "Strength (PSA)", - "source": "PSA" - } - }, - { - "class": { - "name": "Druid", - "source": "PHB" - }, - "subclass": { - "name": "Circle of the Land", - "shortName": "Land", - "source": "PHB" - } - }, - { - "class": { - "name": "Fighter", - "source": "PHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "PHB" - } - }, - { - "class": { - "name": "Rogue", - "source": "PHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "PHB" - } - } - ] - }, - "races": [ - { - "name": "Elf (High)", - "source": "PHB", - "baseName": "Elf", - "baseSource": "PHB" - }, - { - "name": "Elf (Kaladesh; Vahadar)", - "source": "PSK", - "baseName": "Elf (Kaladesh)", - "baseSource": "PSK" - }, - { - "name": "Half-Elf (Variant; Moon Elf or Sun Elf Descent)", - "source": "SCAG", - "baseName": "Half-Elf", - "baseSource": "PHB" - }, - { - "name": "Kobold", - "source": "MPMM" - }, - { - "name": "Merfolk (Ixalan; Blue)", - "source": "PSX", - "baseName": "Merfolk", - "baseSource": "PSZ" - }, - { - "name": "Merfolk (Ixalan; Green)", - "source": "PSX", - "baseName": "Merfolk", - "baseSource": "PSZ" - }, - { - "name": "Merfolk (Zendikar; Emeria Creed)", - "source": "PSZ", - "baseName": "Merfolk", - "baseSource": "PSZ" - }, - { - "name": "Merfolk (Zendikar; Ula Creed)", - "source": "PSZ", - "baseName": "Merfolk", - "baseSource": "PSZ" - } - ], - "optionalfeatures": [ - { - "name": "Druidic Warrior", - "source": "TCE", - "featureType": [ - "FS:R" - ] - }, - { - "name": "Pact of the Tome", - "source": "PHB", - "featureType": [ - "PB" - ] - }, - { - "name": "Pact of the Tome", - "source": "XPHB", - "featureType": [ - "EI" - ] - } - ], - "feats": [ - { - "name": "Aberrant Dragonmark", - "source": "ERLW" - }, - { - "name": "Druidic Warrior", - "source": "XPHB" - }, - { - "name": "Magic Initiate", - "source": "XPHB" - }, - { - "name": "Initiate of High Sorcery", - "source": "DSotDQ" - }, - { - "name": "Magic Initiate", - "source": "PHB" - }, - { - "name": "Wood Elf Magic", - "source": "XGE" - } - ] - }, - { - "name": "Remove Curse", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Spells", - "level": 3, - "school": "A", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "At your touch, all curses with a spell level of 3 or less affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's {@variantrule Attunement|XPHB} to the object so it can be removed or discarded." - ], - "miscTags": [ - "OBJ" - ], - "areaTags": [ - "ST" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "XPHB" - }, - { - "name": "Warlock", - "source": "XPHB" - }, - { - "name": "Wizard", - "source": "XPHB" - }, - { - "name": "Paladin", - "source": "XPHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Bard", - "source": "XPHB" - }, - "subclass": { - "name": "College of Lore", - "shortName": "Lore", - "source": "XPHB" - } - }, - { - "class": { - "name": "Fighter", - "source": "XPHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "XPHB" - } - }, - { - "class": { - "name": "Rogue", - "source": "XPHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "XPHB" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "XPHB" - }, - "subclass": { - "name": "Divine Soul", - "shortName": "Divine Soul", - "source": "XGE" - } - }, - { - "class": { - "name": "Fighter", - "source": "PHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "PHB" - } - }, - { - "class": { - "name": "Rogue", - "source": "PHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "PHB" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "PHB" - }, - "subclass": { - "name": "Divine Soul", - "shortName": "Divine Soul", - "source": "XGE" - } - } - ] - }, - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell at higher levels, increase the level of curse it can remove by 1 for each additional level." - ] - } - ] - }, - { - "name": "Greater Restoration", - "source": "GaldeveerTanksandFlanks", - "page": 281, - "level": 5, - "school": "A", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "diamond dust worth 100+ GP, which the spell consumes", - "cost": 10000, - "consume": true - } - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You touch a creature and magically remove one of the following effects from it:", - { - "type": "list", - "items": [ - "1 {@condition Exhaustion|XPHB} level", - "The {@condition Charmed|XPHB} or {@condition Petrified|XPHB} condition", - "A curse with a spell level equal to or less than this spell's level or their attunement to a cursed magic item.", - "Any reduction to one of the target's ability scores", - "Any reduction to the target's {@variantrule Hit Points|XPHB|Hit Point} maximum" - ] - } - ], - "areaTags": [ - "ST" - ], - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "XPHB" - }, - { - "name": "Cleric", - "source": "XPHB" - }, - { - "name": "Druid", - "source": "XPHB" - }, - { - "name": "Ranger", - "source": "XPHB" - }, - { - "name": "Paladin", - "source": "XPHB" - }, - { - "name": "Artificer", - "source": "TCE" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Peace Domain", - "shortName": "Peace", - "source": "TCE" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "PHB" - }, - "subclass": { - "name": "Divine Soul", - "shortName": "Divine Soul", - "source": "XGE" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "PHB" - }, - "subclass": { - "name": "Clockwork Soul", - "shortName": "Clockwork Soul", - "source": "TCE" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "PHB" - }, - "subclass": { - "name": "Runechild", - "shortName": "Runechild", - "source": "TDCSR" - } - }, - { - "class": { - "name": "Warlock", - "source": "PHB" - }, - "subclass": { - "name": "The Celestial", - "shortName": "Celestial", - "source": "XGE" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Peace Domain", - "shortName": "Peace", - "source": "TCE" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Life Domain", - "shortName": "Life", - "source": "XPHB" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "XPHB" - }, - "subclass": { - "name": "Divine Soul", - "shortName": "Divine Soul", - "source": "XGE" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "XPHB" - }, - "subclass": { - "name": "Runechild", - "shortName": "Runechild", - "source": "TDCSR" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "XPHB" - }, - "subclass": { - "name": "Clockwork Sorcery", - "shortName": "Clockwork", - "source": "XPHB" - } - }, - { - "class": { - "name": "Warlock", - "source": "XPHB" - }, - "subclass": { - "name": "Celestial Patron", - "shortName": "Celestial", - "source": "XPHB" - } - } - ] - }, - "races": [ - { - "name": "Halfling (Mark of Healing)", - "source": "ERLW", - "baseName": "Halfling", - "baseSource": "PHB" - } - ], - "backgrounds": [ - { - "name": "Witherbloom Student", - "source": "SCC" - } - ] - }, - { - "name": "Anger", - "level": 3, - "school": "I", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "emanation", - "distance": { - "type": "feet", - "amount": 20 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "classes": { - "fromClassList": [ - { - "name": "Paladin", - "source": "XPHB" - }, - { - "name": "Artificer", - "source": "TCE" - }, - { - "name": "Cleric", - "source": "XPHB" - }, - { - "name": "Druid", - "source": "XPHB" - } - ] - }, - "entries": [ - "Each creature of your choice in a 20 ft emanation centered on yourself must succeed on a Wisdom saving throw or have the Angered condition for the duration.", - "Any movement the angered creature takes must be towards the source of its anger and it must take the attack action. Attack Rolls against the angered creature have advantage. If it deals damage it can repeat the saving throw, ending the effect on a success. Once it repeats the saving throw it cannot do so again until the start of its next turn." - ], - "source": "GaldeveerTanksandFlanks", - "page": "New Spells", - "components": { - "v": true, - "s": true, - "m": true - } - }, - { - "name": "Anchorbind", - "level": 1, - "school": "C", - "time": [ - { - "number": 1, - "unit": "reaction", - "condition": "which you take when a creature you can see within 20 ft attempts to move away from you" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 20 - } - }, - "duration": [ - { - "type": "instant" - } - ], - "classes": { - "fromClassList": [ - { - "name": "Artificer", - "source": "TCE" - }, - { - "name": "Paladin", - "source": "XPHB" - }, - { - "name": "Warlock", - "source": "XPHB" - } - ] - }, - "entries": [ - "The target must succeed on a strength saving throw or be pulled up to 10 ft straight towards you." - ], - "source": "GaldeveerTanksandFlanks", - "page": "New Spells", - "components": { - "m": true - }, - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell at a higher level increase the range by 20 and the distance the target can be dragged by 10 for each additional spell level." - ] - } - ] - }, - { - "name": "Scapegoat", - "level": 1, - "school": "E", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - } - } - ], - "classes": { - "fromClassList": [ - { - "name": "Warlock", - "source": "XPHB" - }, - { - "name": "Druid", - "source": "XPHB" - }, - { - "name": "Bard", - "source": "XPHB" - } - ] - }, - "entries": [ - "Choose a willing creature you can see. For the duration any creatures angered, {@condition frightened} or {@condition charmed} by you treat the target as the source of their anger, their fear or the charm while it is within 10 ft of you." - ], - "source": "GaldeveerTanksandFlanks", - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "If you cast this spell at a higher level, increase the range by 10 ft for each additional level." - ] - } - ], - "components": { - "v": true, - "s": true - }, - "page": "New Spells" - }, - { - "name": "Anchor Howl", - "level": 4, - "school": "I", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true - } - ], - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "XPHB" - }, - { - "name": "Paladin", - "source": "XPHB" - }, - { - "name": "Bard", - "source": "XPHB" - } - ] - }, - "entries": [ - "Once per turn when you make an opportunity attack against a creature that can hear you, you can do so without expending your reaction." - ], - "source": "GaldeveerTanksandFlanks", - "page": "Revised Spells", - "components": { - "v": true - } - }, - { - "name": "Lifeline", - "level": 1, - "school": "C", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - } - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "XPHB" - }, - { - "name": "Warlock", - "source": "XPHB" - }, - { - "name": "Artificer", - "source": "ERLW" - } - ] - }, - "entries": [ - "You touch a willing creature. If it takes damage or you spend your action to activate the spell while the target is within 20 ft of you it teleports to an unoccupied space within your reach. If no such place exists, it teleports to the nearest unoccupied space. After it teleports back, the spell ends." - ], - "source": "GaldeveerTanksandFlanks", - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell at higher levels increase the range the target can be teleported back from by 20 ft for each additional level." - ] - } - ], - "components": { - "s": true, - "m": true - }, - "page": "New Spell" - }, - { - "name": "Seal Good and Evil", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Spells", - "level": 5, - "school": "A", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - }, - "concentration": true - } - ], - "savingThrow": [ - "charisma" - ], - "miscTags": [ - "SGT" - ], - "areaTags": [ - "ST" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "XPHB" - }, - { - "name": "Paladin", - "source": "XPHB" - }, - { - "name": "Warlock", - "source": "XPHB" - }, - { - "name": "Druid", - "source": "XPHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Community Domain", - "shortName": "Community", - "source": "HWCS" - } - }, - { - "class": { - "name": "Fighter", - "source": "PHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "PHB" - } - }, - { - "class": { - "name": "Paladin", - "source": "PHB" - }, - "subclass": { - "name": "Oath of Vengeance", - "shortName": "Vengeance", - "source": "PHB" - } - }, - { - "class": { - "name": "Paladin", - "source": "PHB" - }, - "subclass": { - "name": "Oath of the Crown", - "shortName": "Crown", - "source": "SCAG" - } - }, - { - "class": { - "name": "Paladin", - "source": "PHB" - }, - "subclass": { - "name": "Oath of the Watchers", - "shortName": "Watchers", - "source": "TCE" - } - }, - { - "class": { - "name": "Ranger", - "source": "PHB" - }, - "subclass": { - "name": "Horizon Walker", - "shortName": "Horizon Walker", - "source": "XGE" - } - }, - { - "class": { - "name": "Ranger", - "source": "PHB" - }, - "subclass": { - "name": "Monster Slayer", - "shortName": "Monster Slayer", - "source": "XGE" - } - }, - { - "class": { - "name": "Rogue", - "source": "PHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "PHB" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "PHB" - }, - "subclass": { - "name": "Divine Soul", - "shortName": "Divine Soul", - "source": "XGE" - } - } - ] - }, - "entries": [ - "You create a 20ft diameter circle centered on a point you touch. As a bonus action you can force every aberration, fey, fiend, celestial, elemental or undead adjacent to or overlapping the circle to make a charisma saving throw. If it fails three times in a row, it is imprisoned in a harmless demiplane. While imprisoned, the target doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the target can't teleport. If you concentrate on this spell for the full duration, you no longer need to concentrate on it, you can no longer use your bonus action to activate it and it lasts for a day. When the spell ends, the creatures reappears in an occupied space nearest to the seal." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell at a higher level, increase how long the seal lasts after {@status Concentration|XPHB|Concentrating} on it for the full duration to a week at 6th level, 30 days at 7th level, a year at 8th level or until dispelled at 9th level." - ] - } - ], - "meta": { - "ritual": true - } - }, - { - "name": "Bane", - "source": "GaldeveerTanksandFlanks", - "page": 245, - "level": 1, - "school": "E", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true, - "m": "a drop of blood" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract {@dice 1d4} from the attack roll or save. Do not add it if a negative bonus has already been applied to the roll by a spell." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "Using a Higher-Level Spell Slot", - "entries": [ - "You can target one additional creature for each spell slot level above 1." - ] - } - ], - "savingThrow": [ - "charisma" - ], - "miscTags": [ - "SCT", - "SGT" - ], - "areaTags": [ - "MT" - ], - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "XPHB" - }, - { - "name": "Cleric", - "source": "XPHB" - }, - { - "name": "Warlock", - "source": "XPHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Bard", - "source": "XPHB" - }, - "subclass": { - "name": "College of Lore", - "shortName": "Lore", - "source": "XPHB" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Ambition Domain (PSA)", - "shortName": "Ambition (PSA)", - "source": "PSA" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Grave Domain", - "shortName": "Grave", - "source": "XGE" - } - }, - { - "class": { - "name": "Paladin", - "source": "XPHB" - }, - "subclass": { - "name": "Oath of Vengeance", - "shortName": "Vengeance", - "source": "XPHB" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "XPHB" - }, - "subclass": { - "name": "Divine Soul", - "shortName": "Divine Soul", - "source": "XGE" - } - }, - { - "class": { - "name": "Warlock", - "source": "XPHB" - }, - "subclass": { - "name": "The Undead", - "shortName": "Undead", - "source": "VRGR" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Ambition Domain (PSA)", - "shortName": "Ambition (PSA)", - "source": "PSA" - } - }, - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Grave Domain", - "shortName": "Grave", - "source": "XGE" - } - }, - { - "class": { - "name": "Paladin", - "source": "PHB" - }, - "subclass": { - "name": "Oath of Vengeance", - "shortName": "Vengeance", - "source": "PHB" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "PHB" - }, - "subclass": { - "name": "Divine Soul", - "shortName": "Divine Soul", - "source": "XGE" - } - }, - { - "class": { - "name": "Warlock", - "source": "PHB" - }, - "subclass": { - "name": "The Undead", - "shortName": "Undead", - "source": "VRGR" - } - } - ] - }, - "optionalfeatures": [ - { - "name": "Thief of Five Fates", - "source": "PHB", - "featureType": [ - "EI" - ] - } - ], - "feats": [ - { - "name": "Divinely Favored", - "source": "DSotDQ" - }, - { - "name": "Fey Touched", - "source": "TCE" - }, - { - "name": "Fey-Touched", - "source": "XPHB" - }, - { - "name": "Magic Initiate", - "source": "XPHB" - }, - { - "name": "Magic Initiate", - "source": "PHB" - }, - { - "name": "Strixhaven Initiate", - "source": "SCC" - } - ] - }, - { - "name": "Banishment", - "source": "GaldeveerTanksandFlanks", - "page": "Revised Spells", - "level": 4, - "school": "A", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true, - "m": "a pentacle" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "One creature that you can see within range must succeed on a Charisma saving throw or have the {@condition incapacitated} condition for the duration. While {@condition incapacitated} the creature is teleported to a harmless demiplane. Once the target is no longer {@condition incapacitated}, it reappears in the space it left or in the nearest unoccupied space if that space is occupied.", - "If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "Using a Higher-Level Spell Slot", - "entries": [ - "You can target one additional creature for each spell slot level above 4." - ] - } - ], - "conditionInflict": [ - "incapacitated" - ], - "savingThrow": [ - "charisma" - ], - "miscTags": [ - "SCT", - "SGT" - ], - "areaTags": [ - "ST" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "XPHB" - }, - { - "name": "Sorcerer", - "source": "XPHB" - }, - { - "name": "Warlock", - "source": "XPHB" - }, - { - "name": "Wizard", - "source": "XPHB" - }, - { - "name": "Paladin", - "source": "XPHB" - } - ], - "fromSubclass": [ - { - "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Community Domain", - "shortName": "Community", - "source": "HWCS" - } - }, - { - "class": { - "name": "Fighter", - "source": "PHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "PHB" - } - }, - { - "class": { - "name": "Paladin", - "source": "PHB" - }, - "subclass": { - "name": "Oath of Vengeance", - "shortName": "Vengeance", - "source": "PHB" - } - }, - { - "class": { - "name": "Paladin", - "source": "PHB" - }, - "subclass": { - "name": "Oath of the Crown", - "shortName": "Crown", - "source": "SCAG" - } - }, - { - "class": { - "name": "Paladin", - "source": "PHB" - }, - "subclass": { - "name": "Oath of the Watchers", - "shortName": "Watchers", - "source": "TCE" - } - }, - { - "class": { - "name": "Ranger", - "source": "PHB" - }, - "subclass": { - "name": "Horizon Walker", - "shortName": "Horizon Walker", - "source": "XGE" - } - }, - { - "class": { - "name": "Ranger", - "source": "PHB" - }, - "subclass": { - "name": "Monster Slayer", - "shortName": "Monster Slayer", - "source": "XGE" - } - }, - { - "class": { - "name": "Rogue", - "source": "PHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "PHB" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "PHB" - }, - "subclass": { - "name": "Divine Soul", - "shortName": "Divine Soul", - "source": "XGE" - } - }, - { - "class": { - "name": "Cleric", - "source": "XPHB" - }, - "subclass": { - "name": "Community Domain", - "shortName": "Community", - "source": "HWCS" - } - }, - { - "class": { - "name": "Fighter", - "source": "XPHB" - }, - "subclass": { - "name": "Eldritch Knight", - "shortName": "Eldritch Knight", - "source": "XPHB" - } - }, - { - "class": { - "name": "Paladin", - "source": "XPHB" - }, - "subclass": { - "name": "Oath of the Crown", - "shortName": "Crown", - "source": "SCAG" - } - }, - { - "class": { - "name": "Paladin", - "source": "XPHB" - }, - "subclass": { - "name": "Oath of the Watchers", - "shortName": "Watchers", - "source": "TCE" - } - }, - { - "class": { - "name": "Paladin", - "source": "XPHB" - }, - "subclass": { - "name": "Oath of Vengeance", - "shortName": "Vengeance", - "source": "XPHB" - } - }, - { - "class": { - "name": "Ranger", - "source": "XPHB" - }, - "subclass": { - "name": "Horizon Walker", - "shortName": "Horizon Walker", - "source": "XGE" - } - }, - { - "class": { - "name": "Ranger", - "source": "XPHB" - }, - "subclass": { - "name": "Monster Slayer", - "shortName": "Monster Slayer", - "source": "XGE" - } - }, - { - "class": { - "name": "Rogue", - "source": "XPHB" - }, - "subclass": { - "name": "Arcane Trickster", - "shortName": "Arcane Trickster", - "source": "XPHB" - } - }, - { - "class": { - "name": "Sorcerer", - "source": "XPHB" - }, - "subclass": { - "name": "Divine Soul", - "shortName": "Divine Soul", - "source": "XGE" - } - } - ] - } - } - ], "feat": [ { "name": "Savage Attacker", @@ -19377,10 +12658,10 @@ "entry": "Gain 2 Masteries. Whenever you gain a level you can swap one of these masteries with a different mastery." }, { - "type": "item", - "name": "Repeatable", - "entry": "You can take this feat more than once." - } + "type": "item", + "name": "Repeatable", + "entry": "You can take this feat more than once." + } ] } ] @@ -19406,15 +12687,15 @@ } ], "ability": [ - { - "choose": { - "from": [ - "dex", - "str" - ] - } - } - ], + { + "choose": { + "from": [ + "dex", + "str" + ] + } + } + ], "entries": [ "You gain the following benefits:", { @@ -19453,14 +12734,14 @@ } ], "ability": [ - { - "choose": { - "from": [ - "dex" - ] - } - } - ], + { + "choose": { + "from": [ + "dex" + ] + } + } + ], "entries": [ "You gain the following benefits:", { @@ -19503,15 +12784,15 @@ } } ], - "ability": [ - { - "choose": { - "from": [ - "str" - ] - } - } - ], + "ability": [ + { + "choose": { + "from": [ + "str" + ] + } + } + ], "entries": [ "You gain the following benefits:", { @@ -19552,15 +12833,15 @@ } ], "ability": [ - { - "choose": { - "from": [ - "dex", - "str" - ] - } - } - ], + { + "choose": { + "from": [ + "dex", + "str" + ] + } + } + ], "entries": [ "You gain the following benefits:", { @@ -19599,7 +12880,7 @@ "prerequisite": [ { "level": { - "level": 4 + "level": 4 }, "proficiency": [ { @@ -19632,24 +12913,24 @@ { "ability": [ { - "dex":13 + "dex": 13 }, { - "str":13 + "str": 13 } ] } ], "ability": [ - { - "choose": { - "from": [ - "dex", - "str" - ] - } - } - ], + { + "choose": { + "from": [ + "dex", + "str" + ] + } + } + ], "entries": [ "You gain the following benefits.", { @@ -19677,7 +12958,7 @@ "category": "G", "prerequisite": [ { - "level":{ + "level": { "level": 4 } } @@ -19730,16 +13011,16 @@ } ], "ability": [ - { - "choose": { - "from": [ - "int", - "wis", + { + "choose": { + "from": [ + "int", + "wis", "cha" - ] - } - } - ], + ] + } + } + ], "entries": [ "You gain the following benefits.", { @@ -19782,7 +13063,9 @@ ], "prerequisite": [ { - "level":{"level": 4}, + "level": { + "level": 4 + }, "ability": [ { "str": 13 @@ -19836,14 +13119,14 @@ } ], "ability": [ - { - "choose": { - "from": [ - "dex" - ] - } - } - ], + { + "choose": { + "from": [ + "dex" + ] + } + } + ], "entries": [ "You gain the following benefits:", { @@ -19916,10 +13199,10 @@ "entry": "Choose a light weapon. Masteries that can be used with the chosen weapon can be used with any weapon that is only being held by the chosen hand. If you chose a melee weapon, this only affects melee weapons. If you chose a ranged weapon, this only affects ranged weapons. You can change the weapon whenever you gain a level." }, { - "type": "item", - "name": "Repeatable", - "entry": "You can take this feat one additional time, but you must choose a different hand for Enhanced Dual Wielding." - } + "type": "item", + "name": "Repeatable", + "entry": "You can take this feat one additional time, but you must choose a different hand for Enhanced Dual Wielding." + } ] } ] @@ -19947,15 +13230,15 @@ } ], "ability": [ - { - "choose": { - "from": [ - "str", + { + "choose": { + "from": [ + "str", "dex" - ] - } - } - ], + ] + } + } + ], "entries": [ "You master fighting with a two-handed weapon in one hand, gaining the following benefits:", { @@ -19973,10 +13256,10 @@ "entry": "Choose a melee weapon that does not have the light or two-handed property. Masteries that can be used with the chosen weapon can be used with any weapon that is being held by the chosen hand. If you chose a versatile weapon, this only applies to masteries that can be used with that weapon one-handed. You can change the weapon whenever you gain a level." }, { - "type": "item", - "name": "Repeatable", - "entry": "You can take this feat one additional time, but you must choose a different hand for one-hand grip" - } + "type": "item", + "name": "Repeatable", + "entry": "You can take this feat one additional time, but you must choose a different hand for one-hand grip" + } ] } ] @@ -20064,10 +13347,10 @@ "entry": "Gain 2 Masteries. Whenever you gain a level you can swap one of these masteries with a different mastery." }, { - "type": "item", - "name": "Repeatable", - "entry": "You can take this feat more than once." - } + "type": "item", + "name": "Repeatable", + "entry": "You can take this feat more than once." + } ] } ] @@ -20113,10 +13396,10 @@ "entry": "You can use elemental burst at any time. If you do, until the start of your next turn whenever you deal damage of the type you chose and it is reduced, you create a burst of elemental damage. Creatures within 5ft of the target must make a dexterity saving throw against your Spell Save DC. On a failure, they take the damage that was prevented. This feature does not affect damage that was dealt by this feature. You can use this a number of times equal to your proficiency bonus and regain all uses on a long rest." }, { - "type": "item", - "name": "Repeatable", - "entry": "You can take this feat more than once, but you must choose a different element each time for Chosen Element." - } + "type": "item", + "name": "Repeatable", + "entry": "You can take this feat more than once, but you must choose a different element each time for Chosen Element." + } ] } ] @@ -20133,19 +13416,19 @@ } ], "ability": [ - { - "choose": { - "from": [ - "dex", - "str", + { + "choose": { + "from": [ + "dex", + "str", "con", "wis", "cha", "int" - ] - } - } - ], + ] + } + } + ], "entries": [ "You gain the following beneifits:", { @@ -20188,17 +13471,17 @@ } ], "ability": [ - { - "choose": { - "from": [ - "wis", - "int", + { + "choose": { + "from": [ + "wis", + "int", "cha", "con" - ] - } - } - ], + ] + } + } + ], "entries": [ "You gain the following benefits", { @@ -20244,16 +13527,16 @@ } ], "ability": [ - { - "choose": { - "from": [ - "wis", - "int", + { + "choose": { + "from": [ + "wis", + "int", "cha" - ] - } - } - ], + ] + } + } + ], "entries": [ "You gain the following benefits", { @@ -20302,17 +13585,17 @@ } ], "ability": [ - { - "choose": { - "from": [ - "wis", - "int", + { + "choose": { + "from": [ + "wis", + "int", "cha", "con" - ] - } - } - ], + ] + } + } + ], "entries": [ "Your mind is fully attuned with your magic, granting you the following benefits:", { @@ -20465,7 +13748,7 @@ "source": "GaldeveerTanksandFlanks", "page": "Revised Feats", "repeatable": false, - "category": "FS", + "category": "FS", "prerequisite": [ { "feature": [ @@ -20622,11 +13905,11 @@ "name": "Fancy Feet", "entry": "As a reaction to a creature missing an attack roll against you, you can move up to half your movement speed in a straight line without provoking opportunity attacks. You can do this a number of times equal to your proficiency bonus and regain all uses on a long rest." }, - { - "type": "item", - "name": "Repeatable", - "entry": "You can take this feat more than once, but you must choose a different hand each time for unusable." - } + { + "type": "item", + "name": "Repeatable", + "entry": "You can take this feat more than once, but you must choose a different hand each time for unusable." + } ] } ] @@ -20649,15 +13932,15 @@ } ], "ability": [ - { - "choose": { - "from": [ - "dex", - "str" - ] - } - } - ], + { + "choose": { + "from": [ + "dex", + "str" + ] + } + } + ], "entries": [ "You gain the following benefits:", { @@ -20692,19 +13975,19 @@ } ], "ability": [ - { - "choose": { - "from": [ - "dex", - "str", + { + "choose": { + "from": [ + "dex", + "str", "con", "wis", "cha", "int" - ] - } - } - ], + ] + } + } + ], "entries": [ { "type": "list", @@ -20726,10 +14009,10 @@ "entry": "Gain 2 masteries. Whenever you gain a level you can swap one of these masteries with a different mastery." }, { - "type": "item", - "name": "Repeatable", - "entry": "You can take this feat more than once." - } + "type": "item", + "name": "Repeatable", + "entry": "You can take this feat more than once." + } ] } ] @@ -20741,16 +14024,16 @@ "repeatable": true, "category": "G", "ability": [ - { - "choose": { - "from": [ + { + "choose": { + "from": [ "wis", "cha", "int" - ] - } - } - ], + ] + } + } + ], "prerequisite": [ { "level": { @@ -20779,10 +14062,10 @@ "entry": "Learn two cantrips from a class of your choice. Your spellcasting ability for these cantrips is the spellcasting ability of that class. You can replace these cantrips whenever you gain a level." }, { - "type": "item", - "name": "Repeatable", - "entry": "You can take this feat more than once." - } + "type": "item", + "name": "Repeatable", + "entry": "You can take this feat more than once." + } ] } ] @@ -20804,18 +14087,18 @@ "str": 13 } ] - } + } ], "ability": [ - { - "choose": { - "from": [ + { + "choose": { + "from": [ "dex", "str" - ] - } - } - ], + ] + } + } + ], "entries": [ { "type": "list", @@ -20845,14 +14128,14 @@ } ], "ability": [ - { - "choose": { - "from": [ + { + "choose": { + "from": [ "con" - ] - } - } - ], + ] + } + } + ], "entries": [ { "type": "list", @@ -20886,15 +14169,15 @@ } ], "ability": [ - { - "choose": { - "from": [ - "con", - "str" - ] - } - } - ], + { + "choose": { + "from": [ + "con", + "str" + ] + } + } + ], "entries": [ "You gain the following features.", { @@ -20934,16 +14217,16 @@ ], "category": "G", "ability": [ - { - "choose": { - "from": [ - "cha", - "wis", + { + "choose": { + "from": [ + "cha", + "wis", "int" - ] - } - } - ], + ] + } + } + ], "entries": [ "You gain the following features.", { @@ -20972,14 +14255,14 @@ } ], "ability": [ - { - "choose": { - "from": [ - "con" - ] - } - } - ], + { + "choose": { + "from": [ + "con" + ] + } + } + ], "category": "G", "entries": [ { @@ -21005,7 +14288,6 @@ "source": "GaldeveerTanksandFlanks", "page": "New Feats", "repeatable": true, - "prerequisite": [ { "ability": [ @@ -21019,15 +14301,15 @@ } ], "ability": [ - { - "choose": { - "from": [ - "dex", - "str" - ] - } - } - ], + { + "choose": { + "from": [ + "dex", + "str" + ] + } + } + ], "entries": [ { "type": "list", @@ -21049,10 +14331,10 @@ "entry": "As a reaction to getting pushed or pulled you can double the distance that it pushes or pulls you." }, { - "type": "item", - "name": "Repeatable", - "entry": "You can take this feat more than once." - } + "type": "item", + "name": "Repeatable", + "entry": "You can take this feat more than once." + } ] } ] @@ -21069,19 +14351,19 @@ } ], "ability": [ - { - "choose": { - "from": [ - "dex", - "str", + { + "choose": { + "from": [ + "dex", + "str", "con", "wis", "cha", "int" - ] - } - } - ], + ] + } + } + ], "entries": [ { "type": "list", @@ -21099,10 +14381,10 @@ "entry": "Once as a reaction before you take damage from falling you can reduce the damage by a number of d6s equal to half your level. You regain this ability after a short rest." }, { - "type": "item", - "name": "Repeatable", - "entry": "You can take this feat more than once." - } + "type": "item", + "name": "Repeatable", + "entry": "You can take this feat more than once." + } ] } ] @@ -21124,14 +14406,14 @@ } ], "ability": [ - { - "choose": { - "from": [ - "wis" - ] - } - } - ], + { + "choose": { + "from": [ + "wis" + ] + } + } + ], "entries": [ { "type": "list", @@ -21161,10 +14443,10 @@ "entry": "Once as a bonus action you can ignore all of the negative effects of having zero or less hit points (including death saving throws) for 5 rounds which conclude at the start of your turn. Rounds where you do not spend any movement do not count towards the duration of the effect. You regain this ability after a long rest." }, { - "type": "item", - "name": "Repeatable", - "entry": "You can take this one additional time, but if you do you must pick the other option for ignore pain." - } + "type": "item", + "name": "Repeatable", + "entry": "You can take this one additional time, but if you do you must pick the other option for ignore pain." + } ] } ] @@ -21189,14 +14471,14 @@ } ], "ability": [ - { - "choose": { - "from": [ - "wis" - ] - } - } - ], + { + "choose": { + "from": [ + "wis" + ] + } + } + ], "entries": [ { "type": "list", @@ -21234,18 +14516,18 @@ "dex": 13 } ] - } + } ], "ability": [ - { - "choose": { - "from": [ - "dex", - "str" - ] - } - } - ], + { + "choose": { + "from": [ + "dex", + "str" + ] + } + } + ], "entries": [ { "type": "list", @@ -21318,19 +14600,19 @@ } ], "ability": [ - { - "choose": { - "from": [ - "dex", - "str", + { + "choose": { + "from": [ + "dex", + "str", "con", "wis", "cha", "int" - ] - } - } - ], + ] + } + } + ], "entries": [ { "type": "list", @@ -21391,10 +14673,10 @@ "entry": "Gain expertise in a tool offered by the class that granted you this feat. If you were proficient in that tool, gain proficiency in a tool of your choice." }, { - "type": "item", - "name": "Repeatable", - "entry": "You can take this feat more than once." - } + "type": "item", + "name": "Repeatable", + "entry": "You can take this feat more than once." + } ] } ] @@ -21457,15 +14739,15 @@ } ], "ability": [ - { - "choose": { - "from": [ - "dex", - "str" - ] - } - } - ], + { + "choose": { + "from": [ + "dex", + "str" + ] + } + } + ], "entries": [ { "type": "list", @@ -21487,10 +14769,10 @@ "entry": "Once when you hit with a light weapon you can make the target bleed. If you do, they take damage equal to your proficiency bonus at the end of each of their turns until they use their action to stop it. You regain this ability after a long rest." }, { - "type": "item", - "name": "Repeatable", - "entry": "You can take this feat more than once." - } + "type": "item", + "name": "Repeatable", + "entry": "You can take this feat more than once." + } ] } ] @@ -21506,16 +14788,16 @@ } ], "ability": [ - { - "choose": { - "from": [ - "dex", - "str", + { + "choose": { + "from": [ + "dex", + "str", "con" - ] - } - } - ], + ] + } + } + ], "entries": [ { "type": "list", @@ -21541,4 +14823,4 @@ ] } ] -} \ No newline at end of file +} diff --git a/collection/Moiple Doiple; Monsters of Velimir.json.json b/collection/Moiple Doiple; Monsters of Velimir.json.json index a40ec4a75..315696168 100644 --- a/collection/Moiple Doiple; Monsters of Velimir.json.json +++ b/collection/Moiple Doiple; Monsters of Velimir.json.json @@ -263,4 +263,4 @@ ] } ] -} \ No newline at end of file +} From afc140b29535842fdbf64a8266aeaff90bceaac4 Mon Sep 17 00:00:00 2001 From: TheGiddyLimit Date: Sun, 1 Dec 2024 22:58:46 +0000 Subject: [PATCH 22/40] chore: timestamp/index --- _generated/index-timestamps.json | 2 +- class/LaserLlama; Alternate Warlock.json | 4 ++-- class/LaserLlama; The Vessel.json | 4 ++-- class/MCDM Productions; The Illrigger Class.json | 4 ++-- class/MCDM Productions; The Illrigger Revised.json | 4 ++-- collection/Galdeveer; Tanks and Flanks.json | 4 ++-- collection/Moiple Doiple; Monsters of Velimir.json.json | 3 ++- creature/MCDM Productions; Flee, Mortals!.json | 4 ++-- 8 files changed, 15 insertions(+), 14 deletions(-) diff --git a/_generated/index-timestamps.json b/_generated/index-timestamps.json index 765e73c54..a937bd5a3 100644 --- a/_generated/index-timestamps.json +++ b/_generated/index-timestamps.json @@ -1 +1 @@ -{"action/Sample - Giddy; Extinguish.json":{"a":0,"m":1731886430},"adventure/Adult Swim; Tigtone & The Never-Stopping Prophecy.json":{"a":1706971134,"m":1731886430,"p":1604361600},"adventure/Adventurers League; DDEX1-01 - Defiance in Phlan.json":{"a":1558867830,"m":1729630006},"adventure/Adventurers League; DDEX1-02 - Secrets of Sokol Keep.json":{"a":1558867830,"m":1729630006},"adventure/Adventurers League; 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Plus.json":{"a":1585648267,"m":1729630006},"variantrule/Kcon; Group Spellcasting.json":{"a":1537874753,"m":1729630006},"variantrule/Liarus; Druidic.json":{"a":1602439286,"m":1729630006},"variantrule/Matthew Mercer; Corruption Rules.json":{"a":1649342553,"m":1731405458,"p":1515456000},"variantrule/Metabot; Stealth Rules.json":{"a":1537874753,"m":1729630006},"variantrule/Modnar; Modnars Mission Mandates.json":{"a":0,"m":1729630006},"variantrule/Pwines; Aerial Combat.json":{"a":1537874753,"m":1729630006},"variantrule/RedCeramicFryPan; Staff Creation Rules.json":{"a":1537874753,"m":1729630006},"variantrule/Rhinemann; Group Spellcasting.json":{"a":1616954142,"m":1729630006},"variantrule/Sample - Giddy; Houserules.json":{"a":0,"m":1731886430},"variantrule/VaranSL; Brewer's Supplies.json":{"a":1630940312,"m":1729630006},"variantrule/Web Community; Community Homebrew Variant Rules.json":{"a":1604252046,"m":1729630006},"vehicle/Sample - Giddy; Coracle.json":{"a":0,"m":1731886430}} \ No newline at end of file diff --git a/class/LaserLlama; Alternate Warlock.json b/class/LaserLlama; Alternate Warlock.json index 5853e5c09..daf41e0d6 100644 --- a/class/LaserLlama; Alternate Warlock.json +++ b/class/LaserLlama; Alternate Warlock.json @@ -31,8 +31,8 @@ "LL:PF": "Pact Focus" }, "dateAdded": 1658237901, - "dateLastModified": 1732487823, - "_dateLastModifiedHash": "c90213216a", + "dateLastModified": 1733093460, + "_dateLastModifiedHash": "1811938e2f", "edition": "classic" }, "class": [ diff --git a/class/LaserLlama; The Vessel.json b/class/LaserLlama; The Vessel.json index 946cbcf96..f6682e43c 100644 --- a/class/LaserLlama; The Vessel.json +++ b/class/LaserLlama; The Vessel.json @@ -26,8 +26,8 @@ ] }, "dateAdded": 1687816514, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "2dba958e02", + "dateLastModified": 1733093919, + "_dateLastModifiedHash": "e749159f72", "edition": "classic" }, "class": [ diff --git a/class/MCDM Productions; The Illrigger Class.json b/class/MCDM Productions; The Illrigger Class.json index c366cdf3f..bb62ec231 100644 --- a/class/MCDM Productions; The Illrigger Class.json +++ b/class/MCDM Productions; The Illrigger Class.json @@ -17,8 +17,8 @@ ], "status": "deprecated", "dateAdded": 1620498967, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "8f009b8ce2", + "dateLastModified": 1732982645, + "_dateLastModifiedHash": "450c3537fa", "edition": "classic" }, "class": [ diff --git a/class/MCDM Productions; The Illrigger Revised.json b/class/MCDM Productions; The Illrigger Revised.json index b5fa588cb..e54a6b369 100644 --- a/class/MCDM Productions; The Illrigger Revised.json +++ b/class/MCDM Productions; The Illrigger Revised.json @@ -27,8 +27,8 @@ }, "edition": "classic", "dateAdded": 1732652987, - "dateLastModified": 1732652987, - "_dateLastModifiedHash": "4166f514f6" + "dateLastModified": 1733005799, + "_dateLastModifiedHash": "12d36c030e" }, "class": [ { diff --git a/collection/Galdeveer; Tanks and Flanks.json b/collection/Galdeveer; Tanks and Flanks.json index a3bab05e5..5130c2f73 100644 --- a/collection/Galdeveer; Tanks and Flanks.json +++ b/collection/Galdeveer; Tanks and Flanks.json @@ -14,8 +14,8 @@ } ], "dateAdded": 1720008672, - "dateLastModified": 1730728182, - "_dateLastModifiedHash": "d27bed37a7", + "dateLastModified": 1733093919, + "_dateLastModifiedHash": "aed301951e", "edition": "classic" }, "monster": [ diff --git a/collection/Moiple Doiple; Monsters of Velimir.json.json b/collection/Moiple Doiple; Monsters of Velimir.json.json index 315696168..03ab92076 100644 --- a/collection/Moiple Doiple; Monsters of Velimir.json.json +++ b/collection/Moiple Doiple; Monsters of Velimir.json.json @@ -15,7 +15,8 @@ ], "edition": "classic", "dateAdded": 1731675091, - "dateLastModified": 1731675091 + "dateLastModified": 1731675091, + "_dateLastModifiedHash": "08fad63ae0" }, "monster": [ { diff --git a/creature/MCDM Productions; Flee, Mortals!.json b/creature/MCDM Productions; Flee, Mortals!.json index 9fb721fd8..06c92d2d1 100644 --- a/creature/MCDM Productions; Flee, Mortals!.json +++ b/creature/MCDM Productions; Flee, Mortals!.json @@ -64,8 +64,8 @@ }, "status": "ready", "dateAdded": 1692310105, - "dateLastModified": 1732657506, - "_dateLastModifiedHash": "fafcfbde66", + "dateLastModified": 1732728735, + "_dateLastModifiedHash": "56692e1f62", "edition": "classic" }, "book": [ From ee399c20c1cf311aedab1c54a320b3bd0bdeb9e8 Mon Sep 17 00:00:00 2001 From: LambdaHaotare Date: Mon, 2 Dec 2024 14:49:29 -0500 Subject: [PATCH 23/40] =?UTF-8?q?Update=20SilentSoren;=205th=20Edition=20D?= =?UTF-8?q?&D=20x=20Final=20Fantasy=20XIV=20-=20Classes=20and=E2=80=A6=20(?= =?UTF-8?q?#2305)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- ...sy XIV - Classes and Races Compendium.json | 9742 +++++++++++++++-- 1 file changed, 8564 insertions(+), 1178 deletions(-) diff --git a/collection/SilentSoren; 5th Edition D&D x Final Fantasy XIV - Classes and Races Compendium.json b/collection/SilentSoren; 5th Edition D&D x Final Fantasy XIV - Classes and Races Compendium.json index 71ce383e0..609c5d804 100644 --- a/collection/SilentSoren; 5th Edition D&D x Final Fantasy XIV - Classes and Races Compendium.json +++ b/collection/SilentSoren; 5th Edition D&D x Final Fantasy XIV - Classes and Races Compendium.json @@ -15,7 +15,7 @@ "Haotare" ], "url": "https://drive.google.com/file/d/1fqmOE-s5AYOCfi_J4URKAAnfK79os5MM/view", - "version": "Meteor Survivor Edition", + "version": "Dawntrail Edition", "color": "867d5a" } ], @@ -30,7 +30,8 @@ "NIN:NI": "Ninja; Ninjutsu", "SCH:TT": "Scholar; Tactics", "SAM:SE": "Samurai; Sword Artes", - "SAM:FS": "Samurai; Fighting Style" + "SAM:FS": "Samurai; Fighting Style", + "VPR:VS": "Viper; Viper Strikes" }, "dateAdded": 1595181963, "dateLastModified": 1729630006, @@ -425,6 +426,10 @@ "{@class Paladin|FFXIV}", "13 Charisma" ], + [ + "{@class Pictomancer|FFXIV}", + "13 Charisma" + ], [ "{@class Reaper|FFXIV}", "13 Wisdom" @@ -449,6 +454,10 @@ "{@class Summoner|FFXIV}", "13 Charisma" ], + [ + "{@class Viper|FFXIV}", + "13 Dexterity" + ], [ "{@class Warrior|FFXIV}", "13 Strength" @@ -507,6 +516,10 @@ "{@class Machinist|FFXIV}", "Light Armor, Pistols, Hunting Rifles, Revolvers, Muskets" ], + [ + "{@class Pictomancer|FFXIV}", + "Painter's supplies" + ], [ "{@class Red Mage|FFXIV}", "Light Armor, Medium Armor, simple weapons, martial weapons, one skill from the class's skill list" @@ -517,7 +530,11 @@ ], [ "{@class Samurai|FFXIV}", - "Light Armor, Rapier, one skill from the class's skill list" + "Light Armor, Katana, one skill from the class's skill list" + ], + [ + "{@class Viper|FFXIV}", + "Light Armor, simple weapons, martial weapons, one skill from the class's skill list" ], [ "{@class Warrior|FFXIV}", @@ -4722,6 +4739,459 @@ } ], "subclass": [ + { + "name": "Creature Realism", + "source": "FFXIV", + "className": "Pictomancer", + "classSource": "FFXIV", + "page": 132, + "shortName": "Creature Realism", + "subclassFeatures": [ + "Creature Realism|Pictomancer|FFXIV|Creature Realism|FFXIV|3", + "Touchup Work|Pictomancer|FFXIV|Creature Realism|FFXIV|6", + "Stable Creations|Pictomancer|FFXIV|Creature Realism|FFXIV|10", + "Beasts of Lore|Pictomancer|FFXIV|Creature Realism|FFXIV|14" + ] + }, + { + "name": "Weapon Expressionism", + "source": "FFXIV", + "className": "Pictomancer", + "classSource": "FFXIV", + "page": 132, + "shortName": "Weapon Expressionism", + "subclassFeatures": [ + "Weapon Expressionism|Pictomancer|FFXIV|Weapon Expressionism|FFXIV|3", + "Extra Attack|Pictomancer|FFXIV|Weapon Expressionism|FFXIV|6", + "Prismatic Defense|Pictomancer|FFXIV|Weapon Expressionism|FFXIV|10", + "Polishing Strike|Pictomancer|FFXIV|Weapon Expressionism|FFXIV|14" + ] + }, + { + "name": "Scenery Impressionism", + "source": "FFXIV", + "className": "Pictomancer", + "classSource": "FFXIV", + "page": 132, + "shortName": "Scenery Impressionism", + "subclassFeatures": [ + "Scenery Impressionism|Pictomancer|FFXIV|Scenery Impressionism|FFXIV|3", + "Colour Your World|Pictomancer|FFXIV|Scenery Impressionism|FFXIV|6", + "Tempera Grassa|Pictomancer|FFXIV|Scenery Impressionism|FFXIV|10", + "Landscape Mastery|Pictomancer|FFXIV|Scenery Impressionism|FFXIV|14" + ] + }, + { + "name": "Vidraal Bane", + "source": "FFXIV", + "page": 117, + "className": "Viper", + "classSource": "FFXIV", + "shortName": "Vidraal Bane", + "subclassFeatures": [ + "Vidraal Bane|Viper|FFXIV|Vidraal Bane|FFXIV|3", + "Master Tracker|Viper|FFXIV|Vidraal Bane|FFXIV|6", + "Toxic Shock|Viper|FFXIV|Vidraal Bane|FFXIV|10", + "Serpent's Kiss|Viper|FFXIV|Vidraal Bane|FFXIV|14" + ] + }, + { + "name": "Bloody Maw", + "source": "FFXIV", + "page": 117, + "className": "Viper", + "classSource": "FFXIV", + "shortName": "Bloody Maw", + "subclassFeatures": [ + "Bloody Maw|Viper|FFXIV|Bloody Maw|FFXIV|3", + "Masterful Movement|Viper|FFXIV|Bloody Maw|FFXIV|6", + "Sidewinding Strike|Viper|FFXIV|Bloody Maw|FFXIV|10", + "Deadly Precision|Viper|FFXIV|Bloody Maw|FFXIV|14" + ] + }, + { + "name": "Serpent Shaman", + "source": "FFXIV", + "page": 117, + "className": "Viper", + "classSource": "FFXIV", + "shortName": "Serpent Shaman", + "spellcastingAbility": "wis", + "casterProgression": "1/3", + "preparedSpells": "<$level$> / 2 + <$wis_mod$>", + "preparedSpellsChange": "restLong", + "preparedSpellsProgression": [ + 0, + 0, + 3, + 4, + 4, + 4, + 5, + 6, + 6, + 7, + 8, + 8, + 9, + 10, + 10, + 11, + 11, + 11, + 12, + 13 + ], + "cantripProgression": [ + 0, + 0, + 2, + 2, + 2, + 2, + 2, + 2, + 2, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3 + ], + "subclassSpells": [ + "Control Flames|XGE", + "Create Bonfire|XGE", + "Druidcraft", + "Frostbite|XGE", + "Guidance", + "Gust|XGE", + "Infestation|XGE", + "Magic Stone|XGE", + "Mending", + "Mold Earth|XGE", + "Poison Spray", + "Primal Savagery|XGE", + "Produce Flame", + "Resistance", + "Shape Water|XGE", + "Shillelagh", + "Thorn Whip", + "Thunderclap|XGE", + "Aero|FFXIV", + "Bio|FFXIV", + "Fire|FFXIV", + "Stone|FFXIV", + "Thunder|FFXIV", + "Aerora (Aero II)|FFXIV", + "Biora (Bio II)|FFXIV", + "Cure|FFXIV", + "Fira (Fire II)|FFXIV", + "Stonera (Stone II)|FFXIV", + "Thundara (Thunder II)|FFXIV", + "Watera (Water II)|FFXIV", + "Cura (Medica)|FFXIV", + "Refresh|FFXIV", + "Curada (Cure II)|FFXIV", + "Firaga (Fire III)|FFXIV", + "Stonega (Stone III)|FFXIV", + "Thundaga (Thunder III)|FFXIV", + "Waterga (Water III)|FFXIV", + "Esuna|FFXIV", + "En-Element|FFXIV", + "Bar-Element|FFXIV", + "Curaga (Cure III)|FFXIV", + "Aeroga (Aero III)|FFXIV" + ], + "additionalSpells": [ + { + "known": { + "3": [ + "Aerora (Aero II)|FFXIV", + "Biora (Bio II)|FFXIV", + "Cure|FFXIV", + "Fira (Fire II)|FFXIV", + "Stonera (Stone II)|FFXIV", + "Thundara (Thunder II)|FFXIV", + "Watera (Water II)|FFXIV", + { + "all": "level=1|class=Druid" + } + ], + "7": [ + "Cura (Medica)|FFXIV", + "Refresh|FFXIV", + { + "all": "level=2|class=Druid" + } + ], + "13": [ + "Aeroga (Aero III)|FFXIV", + "Curada (Cure II)|FFXIV", + "Firaga (Fire III)|FFXIV", + "Stonega (Stone III)|FFXIV", + "Thundaga (Thunder III)|FFXIV", + "Waterga (Water III)|FFXIV", + "Esuna|FFXIV", + "En-Element|FFXIV", + { + "all": "level=3|class=Druid" + } + ], + "19": [ + "Bar-Element|FFXIV", + "Curaga (Cure III)|FFXIV", + { + "all": "level=4|class=Druid" + } + ] + } + } + ], + "subclassTableGroups": [ + { + "subclasses": [ + { + "name": "Serpent Shaman", + "source": "FFXIV" + } + ], + "colLabels": [ + "{@filter Cantrips Known|spells|level=0|subclass=Viper: Serpent Shaman (FFXIV5E)}", + "{@filter Prepared Spells|spells|subclass=Viper: Serpent Shaman (FFXIV5E)}" + ], + "rows": [ + [ + 0, + 0 + ], + [ + 0, + 0 + ], + [ + 2, + 3 + ], + [ + 2, + 4 + ], + [ + 2, + 4 + ], + [ + 2, + 4 + ], + [ + 2, + 5 + ], + [ + 2, + 6 + ], + [ + 2, + 6 + ], + [ + 2, + 7 + ], + [ + 2, + 8 + ], + [ + 8 + ], + [ + 2, + 9 + ], + [ + 2, + 10 + ], + [ + 2, + 10 + ], + [ + 2, + 11 + ], + [ + 2, + 11 + ], + [ + 2, + 11 + ], + [ + 2, + 12 + ], + [ + 2, + 13 + ] + ] + }, + { + "title": "Spell Slots per Spell Level", + "subclasses": [ + { + "name": "Serpent Shaman", + "source": "FFXIV" + } + ], + "colLabels": [ + "{@filter 1st|spells|level=1|subclass=Viper: Serpent Shaman (FFXIV5E)}", + "{@filter 2nd|spells|level=2|subclass=Viper: Serpent Shaman (FFXIV5E)}", + "{@filter 3rd|spells|level=3|subclass=Viper: Serpent Shaman (FFXIV5E)}", + "{@filter 4th|spells|level=4|subclass=Viper: Serpent Shaman (FFXIV5E)}" + ], + "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 + ] + ] + } + ], + "subclassFeatures": [ + "Serpent Shaman|Viper|FFXIV|Serpent Shaman|FFXIV|3", + "Serpentine Weaving|Viper|FFXIV|Serpent Shaman|FFXIV|6", + "Slithering Strike|Viper|FFXIV|Serpent Shaman|FFXIV|10", + "Nature's Sting|Viper|FFXIV|Serpent Shaman|FFXIV|14" + ] + }, { "name": "Evoker", "source": "FFXIV", @@ -5723,8 +6193,8 @@ "page": 97, "shortName": "Ampdapori", "subclassSpells": [ - "banish|ffxiv", "Bless", + "Magic Missle", "Moonbeam", "Sleep", "Daylight", @@ -5738,7 +6208,7 @@ { "expanded": { "1": [ - "Banish|FFXIV", + "Magic Missile", "Bless" ], "2": [ @@ -5771,13 +6241,13 @@ } ], "class": [ - { - "name": "Summoner", + { + "name": "Pictomancer", "source": "FFXIV", "page": 132, "hd": { "number": 1, - "faces": 6 + "faces": 8 }, "proficiency": [ "cha", @@ -5791,6 +6261,7 @@ "{@item dart|phb|darts}", "{@item sling|phb|slings}", "{@item quarterstaff|phb|quarterstaffs}", + "{@item mace|phb|mace}", "{@item light crossbow|phb|light crossbows}" ], "skills": [ @@ -5799,10 +6270,10 @@ "from": [ "arcana", "history", - "insight", "investigation", - "medicine", - "religion" + "perception", + "performance", + "persuasion" ], "count": 2 } @@ -5813,9 +6284,10 @@ "additionalFromBackground": true, "default": [ "(a) a {@item quarterstaff|phb} or (b) a {@item dagger|phb}", - "(a) a {@item light crossbow|phb} and {@item crossbow bolts (20)|phb|20 bolts}", - "(a) a {@item scholar's pack|phb} or (b) an {@item explorer's pack|phb}", - "(a) a grimoire which acts as your spellcasting focus." + "(a) a {@item light crossbow|phb} and {@item crossbow bolts (20)|phb|20 bolts}", + "a brush based spell casting focus (a cane, staff, wand or similar object)", + "{@item painter's supplies|phb}", + "(a) an explorer's pack or (b) a scholar's pack" ], "defaultData": [ { @@ -5836,7 +6308,12 @@ }, { "a": [ - "spellbook|phb" + "brush based spellcasting focus" + ] + }, + { + "a": [ + "painter's supplies|phb" ] } ] @@ -5849,104 +6326,104 @@ "classTableGroups": [ { "colLabels": [ - "{@filter Cantrips Known|spells|level=0|class=Summoner (FFXIV5E)}", - "{@filter Spells Known|spells|class=Summoner (FFXIV5E)}" + "{@filter Cantrips Known|spells|level=0|class=Pictomancer (FFXIV5E)}", + "{@filter Spells Known|spells|class=Pictomancer (FFXIV5E)}" ], "rows": [ [ - 4, + 3, 4 ], [ - 4, + 3, 5 ], [ - 4, + 3, 6 ], [ - 5, + 4, 7 ], [ - 5, + 4, 8 ], [ - 5, + 4, 9 ], [ - 5, + 4, 10 ], [ - 5, + 4, 11 ], [ - 5, + 4, 12 ], [ - 6, + 5, 13 ], [ - 6, + 5, 14 ], [ - 6, + 5, 15 ], [ - 6, + 5, 16 ], [ - 6, + 5, 17 ], [ - 6, + 5, 18 ], [ - 6, + 5, 19 ], [ - 6, + 5, 20 ], [ - 6, - 21 + 5, + 20 ], [ - 6, - 22 + 5, + 20 ], [ - 6, - 23 + 5, + 20 ] ] }, { "title": "Spell Slots per Spell Level", "colLabels": [ - "{@filter 1st|spells|level=1|class=Summoner (FFXIV5E)}", - "{@filter 2nd|spells|level=2|class=Summoner (FFXIV5E)}", - "{@filter 3rd|spells|level=3|class=Summoner (FFXIV5E)}", - "{@filter 4th|spells|level=4|class=Summoner (FFXIV5E)}", - "{@filter 5th|spells|level=5|class=Summoner (FFXIV5E)}", - "{@filter 6th|spells|level=6|class=Summoner (FFXIV5E)}", - "{@filter 7th|spells|level=7|class=Summoner (FFXIV5E)}", - "{@filter 8th|spells|level=8|class=Summoner (FFXIV5E)}", - "{@filter 9th|spells|level=9|class=Summoner (FFXIV5E)}" + "{@filter 1st|spells|level=1|class=Pictomancer (FFXIV5E)}", + "{@filter 2nd|spells|level=2|class=Pictomancer (FFXIV5E)}", + "{@filter 3rd|spells|level=3|class=Pictomancer (FFXIV5E)}", + "{@filter 4th|spells|level=4|class=Pictomancer (FFXIV5E)}", + "{@filter 5th|spells|level=5|class=Pictomancer (FFXIV5E)}", + "{@filter 6th|spells|level=6|class=Pictomancer (FFXIV5E)}", + "{@filter 7th|spells|level=7|class=Pictomancer (FFXIV5E)}", + "{@filter 8th|spells|level=8|class=Pictomancer (FFXIV5E)}", + "{@filter 9th|spells|level=9|class=Pictomancer (FFXIV5E)}" ], "rows": [ [ @@ -6190,72 +6667,79 @@ 18, 19, 20, - 21, - 22, - 23 + 20, + 20, + 20 ], "classFeatures": [ - "Spellcasting|Summoner|FFXIV|1", - "Eikonic Ally|Summoner|FFXIV|1", - "Eikonic Trance|Summoner|FFXIV|2", + "Spellcasting|Pictomancer|FFXIV|1", + "Sketch Work|Pictomancer|FFXIV|1", + "Aetherial Studio|Pictomancer|FFXIV|2", + "Smudge|Pictomancer|FFXIV|2", + { - "classFeature": "Summoner Calling|Summoner|FFXIV|3", + "classFeature": "Artistic Motif|Pictomancer|FFXIV|3", "gainSubclassFeature": true }, - "Ability Score Improvement|Summoner|FFXIV|4", + "Aetheric Palette|Pictomancer|FFXIV|3", + "Ability Score Improvement|Pictomancer|FFXIV|4", + "Subtractive Palette|Pictomancer|FFXIV|5", + "Tempera Coat|Pictomancer|FFXIV|5", { - "classFeature": "Summoner Calling Feature|Summoner|FFXIV|6", + "classFeature": "Artistic Motif Feature|Pictomancer|FFXIV|6", "gainSubclassFeature": true }, - "Ability Score Improvement|Summoner|FFXIV|8", + + "Ability Score Improvement|Pictomancer|FFXIV|8", + "Palette Preparation|Pictomancer|FFXIV|9", { - "classFeature": "Summoner Calling Feature|Summoner|FFXIV|10", + "classFeature": "Artistic Motif Feature|Pictomancer|FFXIV|10", "gainSubclassFeature": true }, - "Ability Score Improvement|Summoner|FFXIV|12", + "Ability Score Improvement|Pictomancer|FFXIV|12", { - "classFeature": "Summoner Calling Feature|Summoner|FFXIV|14", + "classFeature": "Artistic Motif Feature|Pictomancer|FFXIV|14", "gainSubclassFeature": true }, - "Ability Score Improvement|Summoner|FFXIV|16", - "Enkindle|Summoner|FFXIV|18", - "Ability Score Improvement|Summoner|FFXIV|19", - "Perfected Equation|Summoner|FFXIV|20" + "Ability Score Improvement|Pictomancer|FFXIV|16", + "World Canvas|Pictomancer|FFXIV|18", + "Ability Score Improvement|Pictomancer|FFXIV|19", + "Recolor The World|Pictomancer|FFXIV|20" ], - "subclassTitle": "Summoner", + "subclassTitle": "Pictomancer", "fluff": [ { "type": "section", - "name": "Summoner", + "name": "Pictomancer", "source": "FFXIV", "page": 122, "entries": [ - "A beastial being wreathed in flames leaps into battle, flailing its flaming arms wildly sending enemy soldiers scattering in a panic, at its back, the cloaked caster who shared their essence to give birth to this elemental monstrosity.", - "Coated in a special body paint to improve the through of magic through their body, an ambitious summoner allowed the power of godly creatures to flow through their body, wielding twisting elemental power to their will, channeling the power of an eikon through themselves.", - "With a smug grin, their rocky summoned elemental would provide defenses and wear their foe down. Once the enemy had been weakened, the calculated summoner drew their defenders life force to empower their next attack, finishing their foes off with ease.", - "Summoners are practitioners of ancient arts which were lost to the sands of time until recently. The summoners of eld used the powers of primals and eikons against them in order to level the playing field against would be gods. Today the art is re-emerging, and it is up to the users of the summoning arts on what its legacy will become.", + "With a few final clean flourishes, a fairy sprung to life before the artist to provide support, distracting their foes while the pictomancer focused on greater spells.", + "With some bold swings of the brush, a comically large hammer appeared in the pictomancer's hands. With a large heavy swing guided by magic, they sent their opponent toppling.", + "With some quick flourishes the walls of the drab stone walls of the dungeon would spread with greenery and bright flowers. Admist the magical scene, the pictomancer's allies were able to reply the relentless foe in the tight space.", + "Wanderers of the world Pictomancers are constantly on the move seeking out new experiences to expand their imaginations, and with their imaginations their magical aptitude. Bringing dreams into reality, Pictomancers weave aether wildly to create wondrous art and wicked spells.", { "type": "entries", - "name": "A Personal Investment", + "name": "Arts of a Folk Hero", "page": 122, "entries": [ - "Summoners use their own aether, their life essence to work their craft, and tow a line where they must maintain a powerful force of will to wield the strength of beings regarded as gods. Without a steady hand and stout heart a summoner would be unable to call upon the power of such beings putting themselves and others at risk." + "During the fifth astral era, a Sharlayan Archon named Relm became the first pictomancer and passed this art to many students. She encouraged her students to seek new experiences and be a force of good in the world, becoming a core tenant of the Pictomancers to be wandering adventurers that did good deeds for the less fortunate." ] }, { "type": "entries", - "name": "Carefully Crafted Summoning", + "name": "Not Just a Brush", "page": 122, "entries": [ - "Similar to their cousins the Scholars, Summoners also make use of grimoires filled with special formulas and equations to amplify the potential of their magicks. Summoners use their personal aether to fuel the summoning and infuse it with the influence of legendary deities to give rise to the egi." + "Pictomancers wield specialized staves which have been modified to look like paint brushes, alongside a palette they use to capture and manipulate aether further. This pair of tools allow the pictomancer to freely engage with their imagination and bring it to life for purposes of creation and destruction." ] }, { "type": "entries", - "name": "Creating a Summoner", + "name": "Creating an Pictomancer", "page": 122, "entries": [ - "Summoners have a combination of a rich history and a renaissance going on within their art, being employed by specialty groups, while also having a long and troubled history attached to them. You must have learned the art somewhere, be it from ancient tomes, a mentor passing the art along or a natural affinity for the art which allowed you to grasp the art naturally. You may have set out on your quest for a variety of reasons as well, be it to sharpen your skills or to hunt powerful beings that threaten the balance of the world, summoners can be equally heroic or villainous in their goals." + "When creating a pictomancer consider why you became a pictomancer and what your journey has looked like to this point. Did you learn the art from a master, or did yous stumble upon the art independently in your studies. Its core to a pictomancer's progression to seek out new experiences. The more they've seen and done in their life the more powerful their imagination becomes." ] }, { @@ -6263,183 +6747,254 @@ "name": "Quick Build", "page": 122, "entries": [ - "You can make a Summoner quickly by following these suggestions. First make Charisma your highest ability score, following with Constitution. Second take the Hermit background. Third, take the Mage Hand, Minor Illusion, Prestidigitation and Ruin cantrips." + "ou can make a Pictomancer quickly by following these suggestions. First make Charisma your highest ability score, following with Constitution. Second take the Folk Hero background. Third, take the Mage Hand, Prestidigitation, and Produce Flame cantrips. Fourth, take the Arms if Hadar, Find Familiar, Healing Word and Mage Armor spells." ] } ] } ], "classSpells": [ - "Blade Ward", - "Booming Blade|TCE", - "Control Flames|XGE", - "Create Bonfire|XGE", - "Dancing Lights", - "Frostbite|XGE", - "Gust|XGE", - "Light", - "Lightning Lure|XGE", - "Mage Hand", - "Mind Sliver|TCE", - "Minor Illusion", - "Mold Earth|XGE", - "Produce Flame", - "Resistance", - "Shape Water|XGE", - "Ruin|FFXIV", - "Thaumaturgy", - "Absorb Elements|XGE", - "Armor of Agathys", - "Burning Hands", - "Chaos Bolt|XGE", - "Chromatic Orb|XGE", - "Create or Destroy Water", - "Cure Wounds", - "Detect Magic", - "Earth Tremor|XGE", - "Faerie Fire", - "Feather Fall", - "Fog Cloud", - "Frost Fingers|IDROTF", - "Healing Word", - "Hellish Rebuke", - "Heroism", - "Ice Knife|XGE", - "Jump", - "Longstrider", - "Mage Armor", - "Magic Missile", - "Shield", - "Thunderwave", - "Unseen Servant", - "Witch Bolt", - "Zephyr Strike|XGE", - "Aganazzar's Scorcher|XGE", - "Air Bubble", - "Blur", - "Continual Flame", - "Darkness", - "Darkvision", - "Detect Thoughts", - "Dragon's Breath|XGE", - "Dust Devil|XGE", - "Earthbind|XGE", - "Enhance Ability", - "Enlarge/Reduce|XGE", - "Flame Blade", - "Flaming Sphere|XGE", - "Gust of Wind", - "Heat Metal", - "Hold Person", - "Invisibility", - "Levitate", - "Maxmillian's Earthen Grasp|XGE", - "Misty Step", - "Pyrotechnics|XGE", - "Rime's Binding Ice|FTD", - "Scorching Ray", - "See Invisibility", - "Shatter", - "Skywrite|XGE", - "Sniloc's Snowball Storm|XGE", - "Warding Wind|XGE", - "Ashardalon's Stride|FTD", + "Aero|FFXIV", + "Acid Splash", + "Blizzard|FFXIV", + "Create Bonfire", + "Dancing Lights", + "Druidcraft", + "Fire|FFXIV", + "Frosbite|XGE", + "Gust|XGE", + "Infestation|XGE", + "Light", + "Lightning Lure|TCE", + "Mage Hand", + "Magic Stone|XGE", + "Mold Earth", + "Poison Spray", + "Prestidigitation", + "Produce Flame", + "Shape Water|XGE", + "Stone|FFXIV", + "Sword Burst|TCE", + "Thunder|FFXIV", + "Water|FFXIV", + "Aerora (Aero II)|FFXIV", + "Arms of Hadar", + "Blizzara (Blizzard II)|FFXIV", + "Chromatic Orb", + "Color Spray", + "Create of Destroy Water", + "Cure Wounds", + "Detect Magic", + "Disguise Self", + "Drain|FFXIV", + "Entangle", + "Faerie Fire", + "Find Familiar", + "Fira (Fire II)|FFXIV", + "Fog Cloud", + "Goodberry", + "Grease", + "Healing Word", + "Ice Knife|XGE", + "Illusory Script", + "Mage Armor", + "Magic Missile", + "Osmose|FFXIV", + "Purify Food and Drink", + "Shield", + "Stonera (Stone II)|FFXIV", + "Tenser's Floating Disk|XGE", + "Thundara (Thunder II)|FFXIV", + "Watera (Water II)|FFXIV", + "Witch Bolt", + "Aganazzar's Scorcher|XGE", + "Alter Self", + "Air Bubble|AAG", + "Barkskin", + "Blur", + "Cloud of Daggers", + "Continual Flame", + "Darkness", + "Darkvision", + "Dust Devil|XGE", + "Earthbind|XGE", + "Enlarge/Reduce", + "Find Steed", + "Flame Blade", + "Flaming Sphere", + "Flock of Familiars", + "Gust of Wind", + "Invisibility", + "Levitate", + "Maximillian's Earthen Grasp|XGE", + "Melf's Acid Arrow", + "Misty Step", + "Moonbeam", + "Nathair's Mischief|FTD", + "Pyrotechnics|XGE", + "Rime's Binding Ice|FTD", + "Rope Trick", + "Scorching Ray", + "Shatter", + "Skywrite|XGE", + "Snilloc's Snowball Storm|XGE", + "Spiritual Weapon", + "Spray of Cards|TCE", + "Spike Growth", + "Summon Beast|XGE", + "Warding Wind", + "Web", + "Wither and Bloom|XGE", + "Aeroga (Aero III)|FFXIV", "Blink", - "Catnap|XGE", + "Blizzaga (Blizzard III)|FFXIV", "Call Lightning", - "Counterspell", + "Conjure Animals", + "Conjure Barrage", "Create Food and Water", - "Dispel Magic", + "Daylight", "Elemental Weapon", + "En-Element|FFXIV", "Erupting Earth|XGE", + "Firaga (Fire III)|FFXIV", "Fireball", "Fly", - "Gaseous Form", - "Haste", - "Lightning Bolt", + "Galder's Tower", + "Hunger of Hadar", + "Hypnotic Pattern", + "Leomud's Tiny Hut", + "Mass Healing Word", "Meld Into Stone", "Melf's Minute Meteors|XGE", - "Protection from Energy", + "Plant Growth", "Sleet Storm", + "Spirit Guardians", + "Spirit Shroud|XGE", + "Stinking Cloud", + "Stonega (Stone III)|FFXIV", + "Summon Fey|TCE", + "Summon Lesser Demons|XGE", + "Summon Shadowspawn|TCE", + "Thundaga (Thunder III)|FFXIV", "Thunder Step", "Tidal Wave|XGE", + "Tiny Servant", "Wall of Sand|XGE", - "Wall of Water", - "Water Breathing", - "Water Walk", - "Wind Wall", - "Banishment", - "Blight", + "Wall of Water|XGE", + "Waterga (Water III)|FFXIV", + "Comet|FFXIV", "Conjure Minor Elementals", + "Conjure Woodland Beings", "Control Water", "Dimension Door", - "Elemental Bane|XGE", + "Evard's Black Tentacles", "Fabricate", - "Fire Shield|XGE", - "Freedom of Movement", - "Greater Invisibility", + "Find Greater Steed|XGE", + "Fire Shield", + "Galder's Speedy Courier", + "Giant Insect", + "Grasping Vine", + "Great Invisibility", + "Guardian of Faith", + "Hallucinatory Terrain", "Ice Storm", - "Locate Creature", + "Leomund's Secret Chest", + "Mordenkainen's Faithful Hound", + "Otiluke's Resilient Sphere", "Polymorph", + "Sickening Radiance", + "Spirit of Death|BMT", "Stone Shape", "Stoneskin", - "Summon Elemental|TCE", "Storm Sphere", + "Summoner Aberration|TCE", + "Summon Construct|TCE", + "Summon Elemental|TCE", + "Summon Greater Demon|XGE", + "Vitriolic Sphere|XGE", "Wall of Fire", - "Watery Sphere", - "Cone of Cold", + "Water Sphere", + "Aeroja (Aero IV)|FFXIV", + "Animate Objects", + "Bigby's Hand", + "Blizzaja (Blizzard IV)|FFXIV", + "Cloudkill", "Conjure Elemental", - "Control Winds|XGE", - "Creation", + "Control Winds", + "Dawn|XGE", "Far Step|XGE", + "Firaja (Fire IV)|FFXIV", "Flame Strike", "Immolation|XGE", + "Insect Plague", "Maelstrom|XGE", - "Skill Empowerment|XGE", - "Steel Wind Strike|XGE", - "Telekinesis", - "Teleportation Circle", + "Mass Cure Wounds", + "Mislead", + "Passwall", + "Reincarnate", + "Stoneja (Stone IV)|FFXIV", + "Summon Celestial|TCE", + "Summon Draconic Spirit|FTD", + "Teleporation Circle", + "Thundaja (Thunder IV)|FFXIV", "Transmute Rock|XGE", - "Wall of Stone|XGE", - "Wrath of Nature", + "Waterja (Water IV)|FFXIV", + "Wall of Light|XGE", + "Wall of Stone", "Arcane Gate", + "Blade Barrier", "Bones of the Earth", - "Chain Lightning", - "Disintegrate", + "Conjure Fey", + "Druid's Grove", "Flesh to Stone", - "Investiture of Flame|XGE", - "Investiture of Ice|XGE", - "Investiture of Stone|XGE", - "Investiture of Wind|XGE", + "Heal", + "Heroes' Feast", "Move Earth", - "Otiluke's Freezing Sphere|XGE", - "Primordial Ward|XGE", - "True Seeing", + "Otiluke's Freezing Sphere", + "Scatter|XGE", + "Summon Fiend|TCE", + "Sunbeam", "Wall of Ice", "Wall of Thorns", - "Wind Walk", - "Crown of Stars|TCE", - "Delayed Blast Fireball", - "Draconic Transformation|FTD", - "Dream of the Blue Veil|TCE", - "Etherealness", + "Word of Recall", + "Crown of Stars|XGE", + "Conjure Celestial", + "Electron|FFXIV", "Fire Storm", + "Flare|FFXIV", + "Flood|FFXIV", + "Freeze|FFXIV", + "Mordenkainen's Magnificent Mansion", + "Mordenkainen's Sword", "Plane Shift", "Prismatic Spray", + "Quake|FFXIV", + "Regenerate", + "Symbol", "Teleport", - "Temple of the Gods|XGE", - "Whirlwind|XGE", + "Temple of the Gods", + "Tornado|FFXIV", + "Whirlwind", + "Animal Shapes", "Control Weather", - "Earthquake", + "Demiplane", + "Illusory Dragon", "Incendiary Cloud", + "Maddening Darkness|XGE", + "Maze", + "Meteor|FFXIV", + "Mighty Fortress", "Sunburst", "Tsunami", + "Blade of Disaster", "Gate", + "Mass Heal", "Mass Polymorph|XGE", - "Meteor Swarm", + "Meteor Storm", + "Prismatic Wall", + "Shapechange", "Storm of Vengeance", - "Time Stop", - "Weird", + "True Polymorph", "Wish" ], "cantripProgression": [ @@ -6467,55 +7022,218 @@ "hasFluff": true }, { - "name": "Gridanian Bard", + "name": "Viper", + "source": "FFXIV", + "page": 143, + "hd": { + "number": 1, + "faces": 8 + }, + "proficiency": [ + "str", + "dex" + ], + "startingProficiencies": { + "armor": [ + "light" + ], + "weapons": [ + "simple", + "martial" + ], + "skills": [ + { + "choose": { + "from": [ + "acrobatics", + "animal handling", + "athletics", + "insight", + "nature", + "stealth", + "survival" + ], + "count": 2 + } + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "default": [ + "(a) a {@item katana|FFXIV}", + "(a) a {@item shortbow|PHB} and {@item arrow|PHB|20 arrows}", + "(a) an {@item explorer's pack|phb} or (b) a {@item dungeoneer's pack|phb}", + "a decorative scabbard for your katana" + ], + "defaultData": [ + { + "a": [ + "two swortswords|PHB" + ] + }, + { + "a": [ + "shortbow|PHB", + "arrow|PHB" + ] + }, + { + "a": [ + "explorer's pack|phb" + ], + "b": [ + "dungeoneer's pack|phb" + ] + } + ] + }, + + "multiclassing": { + "requirements": { + "dex": 13 + }, + "proficienciesGained": { + "armor": [ + "light" + ], + "weapons": [ + "simple", + "martial" + ], + "skills": [ + { + "choose": { + "from": [ + "acrobatics", + "animal handling", + "athletics", + "insight", + "nature", + "stealth", + "survival" + ], + "count":1 + } + } + ] + } + }, + "classFeatures": [ + "Viper Style|Viper|FFXIV|1", + "Focus of Caduceus|Viper|FFXIV|1", + "Flow of the Viper|Viper|FFXIV|2", + "Viper Stance|Viper|FFXIV|2", + { + "classFeature": "Serpentine Inspiration|Viper|FFXIV|3", + "gainSubclassFeature": true + }, + "Ability Score Improvement|Viper|FFXIV|4", + "Extra Attack|Viper|FFXIV|5", + { + "classFeature": "Archetype Feature|Viper|FFXIV|6", + "gainSubclassFeature": true + }, + "Swiftscaled|Viper|FFXIV|7", + "Ability Score Improvement|Viper|FFXIV|8", + "Serpentine Aspect|Viper|FFXIV|9", + "Evasion|Viper|FFXIV|9", + { + "classFeature": "Archetype Feature|Viper|FFXIV|10", + "gainSubclassFeature": true + }, + "Ambidextrous Fighter|Viper|FFXIV|11", + "Ability Score Improvement|Viper|FFXIV|12", + "Serpent's Ire|Viper|FFXIV|13", + { + "classFeature": "Archetype Feature|Viper|FFXIV|14", + "gainSubclassFeature": true + }, + "Stalwart Hunter|Viper|FFXIV|15", + "Ability Score Improvement|Viper|FFXIV|16", + "Rattling Coil|Viper|FFXIV|17", + "Reawaken|Viper|FFXIV|18", + "Ability Score Improvement|Viper|FFXIV|19", + "Serpent's Legacy|Viper|FFXIV|20" + ], + "subclassTitle": "Archetype", + "fluff": [ + { + "name": "Viper", + "source": "FFXIV", + "page": 143, + "type": "section", + "entries": [ + "A great beast wreathed in flames began to crunch down on a conveniently laid out carcass of a bull. The poisoned meat fills its stomach lulling it into stupor as the viper closed in and with a few swift strikes finished the creature's reign of terror.", + "With every movement of their glistening blades, the viper attacked in an endless flurry of blows finding every gap in the creature's defense, overwhelming them until they fell.", + "With the lighting of an incense and a meditative state, the viper felt a surge of power allowing them summoning of flames and ice granting the edge they needed. With their awakened strength with steel and sorcery the targeted mark fell.", + "Vipers are expert monster slayers who emulate the skill and swiftness of the snake they draw their name from. Their deadly fangs and lightning speed inspire the vipers to take on foes far larger than themselves allowing them to safe guard society from the preternatural dangers lurking in nature.", + { + "name": "To Fell The Indomitable", + "type": "entries", + "entries": [ + "In the lands of Tural, beasts sometimes epxerience special mutations which causes them to develop mystic powers and immense strength. Hunters seeking a way to overcome these foes looked to the skill and deadliness of the viper. Between poisons, swordsmanship and cunning the vipers trade their arts down between student and mentor to ensure great beasts never trample over civilization again." + ] + }, + { + "name": "The Steel Fangs", + "type": "entries", + "entries": [ + "Vipers selected twin swords to represent the fangs of the creature their profession draws their name from. With a special trick to these blades, they can combine them into double bladed weapon known as a viper staff, which they whirl about to increase their range, misdirect their foes and find the perfect angle to strike their foe." + ] + }, + { + "name": "Creating A Viper", + "type": "entries", + "entries": [ + "When creating a viper you should consider why your character chose to become one of these specialized monster hunters. Do they do so for retribution over a raging beast? Or did they do so to seek glory and mastery over their unique fighting style. You must also consider how they've come to understand the viper's arts, did they spend time in a secluded village training or did they travel with an experienced viper for a time learning the arts one on one. Upon finishing their initial training its up to a viper to wander the land staying alert to threats and slaying them as quickly as possible by any means necessary." + ] + }, + { + "name": "Quick Build", + "type": "entries", + "entries": [ + "You can make a viper quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the outlander background" + ] + } + ] + } + ] + }, + { + "name": "Summoner", "source": "FFXIV", - "page": 83, + "page": 132, "hd": { "number": 1, - "faces": 8 + "faces": 6 }, "proficiency": [ - "dex", - "cha" + "cha", + "wis" ], + "spellcastingAbility": "cha", + "casterProgression": "full", "startingProficiencies": { - "armor": [ - "light" - ], "weapons": [ - "simple", - "{@item longbow|phb|longbows}", - "{@item longsword|phb|longswords}", - "{@item rapier|phb|rapiers}", - "{@item shortsword|phb|shortswords}" - ], - "tools": [ - "three musical instrument of your choice" + "{@item dagger|phb|daggers}", + "{@item dart|phb|darts}", + "{@item sling|phb|slings}", + "{@item quarterstaff|phb|quarterstaffs}", + "{@item light crossbow|phb|light crossbows}" ], "skills": [ { "choose": { "from": [ - "acrobatics", - "animal handling", "arcana", - "athletics", - "desception", "history", "insight", - "intimidation", "investigation", "medicine", - "nature", - "perception", - "performance", - "persuasion", - "religion", - "sleight of hand", - "stealth", - "survival" + "religion" ], - "count": 3 + "count": 2 } } ] @@ -6523,123 +7241,148 @@ "startingEquipment": { "additionalFromBackground": true, "default": [ - "A set of {@item leather armor|phb}", - "(a) {@item rapier|phb|rapiers} or (b) two {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}", - "(a) {@item longbow|phb} and a quiver with 20 {@item arrow|phb|arrows}", - "(a) {@item explorer's pack|phb} or (b) an {@item scholar's pack|phb}", - "A musical instrument of your choice" + "(a) a {@item quarterstaff|phb} or (b) a {@item dagger|phb}", + "(a) a {@item light crossbow|phb} and {@item crossbow bolts (20)|phb|20 bolts}", + "(a) a {@item scholar's pack|phb} or (b) an {@item explorer's pack|phb}", + "(a) a grimoire which acts as your spellcasting focus." ], "defaultData": [ - { - "_": [ - "leather armor|phb" - ] - }, { "a": [ - "rapier|phb" + "quarterstaff|phb" ], "b": [ - "longbow|phb", - "arrow (20)" + "dagger|phb" ] }, { "a": [ - "explorer's pack|phb" + "scholar's pack|phb" ], "b": [ - "scholar's pack|phb" + "explorer's pack|phb" ] }, { - "_": [ - { - "special": "a musical instrument" - } + "a": [ + "spellbook|phb" ] } ] }, + "multiclassing": { + "requirements": { + "cha": 13 + } + }, "classTableGroups": [ { "colLabels": [ - "{@filter Spells Known|spells|class=Gridanian Bard (FFXIV5E)}" + "{@filter Cantrips Known|spells|level=0|class=Summoner (FFXIV5E)}", + "{@filter Spells Known|spells|class=Summoner (FFXIV5E)}" ], "rows": [ [ - 0 + 4, + 4 ], [ - 2 + 4, + 5 ], [ - 3 + 4, + 6 ], [ - 3 + 5, + 7 ], [ - 4 + 5, + 8 ], [ - 4 + 5, + 9 ], [ - 5 + 5, + 10 ], [ - 5 + 5, + 11 ], [ - 6 + 5, + 12 ], [ - 6 + 6, + 13 ], [ - 7 + 6, + 14 ], [ - 7 + 6, + 15 ], [ - 8 + 6, + 16 ], [ - 8 + 6, + 17 ], [ - 9 + 6, + 18 ], [ - 9 + 6, + 19 ], [ - 10 + 6, + 20 ], [ - 10 + 6, + 21 ], [ - 11 + 6, + 22 ], [ - 11 + 6, + 23 ] ] }, { "title": "Spell Slots per Spell Level", "colLabels": [ - "{@filter 1st|spells|level=1|class=Gridanian Bard (FFXIV5E)}", - "{@filter 2nd|spells|level=2|class=Gridanian Bard (FFXIV5E)}", - "{@filter 3rd|spells|level=3|class=Gridanian Bard (FFXIV5E)}", - "{@filter 4th|spells|level=4|class=Gridanian Bard (FFXIV5E)}", - "{@filter 5th|spells|level=5|class=Gridanian Bard (FFXIV5E)}" + "{@filter 1st|spells|level=1|class=Summoner (FFXIV5E)}", + "{@filter 2nd|spells|level=2|class=Summoner (FFXIV5E)}", + "{@filter 3rd|spells|level=3|class=Summoner (FFXIV5E)}", + "{@filter 4th|spells|level=4|class=Summoner (FFXIV5E)}", + "{@filter 5th|spells|level=5|class=Summoner (FFXIV5E)}", + "{@filter 6th|spells|level=6|class=Summoner (FFXIV5E)}", + "{@filter 7th|spells|level=7|class=Summoner (FFXIV5E)}", + "{@filter 8th|spells|level=8|class=Summoner (FFXIV5E)}", + "{@filter 9th|spells|level=9|class=Summoner (FFXIV5E)}" ], "rows": [ [ + 2, + 0, + 0, + 0, 0, 0, 0, @@ -6647,36 +7390,56 @@ 0 ], [ - 2, + 3, + 0, + 0, + 0, + 0, 0, 0, 0, 0 ], [ - 3, + 4, + 2, + 0, + 0, + 0, 0, 0, 0, 0 ], [ + 4, 3, 0, 0, 0, + 0, + 0, + 0, 0 ], [ 4, + 3, 2, 0, 0, + 0, + 0, + 0, 0 ], [ 4, - 2, + 3, + 3, + 0, + 0, + 0, 0, 0, 0 @@ -6684,6 +7447,10 @@ [ 4, 3, + 3, + 1, + 0, + 0, 0, 0, 0 @@ -6691,6 +7458,10 @@ [ 4, 3, + 3, + 2, + 0, + 0, 0, 0, 0 @@ -6698,21 +7469,33 @@ [ 4, 3, - 2, + 3, + 3, + 1, + 0, + 0, 0, 0 ], [ 4, 3, + 3, + 3, 2, 0, + 0, + 0, 0 ], [ 4, 3, 3, + 3, + 2, + 1, + 0, 0, 0 ], @@ -6720,6 +7503,10 @@ 4, 3, 3, + 3, + 2, + 1, + 0, 0, 0 ], @@ -6727,28 +7514,44 @@ 4, 3, 3, + 3, + 2, + 1, 1, + 0, 0 ], [ 4, 3, 3, + 3, + 2, + 1, 1, + 0, 0 ], [ 4, 3, 3, + 3, 2, + 1, + 1, + 1, 0 ], [ 4, 3, 3, + 3, 2, + 1, + 1, + 1, 0 ], [ @@ -6756,6 +7559,10 @@ 3, 3, 3, + 2, + 1, + 1, + 1, 1 ], [ @@ -6763,6 +7570,10 @@ 3, 3, 3, + 3, + 1, + 1, + 1, 1 ], [ @@ -6770,310 +7581,403 @@ 3, 3, 3, - 2 + 3, + 2, + 1, + 1, + 1 ], [ 4, 3, 3, 3, - 2 + 3, + 2, + 2, + 1, + 1 ] ] } ], "spellsKnownProgression": [ - 0, - 2, - 3, - 3, - 4, 4, 5, - 5, - 6, 6, 7, - 7, - 8, 8, 9, - 9, - 10, 10, 11, - 11 + 12, + 13, + 14, + 15, + 16, + 17, + 18, + 19, + 20, + 21, + 22, + 23 ], - "multiclassing": { - "requirements": { - "cha": 13 - }, - "proficienciesGained": { - "armor": [ - "light" - ], - "weapons": [ - "simple" - ], - "skills": [ - { - "choose": { - "from": [ - "acrobatics", - "animal handling", - "arcana", - "athletics", - "desception", - "history", - "insight", - "intimidation", - "investigation", - "medicine", - "nature", - "perception", - "performance", - "persuasion", - "religion", - "sleight of hand", - "stealth", - "survival" - ], - "count": 1 - } - } - ], - "tools": [ - "one instrument of your choice." - ] - } - }, "classFeatures": [ - "Bardic Inspiration|Gridanian Bard|FFXIV|1", - "Fighting Style|Gridanian Bard|FFXIV|1", - "Spellcasting|Gridanian Bard|FFXIV|2", - "Minstrel's Music|Gridanian Bard|FFXIV|2", - "Expertise 1|Gridanian Bard|FFXIV|3", + "Spellcasting|Summoner|FFXIV|1", + "Eikonic Ally|Summoner|FFXIV|1", + "Eikonic Trance|Summoner|FFXIV|2", { - "classFeature": "Gridanian Bard Archetype|Gridanian Bard|FFXIV|3", + "classFeature": "Summoner Calling|Summoner|FFXIV|3", "gainSubclassFeature": true }, - "Ability Score Improvement|Gridanian Bard|FFXIV|4", - "Extra Attack|Gridanian Bard|FFXIV|5", - "Troubadour Training|Gridanian Bard|FFXIV|6", + "Ability Score Improvement|Summoner|FFXIV|4", { - "classFeature": "Archetype Feature|Gridanian Bard|FFXIV|7", + "classFeature": "Summoner Calling Feature|Summoner|FFXIV|6", "gainSubclassFeature": true }, - "Ability Score Improvement|Gridanian Bard|FFXIV|8", - "Unshakeable Performer|Gridanian Bard|FFXIV|10", - "Expertise 2|Gridanian Bard|FFXIV|10", + "Ability Score Improvement|Summoner|FFXIV|8", { - "classFeature": "Archetype Feature|Gridanian Bard|FFXIV|11", + "classFeature": "Summoner Calling Feature|Summoner|FFXIV|10", "gainSubclassFeature": true }, - "Ability Score Improvement|Gridanian Bard|FFXIV|12", - "Radiant Finale|Gridanian Bard|FFXIV|14", + "Ability Score Improvement|Summoner|FFXIV|12", { - "classFeature": "Archetype Feature|Gridanian Bard|FFXIV|15", + "classFeature": "Summoner Calling Feature|Summoner|FFXIV|14", "gainSubclassFeature": true }, - "Ability Score Improvement|Gridanian Bard|FFXIV|16", - "Final Fantasia|Gridanian Bard|FFXIV|18", - "Ability Score Improvement|Gridanian Bard|FFXIV|19", - "Minstrel's Coda|Gridanian Bard|FFXIV|20" + "Ability Score Improvement|Summoner|FFXIV|16", + "Enkindle|Summoner|FFXIV|18", + "Ability Score Improvement|Summoner|FFXIV|19", + "Perfected Equation|Summoner|FFXIV|20" ], - "subclassTitle": "Archetype", + "subclassTitle": "Summoner", "fluff": [ { "type": "section", - "name": "Gridanian Bard", + "name": "Summoner", "source": "FFXIV", - "page": 42, + "page": 122, "entries": [ - "Nestled in the trees at the edge of the wood, a skilled bowmaster watches their mark wander the plains 100 yalms away. With a slight smile they let loose an arrow toppling the creature in a single shot.", - "In the thick of battle, a fearless singer's voice belows out above the clash of steel, their voice imbued with magic, ushering great power unto their allies, turning the tide of battle.", - "In preparation for an upcoming battle, a careful hunter crafts a series of poisons and douses their arrow heads. Though their attacks appear simple, the poison running through their future mark will ravage its body.", - "Gridanian Bards are a somewhat young profession in Eorzea, but one of great effect for the Black Shroud. Historically finding their beginnings as archers, these bards mix sword and song in order to protect themselves and their allies in the heat of battle.", + "A beastial being wreathed in flames leaps into battle, flailing its flaming arms wildly sending enemy soldiers scattering in a panic, at its back, the cloaked caster who shared their essence to give birth to this elemental monstrosity.", + "Coated in a special body paint to improve the through of magic through their body, an ambitious summoner allowed the power of godly creatures to flow through their body, wielding twisting elemental power to their will, channeling the power of an eikon through themselves.", + "With a smug grin, their rocky summoned elemental would provide defenses and wear their foe down. Once the enemy had been weakened, the calculated summoner drew their defenders life force to empower their next attack, finishing their foes off with ease.", + "Summoners are practitioners of ancient arts which were lost to the sands of time until recently. The summoners of eld used the powers of primals and eikons against them in order to level the playing field against would be gods. Today the art is re-emerging, and it is up to the users of the summoning arts on what its legacy will become.", { "type": "entries", - "name": "Songs for the souls", - "page": 42, + "name": "A Personal Investment", + "page": 122, "entries": [ - "One of the originators of the craft was a disgraced commander who travelled the land singing songs to soothe the spirits of their dead allies. In time this commemorative art would find great utility on the battle field and then go on to be widely practiced across the world." + "Summoners use their own aether, their life essence to work their craft, and tow a line where they must maintain a powerful force of will to wield the strength of beings regarded as gods. Without a steady hand and stout heart a summoner would be unable to call upon the power of such beings putting themselves and others at risk." ] }, { "type": "entries", - "name": "Of Lyres and Lyrics", - "page": 42, + "name": "Carefully Crafted Summoning", + "page": 122, "entries": [ - "Bards make use of musical instruments and their own voice to weave beautiful musical pieces that have magical properties. Their ability to soothe wounds, fend off danger and weaken foes has made their presence invaluable on the battle field." + "Similar to their cousins the Scholars, Summoners also make use of grimoires filled with special formulas and equations to amplify the potential of their magicks. Summoners use their personal aether to fuel the summoning and infuse it with the influence of legendary deities to give rise to the egi." ] }, { "type": "entries", - "name": "Creating a Bard", - "page": 42, + "name": "Creating a Summoner", + "page": 122, "entries": [ - "Bards traditionally are specially trained by some sort of mentor figure who assists them in unlocking the potential of spells through song. This is not always that case though as some are able to unlock these secrets for themselves. You must also consider how to treat these mystical arts, do you follow their purposes of the past where they served to soothe spirits and support military units, or have you taken music back as a free lance wanderer, weaving songs and stories for the masses. A bard at heart is a free spirit who can use their magical power how they see fit." + "Summoners have a combination of a rich history and a renaissance going on within their art, being employed by specialty groups, while also having a long and troubled history attached to them. You must have learned the art somewhere, be it from ancient tomes, a mentor passing the art along or a natural affinity for the art which allowed you to grasp the art naturally. You may have set out on your quest for a variety of reasons as well, be it to sharpen your skills or to hunt powerful beings that threaten the balance of the world, summoners can be equally heroic or villainous in their goals." ] }, { "type": "entries", "name": "Quick Build", - "page": 42, + "page": 122, "entries": [ - "You can make a Gridanian Bard quickly by following these suggestions. First make Dexterity your highest ability score, following with Charisma. Second take the {@background Entertainer} background. Third, take the archery fighting style." + "You can make a Summoner quickly by following these suggestions. First make Charisma your highest ability score, following with Constitution. Second take the Hermit background. Third, take the Mage Hand, Minor Illusion, Prestidigitation and Ruin cantrips." ] } ] } ], "classSpells": [ - "absorb elements|xge", - "Alarm", - "Bane", - "Charm Person", - "Command", + "Blade Ward", + "Booming Blade|TCE", + "Control Flames|XGE", + "Create Bonfire|XGE", + "Dancing Lights", + "Frostbite|XGE", + "Gust|XGE", + "Light", + "Lightning Lure|XGE", + "Mage Hand", + "Mind Sliver|TCE", + "Minor Illusion", + "Mold Earth|XGE", + "Produce Flame", + "Resistance", + "Shape Water|XGE", + "Thaumaturgy", + "Absorb Elements|XGE", + "Armor of Agathys", + "Burning Hands", + "Chaos Bolt|XGE", + "Chromatic Orb|XGE", + "Create or Destroy Water", "Cure Wounds", "Detect Magic", - "Detect Poison and Disease", - "Disguise Self", - "Dissonant Whispers", + "Earth Tremor|XGE", "Faerie Fire", "Feather Fall", - "Hail of Thorns", + "Fog Cloud", + "Frost Fingers|IDROTF", "Healing Word", + "Hellish Rebuke", "Heroism", - "Idenitfy", - "Hunter's Mark", + "Ice Knife|XGE", "Jump", "Longstrider", - "silvery barbs|scc", - "snare|xge", - "Tasha's Hideous Laughter", + "Mage Armor", + "Magic Missile", + "Shield", "Thunderwave", - "sephyr strike|xge", - "Aid", - "air bubble|aag", - "Barkskin", - "Calm Emotions", - "Cordon of Arrows", - "Crown of Madness", + "Unseen Servant", + "Witch Bolt", + "Zephyr Strike|XGE", + "Aganazzar's Scorcher|XGE", + "Air Bubble|AAG", + "Blur", + "Continual Flame", + "Darkness", "Darkvision", "Detect Thoughts", + "Dragon's Breath|XGE", + "Dust Devil|XGE", + "Earthbind|XGE", "Enhance Ability", - "Enthrall", - "Find Traps", + "Enlarge/Reduce|XGE", + "Flame Blade", + "Flaming Sphere|XGE", + "Gust of Wind", + "Heat Metal", "Hold Person", "Invisibility", - "Knock", - "Lesser Restoration", - "Locate Animals or Plants", - "Locate Object", - "Magic Mouth", - "Magic Weapon", - "Mirror Image", - "Pass Without Trace", - "Protection from Poison", - "pyrotechnics|xge", - "See Incisibility", + "Levitate", + "Maxmillian's Earthen Grasp|XGE", + "Misty Step", + "Pyrotechnics|XGE", + "Rime's Binding Ice|FTD", + "Scorching Ray", + "See Invisibility", "Shatter", - "Silence", - "skywrite|xge", - "Suggestion", - "Zone of Truth", - "ashardalon's stride|ftd", - "Bestow Curse", - "catnap|xge", - "Conjure Barrage", + "Skywrite|XGE", + "Sniloc's Snowball Storm|XGE", + "Warding Wind|XGE", + "Ashardalon's Stride|FTD", + "Blink", + "Catnap|XGE", + "Call Lightning", + "Counterspell", + "Create Food and Water", "Dispel Magic", "Elemental Weapon", - "enemies abound|xge", - "fast friends|ai", - "Fear", - "flame arrows|xge", - "Hypnotic Pattern", - "Lightning Arrow", - "Major Image", - "Mass Healing Word", - "Nondetection", + "Erupting Earth|XGE", + "Fireball", + "Fly", + "Gaseous Form", + "Haste", + "Lightning Bolt", + "Meld Into Stone", + "Melf's Minute Meteors|XGE", "Protection from Energy", - "Revivify", - "Sending", - "Slow", - "Tongues", + "Sleet Storm", + "Thunder Step", + "Tidal Wave|XGE", + "Wall of Sand|XGE", + "Wall of Water", "Water Breathing", "Water Walk", - "charm monster|xge", - "Compulsion", - "Confusions", + "Wind Wall", + "Banishment", + "Blight", + "Conjure Minor Elementals", + "Control Water", "Dimension Door", + "Elemental Bane|XGE", + "Fabricate", + "Fire Shield|XGE", "Freedom of Movement", "Greater Invisibility", - "Hallucinatory Terrain", + "Ice Storm", "Locate Creature", - "Phantasmal Killer", "Polymorph", + "Stone Shape", "Stoneskin", - "Conjure Volley", - "Dominate Person", - "Dream", - "Geas", - "Greater Restoration", - "Hold Monster", - "Legend Lore", - "Mass Cure Wounds", - "Mislead", - "Modify Memory", - "Rary's Telepathic Bond", - "Scrying", - "Seeming", - "skill empowerment|xge", - "steel wind strike|xge", - "synaptic static|xge", - "Swift Quiver", - "Teleportation Circle" + "Summon Elemental|TCE", + "Storm Sphere", + "Wall of Fire", + "Watery Sphere", + "Cone of Cold", + "Conjure Elemental", + "Control Winds|XGE", + "Creation", + "Far Step|XGE", + "Flame Strike", + "Immolation|XGE", + "Maelstrom|XGE", + "Skill Empowerment|XGE", + "Steel Wind Strike|XGE", + "Telekinesis", + "Teleportation Circle", + "Transmute Rock|XGE", + "Wall of Stone|XGE", + "Wrath of Nature", + "Arcane Gate", + "Bones of the Earth", + "Chain Lightning", + "Disintegrate", + "Flesh to Stone", + "Investiture of Flame|XGE", + "Investiture of Ice|XGE", + "Investiture of Stone|XGE", + "Investiture of Wind|XGE", + "Move Earth", + "Otiluke's Freezing Sphere|XGE", + "Primordial Ward|XGE", + "True Seeing", + "Wall of Ice", + "Wall of Thorns", + "Wind Walk", + "Crown of Stars|TCE", + "Delayed Blast Fireball", + "Draconic Transformation|FTD", + "Dream of the Blue Veil|TCE", + "Etherealness", + "Fire Storm", + "Plane Shift", + "Prismatic Spray", + "Teleport", + "Temple of the Gods|XGE", + "Whirlwind|XGE", + "Control Weather", + "Earthquake", + "Incendiary Cloud", + "Sunburst", + "Tsunami", + "Gate", + "Mass Polymorph|XGE", + "Meteor Swarm", + "Storm of Vengeance", + "Time Stop", + "Weird", + "Wish", + "Aero|FFXIV", + "Aerora (Aero II)|FFXIV", + "Aeroga (Aero III)|FFXIV", + "Aeroja (Aero IV)|FFXIV", + "Blizzard|FFXIV", + "Blizzara (Blizzard II)|FFXIV", + "Blizzaga (Blizzard III)|FFXIV", + "Blizzaja (Blizzard IV)|FFXIV", + "Fire|FFXIV", + "Fira (Fire II)|FFXIV", + "Firaga (Fire III)|FFXIV", + "Firaja (Fire IV)|FFXIV", + "Ruin|FFXIV", + "Ruinra (Ruin II)|FFXIV", + "Ruinga (Ruin III)|FFXIV", + "Ruinja (Ruin IV)|FFXIV", + "Thunder|FFXIV", + "Thundara (Thunder II)|FFXIV", + "Thundaga (Thunder III)|FFXIV", + "Thundaja (Thunder IV)|FFXIV", + "Water|FFXIV", + "Watera (Water II)|FFXIV", + "Waterga (Water III)|FFXIV", + "Waterja (Water IV)|FFXIV", + "Drain|FFXIV", + "Osmose|FFXIV", + "En-Element|FFXIV", + "De-Element|FFXIV", + "Electron|FFXIV", + "Flare|FFXIV", + "Flood|FFXIV", + "Freeze|FFXIV", + "Quake|FFXIV", + "Tornado|FFXIV" ], - "spellcastingAbility": "cha", - "casterProgression": "1/2" + "cantripProgression": [ + 3, + 3, + 3, + 4, + 4, + 4, + 4, + 4, + 4, + 5, + 5, + 5, + 5, + 5, + 5, + 5, + 5, + 5, + 5, + 5 + ], + "hasFluff": true }, { - "name": "Sultansworn Paladin", + "name": "Gridanian Bard", "source": "FFXIV", - "preparedSpells": "<$level$> / 2 + <$cha_mod$>", - "page": 98, + "page": 83, "hd": { "number": 1, - "faces": 10 + "faces": 8 }, "proficiency": [ - "cha", - "con" + "dex", + "cha" ], "startingProficiencies": { "armor": [ - "light", - "medium", - "heavy", - "shield" + "light" ], "weapons": [ "simple", - "martial" + "{@item longbow|phb|longbows}", + "{@item longsword|phb|longswords}", + "{@item rapier|phb|rapiers}", + "{@item shortsword|phb|shortswords}" + ], + "tools": [ + "three musical instrument of your choice" ], "skills": [ { "choose": { "from": [ + "acrobatics", + "animal handling", + "arcana", "athletics", + "desception", + "history", "insight", "intimidation", + "investigation", "medicine", + "nature", + "perception", + "performance", "persuasion", - "religion" + "religion", + "sleight of hand", + "stealth", + "survival" ], - "count": 2 + "count": 3 } } ] @@ -7081,37 +7985,25 @@ "startingEquipment": { "additionalFromBackground": true, "default": [ - "(a) a {@filter martial weapon|items|source=phb|category=basic|type=martial weapon} and {@item shield|phb} or (b) two {@filter martial weapon|items|source=phb|category=basic|type=martial weapon}", - "(a) 5 {@item javelin|phb|javelins} or (b) a {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}", - "(a) {@item explorer's pack|phb} or (b) an {@item dungeoneer's pack|phb}", - "(a) {@item chain shirt|PHB} and a holy symbol related to your home region" + "A set of {@item leather armor|phb}", + "(a) {@item rapier|phb|rapiers} or (b) two {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}", + "(a) {@item longbow|phb} and a quiver with 20 {@item arrow|phb|arrows}", + "(a) {@item explorer's pack|phb} or (b) an {@item scholar's pack|phb}", + "A musical instrument of your choice" ], "defaultData": [ { - "a": [ - { - "equipmentType": "weaponMartial" - }, - "shield|phb" - ], - "b": [ - { - "equipmentType": "weaponMartial", - "quantity": 2 - } + "_": [ + "leather armor|phb" ] }, { "a": [ - { - "item": "javelin|phb", - "quantity": 5 - } + "rapier|phb" ], "b": [ - { - "equipmentType": "weaponSimple" - } + "longbow|phb", + "arrow (20)" ] }, { @@ -7119,42 +8011,94 @@ "explorer's pack|phb" ], "b": [ - "dungeoneer's pack|phb" + "scholar's pack|phb" ] }, { "_": [ - "chain shirt|phb", - "holy symbol|phb" + { + "special": "a musical instrument" + } ] } ] }, - "multiclassing": { - "requirements": { - "cha": 13 - }, - "proficienciesGained": { - "armor": [ - "light", - "medium", - "shield" + "classTableGroups": [ + { + "colLabels": [ + "{@filter Spells Known|spells|class=Gridanian Bard (FFXIV5E)}" ], - "weapons": [ - "simple", - "martial" + "rows": [ + [ + 0 + ], + [ + 2 + ], + [ + 3 + ], + [ + 3 + ], + [ + 4 + ], + [ + 4 + ], + [ + 5 + ], + [ + 5 + ], + [ + 6 + ], + [ + 6 + ], + [ + 7 + ], + [ + 7 + ], + [ + 8 + ], + [ + 8 + ], + [ + 9 + ], + [ + 9 + ], + [ + 10 + ], + [ + 10 + ], + [ + 11 + ], + [ + 11 + ] ] - } - }, - "classTableGroups": [ + }, { "title": "Spell Slots per Spell Level", "colLabels": [ - "{@filter 1st|spells|level=1|class=Sultansworn Paladin (FFXIV5E)}", - "{@filter 2nd|spells|level=2|class=Sultansworn Paladin (FFXIV5E)}", - "{@filter 3rd|spells|level=3|class=Sultansworn Paladin (FFXIV5E)}", - "{@filter 4th|spells|level=4|class=Sultansworn Paladin (FFXIV5E)}", - "{@filter 5th|spells|level=5|class=Sultansworn Paladin (FFXIV5E)}" + "{@filter 1st|spells|level=1|class=Gridanian Bard (FFXIV5E)}", + "{@filter 2nd|spells|level=2|class=Gridanian Bard (FFXIV5E)}", + "{@filter 3rd|spells|level=3|class=Gridanian Bard (FFXIV5E)}", + "{@filter 4th|spells|level=4|class=Gridanian Bard (FFXIV5E)}", + "{@filter 5th|spells|level=5|class=Gridanian Bard (FFXIV5E)}" ], "rows": [ [ @@ -7300,160 +8244,715 @@ ] } ], + "spellsKnownProgression": [ + 0, + 2, + 3, + 3, + 4, + 4, + 5, + 5, + 6, + 6, + 7, + 7, + 8, + 8, + 9, + 9, + 10, + 10, + 11, + 11 + ], + "multiclassing": { + "requirements": { + "cha": 13 + }, + "proficienciesGained": { + "armor": [ + "light" + ], + "weapons": [ + "simple" + ], + "skills": [ + { + "choose": { + "from": [ + "acrobatics", + "animal handling", + "arcana", + "athletics", + "desception", + "history", + "insight", + "intimidation", + "investigation", + "medicine", + "nature", + "perception", + "performance", + "persuasion", + "religion", + "sleight of hand", + "stealth", + "survival" + ], + "count": 1 + } + } + ], + "tools": [ + "one instrument of your choice." + ] + } + }, "classFeatures": [ - "Aetherial Arms|Sultansworn Paladin|FFXIV|1", - "Sworn Protector|Sultansworn Paladin|FFXIV|1", - "Fighting Style|Sultansworn Paladin|FFXIV|2", - "Spellcasting|Sultansworn Paladin|FFXIV|2", + "Bardic Inspiration|Gridanian Bard|FFXIV|1", + "Fighting Style|Gridanian Bard|FFXIV|1", + "Spellcasting|Gridanian Bard|FFXIV|2", + "Minstrel's Music|Gridanian Bard|FFXIV|2", + "Expertise 1|Gridanian Bard|FFXIV|3", { - "classFeature": "Sultansworn Paladin Archetype|Sultansworn Paladin|FFXIV|3", + "classFeature": "Gridanian Bard Archetype|Gridanian Bard|FFXIV|3", "gainSubclassFeature": true }, - "Ability Score Improvement|Sultansworn Paladin|FFXIV|4", - "Extra Attack|Sultansworn Paladin|FFXIV|5", + "Ability Score Improvement|Gridanian Bard|FFXIV|4", + "Extra Attack|Gridanian Bard|FFXIV|5", + "Troubadour Training|Gridanian Bard|FFXIV|6", { - "classFeature": "Archetype Feature|Sultansworn Paladin|FFXIV|6", + "classFeature": "Archetype Feature|Gridanian Bard|FFXIV|7", "gainSubclassFeature": true }, - "Aura of Intervention|Sultansworn Paladin|FFXIV|7", - "Ability Score Improvement|Sultansworn Paladin|FFXIV|8", - "Seasoned Fighting Style|Sultansworn Paladin|FFXIV|11", + "Ability Score Improvement|Gridanian Bard|FFXIV|8", + "Unshakeable Performer|Gridanian Bard|FFXIV|10", + "Expertise 2|Gridanian Bard|FFXIV|10", { - "classFeature": "Archetype Feature|Sultansworn Paladin|FFXIV|10", + "classFeature": "Archetype Feature|Gridanian Bard|FFXIV|11", "gainSubclassFeature": true }, - "Ability Score Improvement|Sultansworn Paladin|FFXIV|12", + "Ability Score Improvement|Gridanian Bard|FFXIV|12", + "Radiant Finale|Gridanian Bard|FFXIV|14", { - "classFeature": "Archetype Feature|Sultansworn Paladin|FFXIV|14", + "classFeature": "Archetype Feature|Gridanian Bard|FFXIV|15", "gainSubclassFeature": true }, - "Spell and Steel|Sultansworn Paladin|FFXIV|15", - "Ability Score Improvement|Sultansworn Paladin|FFXIV|16", - "Knight's Benediction|Sultansworn Paladin|FFXIV|18", - "Ability Score Improvement|Sultansworn Paladin|FFXIV|19", - "Unending Conviction|Sultansworn Paladin|FFXIV|20" + "Ability Score Improvement|Gridanian Bard|FFXIV|16", + "Final Fantasia|Gridanian Bard|FFXIV|18", + "Ability Score Improvement|Gridanian Bard|FFXIV|19", + "Minstrel's Coda|Gridanian Bard|FFXIV|20" ], "subclassTitle": "Archetype", "fluff": [ { "type": "section", - "name": "Sultansworn Paladin", + "name": "Gridanian Bard", "source": "FFXIV", - "page": 1, + "page": 42, "entries": [ - "With a blade enshrouded in gleaming light, the knight dashed forward, cutting into the dark creature who has been roaming the country side. After a few skilled swings of their blade the foes fell to the earth.", - "A noble smiles up at their attending knight as they walked the streets of their domain. An outsider attempting to weaken the land attempts to make their mark, shooting an arrow from above, without a second thought the knight steps in the way of the arrow, the attack clanking off their armor.", - "Dressed in armour and white robes, the adventurer clutches their holy symbol can their incantations give their convictions form as divine line shines down on their foes all around.", - "Paladins are skilled fighters who have learned to infuse their very will into their weapons and armour, allowing them to fight far beyond their limits.", + "Nestled in the trees at the edge of the wood, a skilled bowmaster watches their mark wander the plains 100 yalms away. With a slight smile they let loose an arrow toppling the creature in a single shot.", + "In the thick of battle, a fearless singer's voice belows out above the clash of steel, their voice imbued with magic, ushering great power unto their allies, turning the tide of battle.", + "In preparation for an upcoming battle, a careful hunter crafts a series of poisons and douses their arrow heads. Though their attacks appear simple, the poison running through their future mark will ravage its body.", + "Gridanian Bards are a somewhat young profession in Eorzea, but one of great effect for the Black Shroud. Historically finding their beginnings as archers, these bards mix sword and song in order to protect themselves and their allies in the heat of battle.", { "type": "entries", - "name": "Conviction Made Manifest", - "page": 1, + "name": "Songs for the souls", + "page": 42, "entries": [ - "The Sultansworn Paladins first appeared in defense of their leader in the early days of their city state of Ul'Dah. One knight's deep conviction to protect their people allowed them to fuse their life force into their shield to block a deadly blow from an enemy mage in defense of innocence. This infusion of aether into armaments has become the corner stone of paladin arts." + "One of the originators of the craft was a disgraced commander who travelled the land singing songs to soothe the spirits of their dead allies. In time this commemorative art would find great utility on the battle field and then go on to be widely practiced across the world." ] }, { "type": "entries", - "name": "Divine Words and Sacred Steel", - "page": 1, + "name": "Of Lyres and Lyrics", + "page": 42, "entries": [ - "Paladins are known for their immense defensive potential, often seen wield swords and shields, and draped in heavy armour for protection, they are immovable fighters. This peerless defense is coupled with divine incantations to cast spells that reflect their pure intentions, powered purely by their conviction to carry out their duty." + "Bards make use of musical instruments and their own voice to weave beautiful musical pieces that have magical properties. Their ability to soothe wounds, fend off danger and weaken foes has made their presence invaluable on the battle field." ] }, { "type": "entries", - "name": "Creating a Paladin", - "page": 1, + "name": "Creating a Bard", + "page": 42, "entries": [ - "Paladins come from many walks of life, be it rank and file soldiers who awaken to these power, intentionally trained warriors, or hometown heroes who accidentally stumbled on the sacred arts themselves thanks to their own force of will. Often times a Paladin will have some sort of mentor figure to lean on and learn from but it isn't neccessary as a particularly skilled paladin could teach themselves as they explore their powers. At the end of the day, paladins draw their power from their own force of will and must live or die by it. One must consider why the Paladin might be setting off on an adventure. Are they seeking to protect their home? In service of a master, or seeking redemption or revenge. Paladins act with purpose and you must understand what that purpose is." + "Bards traditionally are specially trained by some sort of mentor figure who assists them in unlocking the potential of spells through song. This is not always that case though as some are able to unlock these secrets for themselves. You must also consider how to treat these mystical arts, do you follow their purposes of the past where they served to soothe spirits and support military units, or have you taken music back as a free lance wanderer, weaving songs and stories for the masses. A bard at heart is a free spirit who can use their magical power how they see fit." ] }, { "type": "entries", "name": "Quick Build", - "page": 1, + "page": 42, "entries": [ - "You can make a Paladin quickly by following these suggestions. First make Strength your highest ability score, following with Charisma. Second take the {@background Soldier} background." + "You can make a Gridanian Bard quickly by following these suggestions. First make Dexterity your highest ability score, following with Charisma. Second take the {@background Entertainer} background. Third, take the archery fighting style." ] } ] } ], "classSpells": [ - "Bless", - "Ceremony|xge", - "Command", - "Compelled Duel", - "Cure Wounds", - "Detect Evil and Good", - "Detect Magic", - "Detect Poison and Disease", - "Guiding Bolt", - "Heroism", - "Protection from Evil and Good", - "Purify Food and Drink", - "Sanctuary", - "Searing Smite", - "Shield of Faith", - "Sleep", - "Thunderous Smite", - "Wrathful Smite", - "Aid", - "Branding Smite", - "Calm Emotions", - "Enhanced Ability", - "Find Steed", - "Gentle Repose", - "Hold Person", - "Lesser Restoration", - "Locate Object", - "Magic Weapon", - "Moonbeam", - "Prayer of Healing", - "Protection from Poison", - "See Incisibility", - "Warding Bond", - "Zone of Truth", - "Aura of Vitality", - "Beacon of Hope", - "Blinding Smite", - "Counterspell", - "Create Food and Water", - "Crusader's Mantle", - "Daylight", - "Dispel Magic", - "Elemental Weapon", - "Haste", - "Magic Circle", - "Nondetection", - "Protection from Energy", - "Remove Curse", - "Revivify", - "Spirit Shroud|tce", - "Aura of Life", - "Aura of Purity", - "Banishment", - "Compulsion", - "Death Ward", - "Find Greater Steed|xge", - "Freedom of Movement", - "Guardian of Faith", - "Locate Creature", - "Otiluke's Resilient Sphere", - "Staggering Smite", - "Stoneskin", - "Banishing Smite", - "Circle of Power", - "Commune", - "Destructive Wave", - "Dispel Evil and Good", - "Flame Strike", - "Geas", - "Hold Monster", - "holy weapon|xge", - "Scrying", - "Wall of Force" + "absorb elements|xge", + "Alarm", + "Bane", + "Charm Person", + "Command", + "Cure Wounds", + "Detect Magic", + "Detect Poison and Disease", + "Disguise Self", + "Dissonant Whispers", + "Faerie Fire", + "Feather Fall", + "Hail of Thorns", + "Healing Word", + "Heroism", + "Idenitfy", + "Hunter's Mark", + "Jump", + "Longstrider", + "silvery barbs|scc", + "snare|xge", + "Tasha's Hideous Laughter", + "Thunderwave", + "sephyr strike|xge", + "Aid", + "air bubble|aag", + "Barkskin", + "Calm Emotions", + "Cordon of Arrows", + "Crown of Madness", + "Darkvision", + "Detect Thoughts", + "Enhance Ability", + "Enthrall", + "Find Traps", + "Hold Person", + "Invisibility", + "Knock", + "Lesser Restoration", + "Locate Animals or Plants", + "Locate Object", + "Magic Mouth", + "Magic Weapon", + "Mirror Image", + "Pass Without Trace", + "Protection from Poison", + "pyrotechnics|xge", + "See Invisibility", + "Shatter", + "Silence", + "skywrite|xge", + "Suggestion", + "Zone of Truth", + "ashardalon's stride|ftd", + "Bestow Curse", + "catnap|xge", + "Conjure Barrage", + "Dispel Magic", + "Elemental Weapon", + "enemies abound|xge", + "fast friends|ai", + "Fear", + "flame arrows|xge", + "Hypnotic Pattern", + "Lightning Arrow", + "Major Image", + "Mass Healing Word", + "Nondetection", + "Protection from Energy", + "Revivify", + "Sending", + "Slow", + "Tongues", + "Water Breathing", + "Water Walk", + "charm monster|xge", + "Compulsion", + "Confusions", + "Dimension Door", + "Freedom of Movement", + "Greater Invisibility", + "Hallucinatory Terrain", + "Locate Creature", + "Phantasmal Killer", + "Polymorph", + "Stoneskin", + "Conjure Volley", + "Dominate Person", + "Dream", + "Geas", + "Greater Restoration", + "Hold Monster", + "Legend Lore", + "Mass Cure Wounds", + "Mislead", + "Modify Memory", + "Rary's Telepathic Bond", + "Scrying", + "Seeming", + "skill empowerment|xge", + "steel wind strike|xge", + "synaptic static|xge", + "Swift Quiver", + "Teleportation Circle", + "Aerora (Aero II)|FFXIV", + "Biora (Bio II)|FFXIV", + "Bravery|FFXIV", + "Break|FFXIV", + "Cure|FFXIV", + "Cura (Medica)|FFXIV", + "Faith|FFXIV", + "Aeroga (Aero III)|FFXIV", + "Bioga (Bio III)|FFXIV", + "Curada (Cure II)|FFXIV", + "En-Element|FFXIV", + "Esuna|FFXIV", + "Bar-Element|FFXIV", + "Curaga (Cure III)|FFXIV", + "De-Element|FFXIV", + "Protection|FFXIV", + "Shell|FFXIV", + "Aeroja (Aero IV)|FFXIV", + "Bioja (Bio IV)|FFXIV", + "Curaja (Cure III)|FFXIV" + ], + "spellcastingAbility": "cha", + "casterProgression": "1/2" + }, + { + "name": "Sultansworn Paladin", + "source": "FFXIV", + "preparedSpells": "<$level$> / 2 + <$cha_mod$>", + "page": 98, + "hd": { + "number": 1, + "faces": 10 + }, + "proficiency": [ + "cha", + "con" + ], + "startingProficiencies": { + "armor": [ + "light", + "medium", + "heavy", + "shield" + ], + "weapons": [ + "simple", + "martial" + ], + "skills": [ + { + "choose": { + "from": [ + "athletics", + "insight", + "intimidation", + "medicine", + "persuasion", + "religion" + ], + "count": 2 + } + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "default": [ + "(a) a {@filter martial weapon|items|source=phb|category=basic|type=martial weapon} and {@item shield|phb} or (b) two {@filter martial weapon|items|source=phb|category=basic|type=martial weapon}", + "(a) 5 {@item javelin|phb|javelins} or (b) a {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}", + "(a) {@item explorer's pack|phb} or (b) an {@item dungeoneer's pack|phb}", + "(a) {@item chain shirt|PHB} and a holy symbol related to your home region" + ], + "defaultData": [ + { + "a": [ + { + "equipmentType": "weaponMartial" + }, + "shield|phb" + ], + "b": [ + { + "equipmentType": "weaponMartial", + "quantity": 2 + } + ] + }, + { + "a": [ + { + "item": "javelin|phb", + "quantity": 5 + } + ], + "b": [ + { + "equipmentType": "weaponSimple" + } + ] + }, + { + "a": [ + "explorer's pack|phb" + ], + "b": [ + "dungeoneer's pack|phb" + ] + }, + { + "_": [ + "chain shirt|phb", + "holy symbol|phb" + ] + } + ] + }, + "multiclassing": { + "requirements": { + "cha": 13 + }, + "proficienciesGained": { + "armor": [ + "light", + "medium", + "shield" + ], + "weapons": [ + "simple", + "martial" + ] + } + }, + "classTableGroups": [ + { + "title": "Spell Slots per Spell Level", + "colLabels": [ + "{@filter 1st|spells|level=1|class=Sultansworn Paladin (FFXIV5E)}", + "{@filter 2nd|spells|level=2|class=Sultansworn Paladin (FFXIV5E)}", + "{@filter 3rd|spells|level=3|class=Sultansworn Paladin (FFXIV5E)}", + "{@filter 4th|spells|level=4|class=Sultansworn Paladin (FFXIV5E)}", + "{@filter 5th|spells|level=5|class=Sultansworn Paladin (FFXIV5E)}" + ], + "rows": [ + [ + 0, + 0, + 0, + 0, + 0 + ], + [ + 2, + 0, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0, + 0 + ], + [ + 4, + 3, + 3, + 0, + 0 + ], + [ + 4, + 3, + 3, + 0, + 0 + ], + [ + 4, + 3, + 3, + 1, + 0 + ], + [ + 4, + 3, + 3, + 1, + 0 + ], + [ + 4, + 3, + 3, + 2, + 0 + ], + [ + 4, + 3, + 3, + 2, + 0 + ], + [ + 4, + 3, + 3, + 3, + 1 + ], + [ + 4, + 3, + 3, + 3, + 1 + ], + [ + 4, + 3, + 3, + 3, + 2 + ], + [ + 4, + 3, + 3, + 3, + 2 + ] + ] + } + ], + "classFeatures": [ + "Aetherial Arms|Sultansworn Paladin|FFXIV|1", + "Sworn Protector|Sultansworn Paladin|FFXIV|1", + "Fighting Style|Sultansworn Paladin|FFXIV|2", + "Spellcasting|Sultansworn Paladin|FFXIV|2", + { + "classFeature": "Sultansworn Paladin Archetype|Sultansworn Paladin|FFXIV|3", + "gainSubclassFeature": true + }, + "Ability Score Improvement|Sultansworn Paladin|FFXIV|4", + "Extra Attack|Sultansworn Paladin|FFXIV|5", + { + "classFeature": "Archetype Feature|Sultansworn Paladin|FFXIV|6", + "gainSubclassFeature": true + }, + "Aura of Intervention|Sultansworn Paladin|FFXIV|7", + "Ability Score Improvement|Sultansworn Paladin|FFXIV|8", + { + "classFeature": "Archetype Feature|Sultansworn Paladin|FFXIV|10", + "gainSubclassFeature": true + }, + "Seasoned Fighting Style|Sultansworn Paladin|FFXIV|11", + "Ability Score Improvement|Sultansworn Paladin|FFXIV|12", + { + "classFeature": "Archetype Feature|Sultansworn Paladin|FFXIV|14", + "gainSubclassFeature": true + }, + "Spell and Steel|Sultansworn Paladin|FFXIV|15", + "Ability Score Improvement|Sultansworn Paladin|FFXIV|16", + "Knight's Benediction|Sultansworn Paladin|FFXIV|18", + "Ability Score Improvement|Sultansworn Paladin|FFXIV|19", + "Unending Conviction|Sultansworn Paladin|FFXIV|20" + ], + "subclassTitle": "Archetype", + "fluff": [ + { + "type": "section", + "name": "Sultansworn Paladin", + "source": "FFXIV", + "page": 1, + "entries": [ + "With a blade enshrouded in gleaming light, the knight dashed forward, cutting into the dark creature who has been roaming the country side. After a few skilled swings of their blade the foes fell to the earth.", + "A noble smiles up at their attending knight as they walked the streets of their domain. An outsider attempting to weaken the land attempts to make their mark, shooting an arrow from above, without a second thought the knight steps in the way of the arrow, the attack clanking off their armor.", + "Dressed in armour and white robes, the adventurer clutches their holy symbol can their incantations give their convictions form as divine line shines down on their foes all around.", + "Paladins are skilled fighters who have learned to infuse their very will into their weapons and armour, allowing them to fight far beyond their limits.", + { + "type": "entries", + "name": "Conviction Made Manifest", + "page": 1, + "entries": [ + "The Sultansworn Paladins first appeared in defense of their leader in the early days of their city state of Ul'Dah. One knight's deep conviction to protect their people allowed them to fuse their life force into their shield to block a deadly blow from an enemy mage in defense of innocence. This infusion of aether into armaments has become the corner stone of paladin arts." + ] + }, + { + "type": "entries", + "name": "Divine Words and Sacred Steel", + "page": 1, + "entries": [ + "Paladins are known for their immense defensive potential, often seen wield swords and shields, and draped in heavy armour for protection, they are immovable fighters. This peerless defense is coupled with divine incantations to cast spells that reflect their pure intentions, powered purely by their conviction to carry out their duty." + ] + }, + { + "type": "entries", + "name": "Creating a Paladin", + "page": 1, + "entries": [ + "Paladins come from many walks of life, be it rank and file soldiers who awaken to these power, intentionally trained warriors, or hometown heroes who accidentally stumbled on the sacred arts themselves thanks to their own force of will. Often times a Paladin will have some sort of mentor figure to lean on and learn from but it isn't neccessary as a particularly skilled paladin could teach themselves as they explore their powers. At the end of the day, paladins draw their power from their own force of will and must live or die by it. One must consider why the Paladin might be setting off on an adventure. Are they seeking to protect their home? In service of a master, or seeking redemption or revenge. Paladins act with purpose and you must understand what that purpose is." + ] + }, + { + "type": "entries", + "name": "Quick Build", + "page": 1, + "entries": [ + "You can make a Paladin quickly by following these suggestions. First make Strength your highest ability score, following with Charisma. Second take the {@background Soldier} background." + ] + } + ] + } + ], + "classSpells": [ + "Bless", + "Ceremony|xge", + "Command", + "Compelled Duel", + "Cure Wounds", + "Detect Evil and Good", + "Detect Magic", + "Detect Poison and Disease", + "Guiding Bolt", + "Heroism", + "Protection from Evil and Good", + "Purify Food and Drink", + "Sanctuary", + "Searing Smite", + "Shield of Faith", + "Sleep", + "Thunderous Smite", + "Wrathful Smite", + "Aid", + "Branding Smite", + "Calm Emotions", + "Enhanced Ability", + "Find Steed", + "Gentle Repose", + "Hold Person", + "Lesser Restoration", + "Locate Object", + "Magic Weapon", + "Moonbeam", + "Prayer of Healing", + "Protection from Poison", + "See Invisibility", + "Warding Bond", + "Zone of Truth", + "Aura of Vitality", + "Beacon of Hope", + "Blinding Smite", + "Counterspell", + "Create Food and Water", + "Crusader's Mantle", + "Daylight", + "Dispel Magic", + "Elemental Weapon", + "Haste", + "Magic Circle", + "Nondetection", + "Protection from Energy", + "Remove Curse", + "Revivify", + "Spirit Shroud|tce", + "Aura of Life", + "Aura of Purity", + "Banishment", + "Compulsion", + "Death Ward", + "Find Greater Steed|xge", + "Freedom of Movement", + "Guardian of Faith", + "Locate Creature", + "Otiluke's Resilient Sphere", + "Staggering Smite", + "Stoneskin", + "Banishing Smite", + "Circle of Power", + "Commune", + "Destructive Wave", + "Dispel Evil and Good", + "Flame Strike", + "Geas", + "Hold Monster", + "holy weapon|xge", + "Scrying", + "Wall of Force", + "Banish|FFXIV", + "Bravery|FFXIV", + "Cure|FFXIV", + "Banishra (Banish II)|FFXIV", + "Cura (Medica)|FFXIV", + "Faith|FFXIV", + "Refresh|FFXIV", + "Banishga (Banish III)|FFXIV", + "Bar-Element|FFXIV", + "Curada (Cure II)|FFXIV", + "En-Element|FFXIV", + "Esuna|FFXIV", + "Curaga (Cure III)|FFXIV", + "Protection|FFXIV", + "Shell|FFXIV", + "Banishja (Banish IV)|FFXIV", + "Curaja (Cure IV)|FFXIV" ], "spellcastingAbility": "cha", "casterProgression": "1/2" @@ -8473,111 +9972,117 @@ ], "classSpells": [ "Arcane Weapon", - "Armor of Agathys", - "Arms of Hadar", - "Bane", - "cause fear|xge", - "chaos bolt|xge", - "Compelled Duel", - "Comprehend Languages", - "Cure Wounds", - "dark|ffxiv", - "Detect Evil and Good", - "Detect Magic", - "drain|ffxiv", - "False Life", - "Find Steed", - "Fog Cloud", - "Gentle Repose", - "Hellish Rebuke", - "Hex", - "Hunter's Mark", - "ice knife|xge", - "Idenitfy", - "Inflict Wounds", - "Jump", - "Longstrider", - "Protection from Evil and good", - "Ray of Sickness", - "Shield", - "Silent Image", - "Unseen Servant", - "Wrathful Smite", - "Alter Self", - "Arcane Lock", - "Augury", - "Blindness/Deafness", - "Crown of Madness", - "Darkness", - "darkra|ffxiv", - "Darkvision", - "Detect Thoughts", - "Enhance Ability", - "Enthrall", - "Find Traps", - "Hold Person", - "Invisibility", - "Levitate", - "Magic Weapon", - "Mirror Image", - "Misty Step", - "Pass without Trace", - "Phantasmal Force", - "Ray of Enfeeblement", - "See Invisibility", - "Shadow Blade", - "Silence", - "Spiritual Weapon", - "Zone of Truth", - "Animate Dead", - "Bestow Curse", - "darkga|ffxiv", - "Dispel Magic", - "Elemental Weapon", - "Fear", - "Feign Death", - "Fly", - "Gaseous Form", - "Haste", - "Hunger of Hadar ", - "Hypnotic Pattern", - "Life Transference", - "Phantom Steed", - "Remove Curse", - "Speak with Dead", - "Spirit Guardians", - "spirit shroud|tce", - "summon shadowspawn|tce", - "summon undead|tce", - "Vampiric Touch", - "Arcane Eye", - "Banishment", - "Blight", - "Compulsion", - "Confusions", - "Death Ward", - "Dimension Door", - "Evard's Black Tentacles", - "find greater steed|xge", - "Greater Invisibility", - "Phantasmal Killer", - "shadow of moil|xge", - "Staggering Smite", - "Antilife Shell", - "Banishing Smite", - "Circle of Power", - "Cloudkill", - "Contact Other Plane", - "Contagion", - "danse macabre|xge", - "Desctructive Wave", - "enervation|xge", - "Hold Monster", - "negative energy flood|xge", - "Raise Dead", - "Scrying", - "steel wind strike|xge", - "Teleportation Circle" + "Armor of Agathys", + "Arms of Hadar", + "Bane", + "cause fear|xge", + "chaos bolt|xge", + "Compelled Duel", + "Comprehend Languages", + "Cure Wounds", + "dark|ffxiv", + "Detect Evil and Good", + "Detect Magic", + "drain|ffxiv", + "False Life", + "Find Steed", + "Fog Cloud", + "Gentle Repose", + "Hellish Rebuke", + "Hex", + "Hunter's Mark", + "ice knife|xge", + "Idenitfy", + "Inflict Wounds", + "Jump", + "Longstrider", + "Protection from Evil and good", + "Ray of Sickness", + "Shield", + "Silent Image", + "Unseen Servant", + "Wrathful Smite", + "Alter Self", + "Arcane Lock", + "Augury", + "Blindness/Deafness", + "Crown of Madness", + "Darkness", + "darkra|ffxiv", + "Darkvision", + "Detect Thoughts", + "Enhance Ability", + "Enthrall", + "Find Traps", + "Hold Person", + "Invisibility", + "Levitate", + "Magic Weapon", + "Mirror Image", + "Misty Step", + "Pass without Trace", + "Phantasmal Force", + "Ray of Enfeeblement", + "See Invisibility", + "Shadow Blade", + "Silence", + "Spiritual Weapon", + "Zone of Truth", + "Animate Dead", + "Bestow Curse", + "darkga|ffxiv", + "Dispel Magic", + "Elemental Weapon", + "Fear", + "Feign Death", + "Fly", + "Gaseous Form", + "Haste", + "Hunger of Hadar ", + "Hypnotic Pattern", + "Life Transference", + "Phantom Steed", + "Remove Curse", + "Speak with Dead", + "Spirit Guardians", + "spirit shroud|tce", + "summon shadowspawn|tce", + "summon undead|tce", + "Vampiric Touch", + "Arcane Eye", + "Banishment", + "Blight", + "Compulsion", + "Confusions", + "Death Ward", + "Dimension Door", + "Evard's Black Tentacles", + "find greater steed|xge", + "Greater Invisibility", + "Phantasmal Killer", + "shadow of moil|xge", + "Staggering Smite", + "Antilife Shell", + "Banishing Smite", + "Circle of Power", + "Cloudkill", + "Contact Other Plane", + "Contagion", + "danse macabre|xge", + "Desctructive Wave", + "enervation|xge", + "Hold Monster", + "negative energy flood|xge", + "Raise Dead", + "Scrying", + "steel wind strike|xge", + "Teleportation Circle", + "Bravery|FFXIV", + "Break|FFXIV", + "Osmose|FFXIV", + "Refresh|FFXIV", + "De-Element|FFXIV", + "Darkja (Dark IV)|FFXIV" ], "spellcastingAbility": "wis", "casterProgression": "1/2", @@ -9063,7 +10568,7 @@ "name": "Creating an Sage", "page": 122, "entries": [ - "Sages often had success in the medical world ahead of starting their path as a sage, or may have been mentored from a young age to wield the power. Either way it takes a strong understand of one's self and healing arts to even wield the nouliths. After the requisite baseline theories are understood a sage must have a source of knowledge to help unlock the power of the nouliths, be it a mentor, formal training or long forgotten tomes. Once a sage has begun this path they are often driven forward with the intent to protect others and bring succor to the world and its people. Be it heroic quests, mastery of their arts or the removal of those that would do harm, sage's are usually forces for good." + "Sages often had success in the Curel world ahead of starting their path as a sage, or may have been mentored from a young age to wield the power. Either way it takes a strong understand of one's self and healing arts to even wield the nouliths. After the requisite baseline theories are understood a sage must have a source of knowledge to help unlock the power of the nouliths, be it a mentor, formal training or long forgotten tomes. Once a sage has begun this path they are often driven forward with the intent to protect others and bring succor to the world and its people. Be it heroic quests, mastery of their arts or the removal of those that would do harm, sage's are usually forces for good." ] }, { @@ -9080,7 +10585,7 @@ } ], "classSpells": [ - "Blade Ward", + "Blade Ward", "Dancing Lights", "Light", "Lightning Lure|XGE", @@ -9271,7 +10776,21 @@ "Power Word Heal", "Prismatic Wall", "Time Stop", - "True Resurrection" + "True Resurrection", + "Cure|FFXIV", + "Cura (Medica)|FFXIV", + "Curada (Cure II)|FFXIV", + "Curaga (Cure III)|FFXIV", + "Curaja (Cure IV)|FFXIV", + "Thunder|FFXIV", + "Thundara (Thunder II)|FFXIV", + "Thundaga (Thunder III)|FFXIV", + "Thundaja (Thunder IV)|FFXIV", + "Osmose|FFXIV", + "Bravery|FFXIV", + "Faith|FFXIV", + "Protection|FFXIV", + "Shell|FFXIV" ], "hasFluff": true }, @@ -9753,160 +11272,277 @@ } ], "classSpells": [ - "Blade Ward", - "Dancing Lights", - "Friends", - "Guidance", - "Light", - "magic stone|xge", - "mind sliver|tce", - "Message", - "Resistance", - "Sacred Flame", - "Spare the Dying", - "True Strike", - "word of radiance|xge", - "Bane", - "Bless", - "ceremony|xge", - "Color Spray", - "Comprehend Languages", - "Cure Wounds", - "Detect Evil and Good", - "Detect Poison and Disease", - "Detect Magic", - "Faerie Fire", - "False Life", - "gift of alacrity|egw", - "Guiding Bolt", - "Healing Word", - "Heroism", - "Hex", - "Identify", - "Illusory Script", - "Mage Armor", - "Magic Missile", - "magnify gravity|egw", - "Sanctuary", - "Shield of Faith", - "Sleep", - "Unseen Servant", - "Witch Bolt", - "Aid", - "Augury", - "Blindness/Deafness", - "Blur", - "Darkness", - "Darkvision", - "Detect Thoughts", - "Enhance Ability", - "Enlarge/Reduce", - "fortune's favor|egw", - "Find Traps", - "Gentle Repose", - "healing spirit|xge", - "Invisibility", - "Knock", - "Lesser Restoration", - "Levitate", - "Locate Object", - "mind spike|xge", - "Moonbeam", - "Silence", - "skywrite|xge", - "snilloc's snowball storm|xge", - "tasha's mind whip|tce", - "wristpocket|egw", - "Zone of Truth", - "Beacon of Hope", - "Blink", - "catnap|xge", - "Clairvoyance", - "Daylight", - "Dispel Magic", - "Elemental Weapon", - "Fly", - "Haste", - "Hypnotic Pattern", - "intellect fortress|tce", - "life transference|xge", - "Mass Healing Word", - "melf's minute meteors|xge", - "Remove Curse", - "Revivify", - "pulse wave|egw", - "Sending", - "Slow", - "Tongues", - "Arcane Eye", - "Banishment", - "Blight", - "Confusion", - "Death Ward", - "Dimension Door", - "Divination", - "Grater Invisibility", - "gravity sinkhole|egw", - "Hallucinatory Terrain", - "Ice Storm", - "Locate Creature", - "Otiluke's Resilient Sphere", - "Phantasmal Killer", - "sickening radiance|xge", - "collective unconscious|ffxiv", - "Commune", - "Cone of Cold", - "dawn|xge", - "Dispel Evil and Good", - "Dream", - "far step|xge", - "Geas", - "gravity|ffxiv", - "Greater Restoration", - "Legend Lore", - "Mass Cure Wounds", - "Rary's Telepathic Bond", - "Scrying", - "summon celestial|tce", - "Teleportation Circle", - "temporal shunt|egw", - "wall of light|xge", - "Eyebite", - "Find the Path", - "gravity fissure|egw", - "Heal", - "Mass Suggestion", - "mental prison|xge", - "Programmed Illusion", - "scatter|xge", - "Sunbeam", - "True Seeing", - "Conjure Celestial", - "crown of stars|xge", - "dream of the blue veil|tce", - "Mirage Arcane", - "Plane Shift", - "Regenerate", - "Resurrection", - "Reverse Gravity", - "tether essence|egw", - "Antimagic Field", - "celestial opposition|ffxiv", - "dark star|egw", - "Demiplane", - "Glibness", - "illusory dragon|xge", - "reality break|egw", - "Telepathy", - "Sunburst", - "Astral Projection", - "Foresight", - "Mass Heal", - "ravenous void|egw", - "Time Stop", - "time ravage|egw", - "True Resurrection", - "Wish" + "Acid Splash", + "Bio|FFXIV", + "Blade Ward", + "Dancing Lights", + "Friends", + "Infestation", + "Light", + "Mage Hand", + "Magic Stone", + "Mending", + "Message", + "Mind Sliver", + "Minor Illusion", + "Poison Spray", + "Prestidigitation", + "Primal Savagery", + "Resistance", + "Ruin|FFXIV", + "Sapping Sting", + "Spare the Dying", + "Sword Burst", + "True Strike", + "Absorb Elements", + "Alarm", + "Bane", + "Biora (Bio II)|FFXIV", + "Bravery|FFXIV", + "Catapult", + "Cause Fear", + "Charm Person", + "Chromatic Orb", + "Color Spray", + "Command", + "Comprehend Languages", + "Cure Wounds", + "Cure|FFXIV", + "Detect Magic", + "Detect Poison and Disease", + "Faerie Fire", + "Feather Fall", + "Find Familiar", + "Fog Cloud", + "Guiding Bolt", + "Healing Word", + "Heroism", + "Identify", + "Illusory Script", + "Inflict Wounds", + "Jump", + "Longstrider", + "Mage Armor", + "Magic Missile", + "Purify Food and Drink", + "Ray of Sickness", + "Ruinra (Ruin II)|FFXIV", + "Shield", + "Silent Image", + "Silvery Barbs|XGE", + "Sleep", + "Snare", + "Tasha' Caustic Brew|TCE", + "Tasha's Hideous Laughter|TCE", + "Tenser's Floating Disk", + "Unseen Servant", + "Zephyr Strike", + "Aid", + "Alter Self", + "Arcane Lock", + "Blindness/Deafness", + "Blur", + "Cloud of Daggers", + "Cura (Medica)|FFXIV", + "Darkness", + "Darkvision", + "Detect Thoughts", + "Earthbind", + "Enhance Ability", + "Enlarge/Reduce", + "Faith|FFXIV", + "Find Steed", + "Find Traps", + "Gentle Repose", + "Healing Spirit", + "Hold Person", + "Immovable Object", + "Invisibility", + "Knock", + "Lesser Restoration", + "Levitate", + "Magic Weapon", + "Melf's Acid Arrow", + "Mirror Image", + "Misty Step", + "Phantasmal Force", + "Prayer of Healing", + "Protection from Poison", + "Ray of Enfeeblement", + "See Invisibility", + "Silence", + "Skywrite|XGE", + "Spider Climb", + "Spike Growth", + "Suggestion", + "Warding Bond", + "Antagonize|EGW", + "Bestow Curse", + "Bioga (Bio III)|FFXIV", + "Blink", + "Catnap", + "Conjure Barrage", + "Counterspell", + "Create Food and Water", + "Curada (Cure II)|FFXIV", + "Daylight", + "Dispel Magic", + "Enemies Abound|XGE", + "Fear", + "Feign Death", + "Fly", + "Glyph of Warding", + "Haste", + "Hypnotic Pattern", + "Intellect Fortress", + "Leomund's Tiny Hut|XGE", + "Life Transference", + "Magic Circle", + "Major Image", + "Mass Healing Word", + "Meld into Stone", + "Motivational Speech|IDROTF", + "Nondetection", + "Phantom Steed", + "Protection from Energy", + "Pulse Wave|EGW", + "Remove Curse", + "Revivify", + "Ruinga (Ruin II)|FFXIV", + "Sending", + "Slow", + "Speak with Dead", + "Stinking Cloud", + "Summon Fey", + "Tongues", + "Vampiric Touch", + "Water Breathing", + "Water Walk", + "Arcane Eye", + "Aura of Life", + "Banishment", + "Bar-Element|FFXIV", + "Blight", + "Compulsion", + "Confusion", + "Curaga (Cure III)|FFXIV", + "Death Ward", + "Dimension Door", + "Fabricate", + "Find Greater Steed", + "Hallucinatory Terrain", + "Leomund's Secret Chest", + "Locate Creature", + "Lustrate|FFXIV", + "Mordenkainen's Faithful Hound", + "Mordenkainen's Private Sanctum", + "Otiluke's Resilient Sphere", + "Phantasmal Killer", + "Polymorph", + "Protection|FFXIV", + "Sacred Soil|FFXIV", + "Shell|FFXIV", + "Sickening Radiance", + "Stoneskin", + "Vitriolic Sphere|XGE", + "Bigby's Hand", + "Bioja (Bio IV)|FFXIV", + "Biolysis|FFXIV", + "Circle of Power", + "Cloudkill", + "Contagion", + "Creation", + "Curaja (Cure IV)|FFXIV", + "Dominate Person", + "Enervation|XGE", + "Far Step", + "Geas", + "Greater Restoration", + "Hold Monster", + "Holy Weapon", + "Insect Plague", + "Legend Lore", + "Mass Cure Wounds", + "Mislead", + "Planar Binding", + "Raise Dead", + "Rary's Telepathic Bond", + "Scrying", + "Seeming", + "Skill Empowerment|XGE", + "Steel Wind Strike", + "Telekinesis", + "Teleportation Circle", + "Temporal Shunt", + "Wall of Force", + "Arcane Gate", + "Blade Barrier", + "Circle of Death", + "Conjure Fey", + "Contingency", + "Create Homunculus", + "Eyebite", + "Find the Path", + "Forbiddance", + "Globe of Invulnerbility", + "Guards and Wards", + "Harm", + "Heal", + "Heroes' Feast", + "Mental Prison|XGE", + "Planar Ally", + "Programmed Illusion", + "Scatter|XGE", + "Soul Cage|XGE", + "Tenser's Transformation", + "True Seeing", + "Word of Recall", + "Conjure Celestial", + "Etherealness", + "Forcecage", + "Mirage Arcane", + "Mordenkainen's Magnificent Mansion", + "Mordenkainen's Sword", + "Plane Shift", + "Power Word: Pain", + "Prismatic Spray", + "Project Image", + "Regenerate", + "Resurrection", + "Sequester", + "Simulacrum", + "Symbol", + "Teleport", + "Tether Essence", + "Abi-Dalzim's Horrid Wilting|XGE", + "Antimagic Field", + "Antipathy/Sympathy", + "Clone", + "Control Weather", + "Dominate Monster", + "Feeblemind", + "Glibness", + "Illusory Dragon", + "Incendiary Cloud", + "Maze", + "Mighty Fortress", + "Mind Blank", + "Power Word: Stun", + "Reality Break", + "Telepathy", + "Blade of Disaster", + "Foresight", + "Gate", + "Imprisonment", + "Invulnerability", + "Mass Heal", + "Power Word: Heal", + "Power Word: Kill", + "Prismatic Wall", + "True Polymorph", + "True Resurrection", + "Weird", + "Wish" ], "cantripProgression": [ 3, @@ -10406,160 +12042,196 @@ } ], "classSpells": [ - "Blade Ward", - "Dancing Lights", - "Friends", - "Guidance", - "Light", - "magic stone|xge", - "mind sliver|tce", - "Message", - "Resistance", - "Sacred Flame", - "Spare the Dying", - "True Strike", - "word of radiance|xge", - "Bane", - "Bless", - "ceremony|xge", - "Color Spray", - "Comprehend Languages", - "Cure Wounds", - "Detect Evil and Good", - "Detect Poison and Disease", - "Detect Magic", - "Faerie Fire", - "False Life", - "gift of alacrity|egw", - "Guiding Bolt", - "Healing Word", - "Heroism", - "Hex", - "Identify", - "Illusory Script", - "Mage Armor", - "Magic Missile", - "magnify gravity|egw", - "Sanctuary", - "Shield of Faith", - "Sleep", - "Unseen Servant", - "Witch Bolt", - "Aid", - "Augury", - "Blindness/Deafness", - "Blur", - "Darkness", - "Darkvision", - "Detect Thoughts", - "Enhance Ability", - "Enlarge/Reduce", - "fortune's favor|egw", - "Find Traps", - "Gentle Repose", - "healing spirit|xge", - "Invisibility", - "Knock", - "Lesser Restoration", - "Levitate", - "Locate Object", - "mind spike|xge", - "Moonbeam", - "Silence", - "skywrite|xge", - "snilloc's snowball storm|xge", - "tasha's mind whip|tce", - "wristpocket|egw", - "Zone of Truth", - "Beacon of Hope", - "Blink", - "catnap|xge", - "Clairvoyance", - "Daylight", - "Dispel Magic", - "Elemental Weapon", - "Fly", - "Haste", - "Hypnotic Pattern", - "intellect fortress|tce", - "life transference|xge", - "Mass Healing Word", - "melf's minute meteors|xge", - "Remove Curse", - "Revivify", - "pulse wave|egw", - "Sending", - "Slow", - "Tongues", - "Arcane Eye", - "Banishment", - "Blight", - "Confusion", - "Death Ward", - "Dimension Door", - "Divination", - "Grater Invisibility", - "gravity sinkhole|egw", - "Hallucinatory Terrain", - "Ice Storm", - "Locate Creature", - "Otiluke's Resilient Sphere", - "Phantasmal Killer", - "sickening radiance|xge", - "collective unconscious|ffxiv", - "Commune", - "Cone of Cold", - "dawn|xge", - "Dispel Evil and Good", - "Dream", - "far step|xge", - "Geas", - "gravity|ffxiv", - "Greater Restoration", - "Legend Lore", - "Mass Cure Wounds", - "Rary's Telepathic Bond", - "Scrying", - "summon celestial|tce", - "Teleportation Circle", - "temporal shunt|egw", - "wall of light|xge", - "Eyebite", - "Find the Path", - "gravity fissure|egw", - "Heal", - "Mass Suggestion", - "mental prison|xge", - "Programmed Illusion", - "scatter|xge", - "Sunbeam", - "True Seeing", - "Conjure Celestial", - "crown of stars|xge", - "dream of the blue veil|tce", - "Mirage Arcane", - "Plane Shift", - "Regenerate", - "Resurrection", - "Reverse Gravity", - "tether essence|egw", - "Antimagic Field", - "celestial opposition|ffxiv", - "dark star|egw", - "Demiplane", - "Glibness", - "illusory dragon|xge", - "reality break|egw", - "Telepathy", - "Sunburst", - "Astral Projection", - "Foresight", - "Mass Heal", - "ravenous void|egw", - "Time Stop", - "time ravage|egw", - "True Resurrection", - "Wish" + "Blade Ward", + "Dancing Lights", + "Friends", + "Guidance", + "Light", + "magic stone|xge", + "mind sliver|tce", + "Message", + "Resistance", + "Sacred Flame", + "Spare the Dying", + "True Strike", + "word of radiance|xge", + "Bane", + "Bless", + "ceremony|xge", + "Color Spray", + "Comprehend Languages", + "Cure Wounds", + "Detect Evil and Good", + "Detect Poison and Disease", + "Detect Magic", + "Faerie Fire", + "False Life", + "gift of alacrity|egw", + "Guiding Bolt", + "Healing Word", + "Heroism", + "Hex", + "Identify", + "Illusory Script", + "Mage Armor", + "Magic Missile", + "magnify gravity|egw", + "Sanctuary", + "Shield of Faith", + "Sleep", + "Unseen Servant", + "Witch Bolt", + "Aid", + "Augury", + "Blindness/Deafness", + "Blur", + "Darkness", + "Darkvision", + "Detect Thoughts", + "Enhance Ability", + "Enlarge/Reduce", + "fortune's favor|egw", + "Find Traps", + "Gentle Repose", + "healing spirit|xge", + "Invisibility", + "Knock", + "Lesser Restoration", + "Levitate", + "Locate Object", + "mind spike|xge", + "Moonbeam", + "Silence", + "skywrite|xge", + "snilloc's snowball storm|xge", + "tasha's mind whip|tce", + "wristpocket|egw", + "Zone of Truth", + "Beacon of Hope", + "Blink", + "catnap|xge", + "Clairvoyance", + "Daylight", + "Dispel Magic", + "Elemental Weapon", + "Fly", + "Haste", + "Hypnotic Pattern", + "intellect fortress|tce", + "life transference|xge", + "Mass Healing Word", + "melf's minute meteors|xge", + "Remove Curse", + "Revivify", + "pulse wave|egw", + "Sending", + "Slow", + "Tongues", + "Arcane Eye", + "Banishment", + "Blight", + "Confusion", + "Death Ward", + "Dimension Door", + "Divination", + "Grater Invisibility", + "gravity sinkhole|egw", + "Hallucinatory Terrain", + "Ice Storm", + "Locate Creature", + "Otiluke's Resilient Sphere", + "Phantasmal Killer", + "sickening radiance|xge", + "collective unconscious|ffxiv", + "Commune", + "Cone of Cold", + "dawn|xge", + "Dispel Evil and Good", + "Dream", + "far step|xge", + "Geas", + "gravity|ffxiv", + "Greater Restoration", + "Legend Lore", + "Mass Cure Wounds", + "Rary's Telepathic Bond", + "Scrying", + "summon celestial|tce", + "Teleportation Circle", + "temporal shunt|egw", + "wall of light|xge", + "Eyebite", + "Find the Path", + "gravity fissure|egw", + "Heal", + "Mass Suggestion", + "mental prison|xge", + "Programmed Illusion", + "scatter|xge", + "Sunbeam", + "True Seeing", + "Conjure Celestial", + "crown of stars|xge", + "dream of the blue veil|tce", + "Mirage Arcane", + "Plane Shift", + "Regenerate", + "Resurrection", + "Reverse Gravity", + "tether essence|egw", + "Antimagic Field", + "celestial opposition|ffxiv", + "dark star|egw", + "Demiplane", + "Glibness", + "illusory dragon|xge", + "reality break|egw", + "Telepathy", + "Sunburst", + "Astral Projection", + "Foresight", + "Mass Heal", + "ravenous void|egw", + "Time Stop", + "time ravage|egw", + "True Resurrection", + "Wish", + "Aero|FFXIV", + "Demi|FFXIV", + "Malefic|FFXIV", + "Stone|FFXIV", + "Water|FFXIV", + "Aerora (Aero II)|FFXIV", + "Bravery|FFXIV", + "Cure|FFXIV", + "Stonera (Stone II)|FFXIV", + "Watera (Water II)|FFXIV", + "Cura (Medica)|FFXIV", + "Demira|FFXIV", + "Faith|FFXIV", + "Refresh|FFXIV", + "Aeroga (Aero III)|FFXIV", + "Curada (Cure II)|FFXIV", + "En-Element|FFXIV", + "Esuna|FFXIV", + "Stonega (Stone III)|FFXIV", + "Waterga (Water III)|FFXIV", + "Bar-Element|FFXIV", + "Comet|FFXIV", + "Curaga (Cure III)|FFXIV", + "De-Element|FFXIV", + "Protection|FFXIV", + "Shell|FFXIV", + "Aeroja (Aero IV)|FFXIV", + "Curaja (Cure IV)|FFXIV", + "Stoneja (Stone IV)|FFXIV", + "Waterja (Water IV)|FFXIV", + "Bar-Element-ra|FFXIV", + "Flood|FFXIV", + "Imperil|FFXIV", + "Quake|FFXIV", + "Tornado|FFXIV", + "Meteor|FFXIV" ], "cantripProgression": [ 3, @@ -11194,11 +12866,47 @@ "maddening darkness|xge", "reality break|egw", "blade of disaster|tce", - "flare|ffxiv", "Gate", "Meteor Swarm", "ravenous void|egw", - "Time Stop" + "Time Stop", + "Bio|FFXIV", + "Blizzard|FFXIV", + "Fire|FFXIV", + "Thunder|FFXIV", + "Biora (Bio II)|FFXIV", + "Blizzara (Blizzard II)|FFXIV", + "Break|FFXIV", + "Dark|FFXIV", + "Drain|FFXIV", + "Fira (Fire II)|FFXIV", + "Osmose|FFXIV", + "Scathe|FFXIV", + "Thundara (Thunder II)|FFXIV", + "Darkra|FFXIV", + "Darkga|FFXIV", + "Darkja (Dark IV)|FFXIV", + "Bioga (Bio III)|FFXIV", + "Blizzaga (Blizzard III)|FFXIV", + "En-Element|FFXIV", + "Firaga (Fire III)|FFXIV", + "Thundaga (Thunder III)|FFXIV", + "Comet|FFXIV", + "De-Element|FFXIV", + "Bioja (Bio IV)|FFXIV", + "Blizzaja (Blizzard IV)|FFXIV", + "Firaja (Fire IV)|FFXIV", + "Thundaja (Thunder IV)|FFXIV", + "Doomsday|FFXIV", + "Electron|FFXIV", + "Flare|FFXIV", + "Freeze|FFXIV", + "Imperil|FFXIV", + "Doom|FFXIV", + "Foul|FFXIV", + "Meteor|FFXIV", + "Demi-Ultima|FFXIV", + "Xenoglossy|FFXIV" ], "cantripProgression": [ 3, @@ -11778,7 +13486,7 @@ "absorb elements|xge", "Animal Friendship", "Armor of Agathys", - "Beast Bond", + "Beast Bond|XGE", "Burning Hands", "catapult|xge", "cause fear|xge", @@ -11812,7 +13520,7 @@ "Thunderwave", "Witch Bolt", "zephyr strike|xge", - "Aganazzar's Scorcher", + "Aganazzar's Scorcher|XGE", "Alter Self", "Animal Messenger", "Barkskin", @@ -11850,7 +13558,7 @@ "Spider Climb", "Summon Beast|XGE", "Web", - "Ashardalon's Stride", + "Ashardalon's Stride|FTD", "Blink", "Catnap|XGE", "Conjure Animals", @@ -11957,7 +13665,7 @@ "Simulacrum", "Symbol", "Whirlwind", - "Abi-Dalzim's Horrid Wilting", + "Abi-Dalzim's Horrid Wilting|XGE", "Animal Shapes", "Earthquake", "Feeblemind", @@ -11966,7 +13674,7 @@ "Power Word: Stun", "Tsunami", "Astral Projection", - "Invulnerability", + "Invulnerability|XGE", "Mass Heal", "Mass Polymorph", "Power Word: Heal", @@ -11975,7 +13683,37 @@ "Shapechange", "True Polymorph", "True Resurrection", - "Weird" + "Weird", + "Aero|FFXIV", + "Aerora (Aero II)|FFXIV", + "Aeroga (Aero III)|FFXIV", + "Aeroja (Aero IV)|FFXIV", + "Blizzard|FFXIV", + "Blizzara (Blizzard II)|FFXIV", + "Blizzaga (Blizzard III)|FFXIV", + "Blizzaja (Blizzard IV)|FFXIV", + "Fire|FFXIV", + "Fira (Fire II)|FFXIV", + "Firaga (Fire III)|FFXIV", + "Firaja (Fire IV)|FFXIV", + "Stone|FFXIV", + "Stonera (Stone II)|FFXIV", + "Stonega (Stone III)|FFXIV", + "Stoneja (Stone IV)|FFXIV", + "Thunder|FFXIV", + "Thundara (Thunder II)|FFXIV", + "Thundaga (Thunder III)|FFXIV", + "Thundaja (Thunder IV)|FFXIV", + "Water|FFXIV", + "Watera (Water II)|FFXIV", + "Waterga (Water III)|FFXIV", + "Waterja (Water IV)|FFXIV", + "Electron|FFXIV", + "Flare|FFXIV", + "Flood|FFXIV", + "Freeze|FFXIV", + "Quake|FFXIV", + "Tornado|FFXIV" ], "cantripProgression": [ 2, @@ -12666,7 +14404,27 @@ "skill empowerment|xge", "Telekinesis", "Tree Stride", - "Wall of Stone" + "Wall of Stone", + "Aerora (Aero II)|FFXIV", + "Aeroga (Aero III)|FFXIV", + "Aeroja (Aero IV)|FFXIV", + "Cura (Medica)|FFXIV", + "Curada (Cure II)|FFXIV", + "Curaga (Cure III)|FFXIV", + "Curaja (Cure IV)|FFXIV", + "Fira (Fire II)|FFXIV", + "Firaga (Fire III)|FFXIV", + "Firaja (Fire IV)|FFXIV", + "Faith|FFXIV", + "Refresh|FFXIV", + "En-Element|FFXIV", + "Esuna|FFXIV", + "Bar-Element|FFXIV", + "De-Element|FFXIV", + "Protection|FFXIV", + "Shell|FFXIV" + + ], "hasFluff": true }, @@ -13866,7 +15624,7 @@ "gainSubclassFeature": true }, "Ability Score Improvement|Machinist|FFXIV|16", - "Quickcharge|Machinist|FFXIV|18", + "Quick Charge|Machinist|FFXIV|18", "Ability Score Improvement|Machinist|FFXIV|19", { "classFeature": "Magnum Opus Feature|Machinist|FFXIV|20", @@ -14660,11 +16418,53 @@ "Glibness", "Incendiary Cloud", "blade of disaster|tce", - "flare|ffxiv", "Mass Heal", "Meteor Swarm", "Power Word Heal", - "True Resurrection" + "True Resurrection", + "Aero|FFXIV", + "Aerora (Aero II)|FFXIV", + "Aeroga (Aero III)|FFXIV", + "Aeroja (Aero IV)|FFXIV", + "Banish|FFXIV", + "Banishra (Banish II)|FFXIV", + "Banishga (Banish III)|FFXIV", + "Banishja (Banish IV)|FFXIV", + "Fire|FFXIV", + "Fira (Fire II)|FFXIV", + "Firaga (Fire III)|FFXIV", + "Firaja (Fire IV)|FFXIV", + "Stone|FFXIV", + "Stonera (Stone II)|FFXIV", + "Stonega (Stone III)|FFXIV", + "Stoneja (Stone IV)|FFXIV", + "Thunder|FFXIV", + "Thundara (Thunder II)|FFXIV", + "Thundaga (Thunder III)|FFXIV", + "Thundaja (Thunder IV)|FFXIV", + "Cure|FFXIV", + "Cura (Medica)|FFXIV", + "Curada (Cure II)|FFXIV", + "Curaga (Cure III)|FFXIV", + "Curaja (Cure IV)|FFXIV", + "Drain|FFXIV", + "Electron|FFXIV", + "Flare|FFXIV", + "Quake|FFXIV", + "Tornado|FFXIV", + "Veraero|FFXIV", + "Veraeroga (Veraero III)|FFXIV", + "Verfire|FFXIV", + "Verflare|FFXIV", + "Verholy|FFXIV", + "Verstone|FFXIV", + "Verthunder|FFXIV", + "Verthundaga (Verthunder III)|FFXIV", + "En-Element|FFXIV", + "Esuna|FFXIV", + "Osmose|FFXIV", + "Refresh|FFXIV", + "De-Element|FFXIV" ], "hasFluff": true }, @@ -15643,6 +17443,7 @@ "Graceful Healer|White Mage|FFXIV|20" ], "classSpells": [ + "Banish|FFXIV", "Create Bonfire", "Druidcraft", "Friends", @@ -15713,6 +17514,7 @@ "Meld into Stone", "Plant Growth", "Protection from Energy", + "Revivify", "Remove Curse", "Sending", "Speak with Dead", @@ -15793,7 +17595,38 @@ "Astral Projection", "Gate", "Mass Heal", - "True Resurrection" + "True Resurrection", + "Aero|FFXIV", + "Aerora (Aero II)|FFXIV", + "Aeroga (Aero III)|FFXIV", + "Aeroja (Aero IV)|FFXIV", + "Stone|FFXIV", + "Stonera (Stone II)|FFXIV", + "Stonega (Stone III)|FFXIV", + "Stoneja (Stone IV)|FFXIV", + "Water|FFXIV", + "Watera (Water II)|FFXIV", + "Waterga (Water III)|FFXIV", + "Waterja (Water IV)|FFXIV", + "Banishra (Banish II)|FFXIV", + "Banishga (Banish III)|FFXIV", + "Banishja (Banish IV)|FFXIV", + "Cure|FFXIV", + "Cura (Medica)|FFXIV", + "Curada (Cure II)|FFXIV", + "Curaga (Cure III)|FFXIV", + "Curaja (Cure IV)|FFXIV", + "Faith|FFXIV", + "En-Element|FFXIV", + "Bar-Element|FFXIV", + "De-Element|FFXIV", + "Protection|FFXIV", + "Shell|FFXIV", + "Flood|FFXIV", + "Holy|FFXIV", + "Quake|FFXIV", + "Tornado|FFXIV" + ], "cantripProgression": [ 4, @@ -15897,6 +17730,560 @@ } ], "classFeature": [ + { + "name": "Spellcasting", + "className": "Pictomancer", + "classSource": "FFXIV", + "level": 1, + "page": 133, + "source": "FFXIV", + "entries": [ + "See {@book chapter 10|PHB|10} of the PHB for the general rules of spellcasting and the end of this document for the {@filter Pictomancer spell list|spells|class=Pictomancer (FFXIV)}.", + { + "name": "Cantrips", + "type": "entries", + "entries": [ + "At 1st level, you know 4 cantrips of your choice from the Pictomancer spell list. You learn additional Pictomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Pictomancer table." + ] + }, + { + "name": "Spell Slots", + "type": "entries", + "entries": [ + "The Pictomancer 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." + ] + }, + { + "name": "Spells Known of 1st Level and Higher", + "type": "entries", + "entries": [ + "You know four 1st-level spells of your choice from the pictomancer spell list.", + "The Spells Known column of the Pictomancer table shows when you learn more pictomancer spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.", + "Additionally, when you gain a level in this class, you can choose one of the pictomancer spells you know and replace it with another spell from the pi spell list, which also must be of a level for which you have spell slots." + ] + }, + { + "name": "Spellcasting Ability", + "type": "entries", + "entries": [ + "Charisma is your spellcasting ability for your Pictomancer spells. 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 Pictomancer spell you cast and when making an attack roll with one.", + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "cha" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "cha" + ] + } + ] + }, + { + "name": "Ritual Casting", + "type": "entries", + "entries": [ + "You can cast any Pictomancer spell you know as a ritual if that spell has the ritual tag." + ] + }, + { + "name": "Spellcasting Focus", + "type": "entries", + "entries": [ + "You can use a staff, stave or wand or other similar tools as an arcane focus (found in chapter 5 of the player's handbook) for your Pictomancer spells. Often these tools are affixed with a brush and an accompanying palette by the Pictomancer." + ] + } + ] + }, + { + "name": "Sketch Work", + "source": "FFXIV", + "className": "Pictomancer", + "classSource": "FFXIV", + "page": 133, + "level": 1, + "entries": [ + "At 1st level, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.", + "The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage." + ] + }, + { + "name": "Aetherial Studio", + "source": "FFXIV", + "page": 133, + "className": "Pictomancer", + "classSource": "FFXIV", + "level": 2, + "entries": [ + "At 2nd level, when you expend a spell slot you leave a temporary mess of aetherial paint in a 10ft. sphere around you. This unkempt sphere of paint can be used for a variety of effects using your pictomancer features.", + "This field of aetherial paint acts as difficult terrain for creatures other than you and allied creatures. The sphere remains until the end of your next turn." + + + ] + }, + + { + "name": "Smudge", + "source": "FFXIV", + "page": 133, + "className": "Pictomancer", + "classSource": "FFXIV", + "level": 2, + "entries": [ + "At 2nd level, while you are in a field of paint left behind by Aetherial Studio, as a bonus action you can dispel the field of paint to gain 10ft. of movement speed and use the disengage action until the end of your turn." + + + ] + }, + { + "name": "Artistic Motif", + "source": "FFXIV", + "className": "Pictomancer", + "classSource": "FFXIV", + "page": 134, + "level": 3, + "entries": [ + "At 2nd level, you choose a specialization to focus on as a Pictomancer: Creature Realism, Weapon Expressionism or Scenery Impressionism, all detailed at the end of the class description. Your archetype choice grants you features at the 2nd, 6th, 10th and 14th level." + ] + }, + { + "name": "Artistic Motif Feature", + "source": "FFXIV", + "className": "Pictomancer", + "classSource": "FFXIV", + "page": 134, + "level": 6, + "entries": [ + "At 7th level, you gain a feature granted by your Artistic Motif." + ] + }, + { + "name": "Artistic Motif Feature", + "source": "FFXIV", + "className": "Pictomancer", + "classSource": "FFXIV", + "page": 134, + "level": 10, + "entries": [ + "At 11th level, you gain a feature granted by your Artistic Motif." + ] + }, + { + "name": "Artistic Motif Feature", + "source": "FFXIV", + "className": "Pictomancer", + "classSource": "FFXIV", + "page": 134, + "level": 14, + "entries": [ + "At 15th level, you gain a feature granted by your Artistic Motif." + ] + }, + { + "name": "Aetheric Palette", + "source": "FFXIV", + "className": "Pictomancer", + "classSource": "FFXIV", + "page": 134, + "level": 3, + "entries": [ + "Also beginning at the 3rd level, you've learned how to store aether in your tools as a small back up of magic in a pinch. You keep a number of points equal to your proficiency bonus. When you cast a spell you may use a number of these points equal to the spell level of the spell instead. Casting a spell using these points does not leave behind a field of aetherial paint.", + "These points are recovered when you complete a long rest." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIV", + "className": "Pictomancer", + "classSource": "FFXIV", + "page": 134, + "level": 4, + "entries": [ + "When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIV", + "className": "Pictomancer", + "classSource": "FFXIV", + "page": 134, + "level": 8, + "entries": [ + "When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIV", + "className": "Pictomancer", + "classSource": "FFXIV", + "page": 134, + "level": 12, + "entries": [ + "When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIV", + "className": "Pictomancer", + "classSource": "FFXIV", + "page": 134, + "level": 16, + "entries": [ + "When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIV", + "className": "Pictomancer", + "classSource": "FFXIV", + "page": 134, + "level": 19, + "entries": [ + "When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Subtractive Palette", + "source": "FFXIV", + "className": "Pictomancer", + "classSource": "FFXIV", + "page": 134, + "level": 5, + "entries": [ + "Beginning at 5th level, when you cast a spell which deals damage while inside or within 20ft. of aetherial paint left behind by Aetherial Studio, you can dispel the field of paint and add your Charisma ability modifier to the damage of the spell. For spells which deal damage multiple times, this bonus damage is applied once." + ] + }, + { + "name": "Tempera Coat", + "source": "FFXIV", + "className": "Pictomancer", + "classSource": "FFXIV", + "page": 134, + "level": 5, + "entries": [ + "Also beginning at 5th level, while within the field of aetherial paint left behind by Aetherial Studio, as a bonus action you can rework the paint into a protective barrier. You dispel the field and gain temporary hit points equal to 1d6 + your Charisma ability modifier. These temporary hit points fade after 1 minute." + ] + }, + { + "name": "Palette Preparation", + "source": "FFXIV", + "className": "Pictomancer", + "classSource": "FFXIV", + "page": 134, + "level": 9, + "entries": [ + "At 9th level, when you roll initiative you may set up a field of paint as though you have activated Aetherial Studio." + ] + }, + { + "name": "World Canvas", + "source": "FFXIV", + "className": "Pictomancer", + "classSource": "FFXIV", + "page": 134, + "level": 18, + "entries": [ + "At 18th level, when you expend a spell slot and activate Aetherial Studio, you can choose a location that you can see within 30ft. of you and make the field appear there instead.", + "Additionally, as an action you may create a field of paint as through expended a spell slot. You may do this a number of times equal to your proficiency bonus. Uses of this feature are recovered when you complete long rest." + + ] + }, + { + "name": "Recolor the World", + "source": "FFXIV", + "className": "Pictomancer", + "classSource": "FFXIV", + "page": 134, + "level": 20, + "entries": [ + "At 20th level, your aetherial studio paint fields last up to 1 minute and you can create up to three fields of paint at a time." + ] + }, + { + "name": "Viper Style", + "className": "Viper", + "classSource": "FFXIV", + "level": 1, + "page": 145, + "source": "FFXIV", + "entries": [ + "Beginning at 1st level, you've learned to fight adeptly with two weapons. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. You can draw or stow two one-handed light weapons when you would normally be able to draw or stow only one.", + "Additionally, you trained to be fleet of foot in the dire situations. Your movement speed is increased by 5ft. and when you disengage from an enemy you are unaffected by difficult terrain. At 9th level, your movement speed is increased by an additional 5ft. and you gain the ability to move along vertical surfaces and on your turn without falling during the move." + ] + }, + { + "name": "Focus of Caduceus", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "page": 145, + "level": 1, + "entries": [ + "Also beginning at 1st level, you have learned to dull your pain through intense focus. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your viper level.", + "You may use this feature a number of times equal to your proficiency bonus, uses of this feature are refreshed when you complete a long rest." + ] + }, + { + "name": "Flow of the Viper", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "page": 145, + "level": 2, + "entries": [ + "At 2nd level, when you make a melee weapon attack you gain one charge of flow. You may spend charges of flow to replace attacks with a viper strikes instead. Some viper strikes require creatures to make saving throws. The DC is calculated as:", + { + "type": "abilityDc", + "name": "Viper Strike save DC", + "attributes": [ + "cha" + ] + }, + "When you make a viper strike attack, you do not gain a charge of flow. There is no limit to the number of attacks you may replace in a turn. You may have a maximum number of charges of flow equal to your proficiency bonus. Viper Strikes are detailed at the end of the subclass description.", + "Viper strikes which do not replace attacks or are usable on hit will have their use requirement specified in their description." + + ] + }, + { + "name": "Viper Stance", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "page": 145, + "level": 2, + "entries": [ + "Also at 2nd level, you have developed a customized grip attachment which allows you to combine two one handed, light, finesse weapons into a single dual bladed staff called a Viper Staff. The Viper Staff is a two handed, light, finesse weapon. When applying damage you decide the damage type between the two weapons used to create the staff and deal any additional effects or bonus damage associated with that weapon. Attacks made with the viper staff deal bonus damage equal to your proficiency bonus. While wielding the viper staff you may use a bonus action to misdirect your target, gaining advantage on your next weapon attack until the end of your turn.", + "As a bonus action you may enter or exit your viper stance, some viper strikes may switch your viper stance as well." + ] + }, + { + "name": "Serpentine Inspiration", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "page": 145, + "level": 3, + "entries": [ + "Beginning at 3rd level, you choose a Serpentine Inspiration you express with your viper skills: Vidraal Bane, Bloody Maw, or Serpent Shaman. Your archetype choice grants you features at 3rd level and then again at 6th, 10th, and 14th level." + ] + }, + { + "name": "Archetype Feature", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "page": 145, + "level": 6, + "entries": [ + "At 6th level, you gain a feature granted by your Serpentine Inspiration." + ] + }, + { + "name": "Archetype Feature", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "page": 145, + "level": 10, + "entries": [ + "At 10th level, you gain a feature granted by your Serpentine Inspiration." + ] + }, + { + "name": "Archetype Feature", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "page": 145, + "level": 14, + "entries": [ + "At 14th level, you gain a feature granted by your Serpentine Inspiration." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "page": 145, + "level": 4, + "entries": [ + "When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "page": 145, + "level": 8, + "entries": [ + "When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "page": 145, + "level": 12, + "entries": [ + "When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "page": 145, + "level": 16, + "entries": [ + "When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "page": 145, + "level": 19, + "entries": [ + "When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}." + ] + }, + { + "name": "Extra Attack", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "page": 145, + "level": 5, + "entries": [ + "Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Swiftscaled", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "page": 145, + "level": 7, + "entries": [ + "Beginning at 7th level, battle offers you a rush of adrenaline to push beyond your limits. On your turn, you can take one additional action.", + "Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn." + ] + }, + { + "name": "Serpentine Aspect", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "page": 145, + "level": 9, + "entries": [ + "Beginning at 9th level, your fighting style has allowed you to expand your skills beyond battle. You gain proficiency in the sleight of hand and stealth skills. If you are already proficient in these skills, you gain expertise in these skills." + ] + }, + { + "name": "Evasion", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "page": 145, + "level": 9, + "entries": [ + "Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity 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": "Ambidextrous Fighter", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "page": 145, + "level": 11, + "entries": [ + "Beginning at 11th level, you have learned to fight as efficiently with your off hand as you do your main hand. You gain a second bonus action you may use on your turn. You may only use this bonus action to make a melee weapon attack with your off hand weapon or to gain advantage on your attacks while wielding the viper staff." + ] + }, + { + "name": "Serpent's Ire", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "page": 145, + "level": 13, + "entries": [ + "Beginning at 13th level, when you use one of your viper strikes that has a cost of more than 1 flow charge, you recover half the number of spent flow charges, rounded down." + ] + }, + { + "name": "Stalwart Hunter", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "page": 145, + "level": 15, + "entries": [ + "Beginning at 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws." + ] + }, + { + "name": "Rattling Coil", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "page": 145, + "level": 17, + "entries": [ + "Beginning at 17th level, when you roll initiative you instantly gain 2 flow charges and you cannot be surprised." + ] + }, + { + "name": "Reawaken", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "page": 146, + "level": 18, + "entries": [ + "At 18th level, you are able to transcend your natural limits. As an action you cast the Haste spell on yourself and have advantage on Constitution saving throws for the spell's duration. You may cast the spell once in this way. Use of this feature refresh when you complete a long rest." + ] + }, + { + "name": "Serpent's Legacy", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "page": 146, + "level": 20, + "entries": [ + "At 20th level, when you use Reawaken, you may cast the Haste spell as a bonus action instead. Additionally, your concentration cannot be broken on the Haste spell." + ] + }, { "name": "Spellcasting", "className": "Summoner", @@ -17236,7 +19623,7 @@ "page": 87, "level": 10, "entries": [ - "Starting at 10th level, when you take damage, you may spend any number of Chakra and Element charges. You gain temporary hit points equal to the amount of charges spent. These hit points are gained prior to applying the damage." + "Starting at 10th level, when you take damage, you may spend a number of Chakra and Element charges up to your proficiency bonus. You gain temporary hit points equal to your proficiency bonus for each charge spent. These hit points are gained prior to applying the damage." ] }, { @@ -19520,7 +21907,7 @@ ] }, { - "name": "Quickcharge", + "name": "Quick Charge", "source": "FFXIV", "className": "Machinist", "classSource": "FFXIV", @@ -19557,7 +21944,8 @@ "page": 70, "source": "FFXIV", "entries": [ - "Beginning at 1st level, you've learned how to create cells which you charge using the energy of your body. You can keep a number of munitions charged equal to your Gunbreaker level. You recharge your munitions cells when you complete a short or long rest.", + "Beginning at 1st level, you've learned how to create cells which you charge using the energy of your body. You can keep a number of munitions charged equal to your Gunbreaker level.", + "You recharge half of your expended munitions cells (rounded up) when you complete a short rest and all expended munitions when you complete a long rest.", "When using abilities triggered through using your Munitions that require the enemy to make a saving throw, the saving throw is calculated as follows.", { "type": "abilityDc", @@ -21999,6 +24387,676 @@ } ], "subclassFeature": [ + { + "name": "Creature Realism", + "source": "FFXIV", + "page": 135, + "className": "Pictomancer", + "classSource": "FFXIV", + "subclassShortName": "Creature Realism", + "subclassSource": "FFXIV", + "level": 3, + "entries": [ + "Some pictomancers have decided to focus their style around the drawing of creatures of all shapes and sizes, and through the power of their imagination are able to bring these beasts to life to assist them in battle and mundanity both. Though any pictomancer could paint a creature, only a true master of the creature motif can enhance and adapt their greatest traits.", + { + "type": "refSubclassFeature", + "subclassFeature": "Twisting Traits|Pictomancer|FFXIV|Creature Realism|FFXIV|3" + } + ] + }, + { + "name": "Twisting Traits", + "source": "FFXIV", + "page": 135, + "className": "Pictomancer", + "classSource": "FFXIV", + "subclassShortName": "Creature Realism", + "subclassSource": "FFXIV", + "level": 3, + "header": 2, + "entries": [ + "{@i 3rd-level Creature Realism feature}", + "Beginning at 3rd level, you have learned how to work in your own style to enhance the creatures you create through your pictomancy spells. Any creature summoned or created by a spell that you cast gains one of the following benefits:", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Dangerous", + "entries": [ + "The creature appears more powerful, dealing bonus damage on its attacks equal to your Charisma ability modifier." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Indomitable", + "entries": [ + "The creature appears far tougher, increasing its AC by an amount equal to your proficiency bonus." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Swiftness", + "entries": [ + "The creature appears far quicker, increasing its movement speed by 20 feet. This increases specialized movement speeds like flight and swimming as well." + ] + } + ] + } + ] + }, + { + "name": "Touchup Work", + "source": "FFXIV", + "page": 135, + "className": "Pictomancer", + "classSource": "FFXIV", + "subclassShortName": "Creature Realism", + "subclassSource": "FFXIV", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Creature Realism feature}", + "Beginning at 6th level, while you are in a field of paint left behind by Aetherial Studio, as a bonus action you can dispel the paint field to heal your summoned creature for an amount equal to the temporary hit points restored by Tempera Coat." + ] + }, + { + "name": "Stable Creations", + "source": "FFXIV", + "page": 145, + "className": "Pictomancer", + "classSource": "FFXIV", + "subclassShortName": "Creature Realism", + "subclassSource": "FFXIV", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Creature Realism feature}", + "SBeginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage." + ] + }, + { + "name": "Beasts of Lore", + "source": "FFXIV", + "page": 135, + "className": "Pictomancer", + "classSource": "FFXIV", + "subclassShortName": "Creature Realism", + "subclassSource": "FFXIV", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Creature Realism feature}", + "Beginning at 14th level, you learn to add further traits to empower your summoned creatures, granting them an emanating presence. Any creature summoned or created by a spell that you cast gains one of the following benefits:", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Enduring Presence", + "entries": [ + "The creature gives the impression of its long life, it has 30 temporary hit points." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Inspiring Presence", + "entries": [ + "Allied creatures that make an attack roll within 20ft. of the creature receive a 1d4 bonus on their attack rolls." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Unnerving Presence", + "entries": [ + "Creatures that make an attack roll within 20ft. of the creature receive a 1d4 pentalty on attack rolls." + ] + } + ] + } + ] + }, + { + "name": "Weapon Expressionism", + "source": "FFXIV", + "page": 135, + "className": "Pictomancer", + "classSource": "FFXIV", + "subclassShortName": "Weapon Expressionism", + "subclassSource": "FFXIV", + "level": 3, + "entries": [ + "Pictomancers who explore the weapon motif are less interested in precise creations and take a far more expressionist style with their art. They aim to capture the heroic strength of powerful weapons and those who wield them in their art.", + { + "type": "refSubclassFeature", + "subclassFeature": "Artist of War|Pictomancer|FFXIV|Weapon Expressionism|FFXIV|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Heroic Effects|Pictomancer|FFXIV|Weapon Expressionism|FFXIV|3" + } + ] + }, + { + "name": "Artist of War", + "source": "FFXIV", + "page": 135, + "className": "Pictomancer", + "classSource": "FFXIV", + "subclassShortName": "Weapon Expressionism", + "subclassSource": "FFXIV", + "level": 3 , + "header": 2, + "entries": [ + "{@i 3rd-level Creature Realism feature}", + "Beginning at 3rd level, you can use your action to create a magical weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This weapon can be used as your spell casting focus while casting your pictomancer spells.", + "Additionally, you gain proficiency with light and medium armor and shields." + + ] + }, + { + "name": "Heroic Effects", + "source": "FFXIV", + "page": 136, + "className": "Pictomancer", + "classSource": "FFXIV", + "subclassShortName": "Weapon Expressionism", + "subclassSource": "FFXIV", + "level": 3, + "header": 2, + "entries": [ + "{@i 3rd-level Weapon Expressionism feature}", + "Also beginning at 3rd level, as a bonus action you may select a weapon you can see within 30ft. of you. For the next minute that weapon deals bonus damage equal to your Charisma ability modifier. You may only improve one weapon in this way at a time.", + "At 9th level, you may select a second weapon to benefit from your heroic effects." + ] + }, + { + "name": "Extra Attack", + "source": "FFXIV", + "page": 136, + "className": "Pictomancer", + "classSource": "FFXIV", + "subclassShortName": "Weapon Expressionism", + "subclassSource": "FFXIV", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Weapon Expressionism feature}", + "Beginning at 6th level, you may select a second elemental primal when you complete a long rest." + ] + }, + { + "name": "Prismatic Defense", + "source": "FFXIV", + "page": 136, + "className": "Pictomancer", + "classSource": "FFXIV", + "subclassShortName": "Weapon Expressionism", + "subclassSource": "FFXIV", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Weapon Expressionism feature}", + "Beginning at 10th level, as a bonus action you can change one of your attuned elemental primals. You may change your attuned elemental primals in this way a number of times equal to your Charisma modifier. Uses of the feature are recovered when you complete a long rest." + ] + }, + { + "name": "Polishing Strike", + "source": "FFXIV", + "page": 136, + "className": "Pictomancer", + "classSource": "FFXIV", + "subclassShortName": "Weapon Expressionism", + "subclassSource": "FFXIV", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Creature Realism feature}", + "Beginning at 14th level, a creature benefiting from Heroic Effect hits an enemy creature with their weapon, as a reaction you may expend a spell slot to cause magic to surge through the weapon. The weapon deals bonus force damage equal to your Charisma modifier + #d8 where # is equal to the level of the spell slot spent." + ] + }, + { + "name": "Scenery Impressionism", + "source": "FFXIV", + "page": 136, + "className": "Pictomancer", + "classSource": "FFXIV", + "subclassShortName": "Scenery Impressionism", + "subclassSource": "FFXIV", + "level": 3, + "entries": [ + "Timeless practitioners of the art of war, Scenery Impressionisms have been known by many names across the annals of history. A Scenery Impressionism will use thorough planning and insight to help their allies win the day.", + { + "type": "refSubclassFeature", + "subclassFeature": "Aetherial Scenery|Pictomancer|FFXIV|Scenery Impressionism|FFXIV|3" + } + ] + }, + { + "name": "Aetherial Scenery", + "source": "FFXIV", + "page": 136, + "className": "Pictomancer", + "classSource": "FFXIV", + "subclassShortName": "Scenery Impressionism", + "subclassSource": "FFXIV", + "level": 3, + "header": 2, + "entries": [ + "{@i 3rd-level Scenery Impressionism feature}", + "Beginning at 3rd level, while you are in a field of paint left behind by Aetherial Studio, as a bonus action you rework the paint into a localized painting in a 10ft. radius sphere at a location you can see within 20ft. of you which persists for 1 minute. You specify a number of creatures creatures equal to your proficiency bonus. While they are within this field creature's attacks against them have disadvantage.", + "Only one Aetherial Scene may be active at a time." + ] + }, + { + "name": "Colour Your World", + "source": "FFXIV", + "page": 136, + "className": "Pictomancer", + "classSource": "FFXIV", + "subclassShortName": "Scenery Impressionism", + "subclassSource": "FFXIV", + "level": 6, + "header": 2, + "entries": [ + "{@i 6th-level Scenery Impressionism feature}", + "Beginning at 6th level, while you are in a field of paint left behind by Aetherial Studio, as a bonus action you attempt to alter your target's defenses with your imaginative magics. The creature must succeed on a Charisma saving throw around your spell save DC or become vulnerable to one of the damage types from the following: fire, cold, lightning, or thunder until the end of your next turn.", + "If the creature is immune or resistant to your chosen damage type they have advantage on the roll." + ] + }, + { + "name": "Tempera Grassa", + "source": "FFXIV", + "page": 136, + "className": "Pictomancer", + "classSource": "FFXIV", + "subclassShortName": "Scenery Impressionism", + "subclassSource": "FFXIV", + "level": 10, + "header": 2, + "entries": [ + "{@i 10th-level Scenery Impressionism feature}", + "Beginning at 10th level, when you use your Tempera Coat feature, you can apply the temporary hit points to a number of creatures equal to your proficiency bonus." + ] + }, + { + "name": "Landscape Mastery", + "source": "FFXIV", + "page": 136, + "className": "Pictomancer", + "classSource": "FFXIV", + "subclassShortName": "Scenery Impressionism", + "subclassSource": "FFXIV", + "level": 14, + "header": 2, + "entries": [ + "{@i 14th-level Scenery Impressionism feature}", + "Beginning at 14th level, you can set the size of your aetherial scenery up to a 20ft. radius sphere. Additionally, when a creature affected by aetherial scenery takes damage their damage is reduced by an amount equal to your charisma ability modifier." + + + ] + }, + { + "name": "Vidraal Bane", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "subclassShortName": "Vidraal Bane", + "subclassSource": "FFXIV", + "level": 3, + "page": 146, + "entries": [ + "In the homeland, the art of the viper was born out of necessity to combat powerful, supernatural beasts known as Tural Vidraal, beasts who've mutated into monsters equal parts deadly and cunning. The vidraal bane vipers are experts at slaying foes far larger than themselves and employ peerless bladework and cunning poisons to slay their foes.", + { + "type": "refSubclassFeature", + "subclassFeature": "Noxious Gash|Viper|FFXIV|Vidraal Bane|FFXIV|3" + } + ] + }, + { + "name": "Noxious Gash", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "subclassShortName": "Vidraal Bane", + "subclassSource": "FFXIV", + "level": 3, + "page": 119, + "header": 1, + "entries": [ + "{@i 3rd-level Vidraal Bane feature}", + "Beginning at 3rd level, you have learned how to concoct viper poisons using local ingredients. When you complete a short or long rest you complete a number of poison vials equal to your proficiency bonus. Poison vials you have created prior to completing a short or long rest become impotent when you create a new batch.", + "As a bonus action, you can apply one of the vials to a weapon or three pieces of ammunition. When you apply the poison you select one of the Viper Poisons below. The poison stays active for 1 minute after application or until it is successfully applied to a creature.", + { + "type": "table", + "caption": "Viper Poisons", + "colLabels": [ + "Poison", + "Effect" + ], + "colStyles": [ + "col-2 text-center", + "col-8 text-center" + ], + "rows": [ + [ + "Gorgon's Kiss", + "The creature's movement speed is halved for 1 minute and cannot make attacks of opportunity" + ], + [ + "Viper's Fang", + "The creature gains the Poisoned status condition for 1 minute and takes 2d8 poison damage." + ], + [ + "Shaaloni Sunset", + "The creature falls asleep for 1 minute or until it takes damage or if another creature takes an action to shake it awake." + ], + [ + "Twilight in Tural", + "The creature is blinded for 1 minute." + ] + ] + }, + "When struck with a poisoned weapon the target creature must make a Constitution saving throw against your Noxious Gash save DC calculated as:", + { + "type": "abilityGeneric", + "name": "Noxious Gash save DC", + "text": "8 + your proficiency bonus + your", + "attributes": [ + "wis" + ] + }, + "A poisoned creature repeats their saving throw at the end of their turn. On a successful saving throw the creature is unaffected by the poison." + ] + }, + { + "name": "Master Tracker", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "subclassShortName": "Vidraal Bane", + "subclassSource": "FFXIV", + "level": 6, + "page": 119, + "header": 2, + "entries": [ + "{@i 6th-level Vidraal Bane feature}", + "Beginning at 6th level, you gain proficiency in the survival skill, or if you already have proficiency in the skill you gain expertise instead. You have advantage when making Wisdom (Survival) checks when tracking creatures or searching for signs of a specific creature known to you in the area." + ] + }, + { + "name": "Toxic Shock", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "subclassShortName": "Vidraal Bane", + "subclassSource": "FFXIV", + "level": 10, + "page": 119, + "header": 2, + "entries": [ + "{@i 10th-level Vidraal Bane feature}", + "Beginning at 10th level, when a creature resists the effect of one of your viper poisons, the next time they make a save against one of your poison effects, their saving throw has a -1 penalty. Each time the creature resists the effect of your poison this penalty increases by 1 until it your poison's effect is successfully applied up to a maximum penalty equal to your wisdom modifier.", + "Additionally, a weapon which has had poison applied to it deals bonus poison damage equal to your Wisdom ability modifier for 1 minute. The weapon will continue to deal bonus damage for the full 1 minute, even after successfully applying the poison to a target unless a new poison is applied." + ] + }, + { + "name": "Serpent's Kiss", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "subclassShortName": "Vidraal Bane", + "subclassSource": "FFXIV", + "level": 14, + "page": 119, + "header": 2, + "entries": [ + "{@i 14th-level Vidraal Bane feature}", + "Beginning at 14th level, when you make a melee weapon attack against a poisoned creature, your attacks score a critical hit on die result 19 or 20." + ] + }, + { + "name": "Bloody Maw", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "subclassShortName": "Bloody Maw", + "subclassSource": "FFXIV", + "level": 3, + "page": 119, + "entries": [ + "Battle hardened vipers who have chosen to focus on perfecting their swordmanship have decided to turn from the tools of subtlety and aim to pressure their foes with an ceaseless flow of attacks and slippery defense.", + { + "type": "refSubclassFeature", + "subclassFeature": "Tenacious Onslaught|Viper|FFXIV|Bloody Maw|FFXIV|3" + } + ] + }, + { + "name": "Tenacious Onslaught", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "subclassShortName": "Bloody Maw", + "subclassSource": "FFXIV", + "level": 3, + "page": 119, + "header": 1, + "entries": [ + "{@i 3rd-level Bloody Maw feature}", + "Beginning at 3rd level, when you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn." + ] + }, + { + "name": "Masterful Movement", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "subclassShortName": "Bloody Maw", + "subclassSource": "FFXIV", + "level": 6, + "page": 119, + "header": 2, + "entries": [ + "{@i 6th-level Bloody Maw feature}", + "Beginning at 6th level, as a bonus action you may sharpen your focus on your movement gaining advantage on any Athletics or Acrobatics checks and adding your Wisdom ability modifier to the die result." + ] + }, + { + "name": "Sidewinding Strike", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "subclassShortName": "Bloody Maw", + "subclassSource": "FFXIV", + "level": 10, + "page": 119, + "header": 2, + "entries": [ + "{@i 10th-level Bloody Maw feature}", + "Beginning at 10th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. This follow up attack does not generate a charge of flow." + ] + }, + { + "name": "Deadly Precision", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "subclassShortName": "Bloody Maw", + "subclassSource": "FFXIV", + "level": 14, + "page": 119, + "header": 2, + "entries": [ + "{@i 14th-level Bloody Maw feature}", + "Beginning at 14th level, when you make a weapon attack you gain a bonus to your attack rolls equal to the number of flow charges you have." + ] + }, + { + "name": "Serpent Shaman", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "subclassShortName": "Serpent Shaman", + "subclassSource": "FFXIV", + "level": 3, + "page": 119, + "entries": [ + "Serpent Shamans are masters of stealth and infiltration. Having mastered the ability to hide their presence, they have no issue in finding their way through any door or around any guard. Though rarely regarded as the source of a problem, Serpent Shamans are notorious for the chaos they can cause when left alone behind enemy lines.", + { + "type": "refSubclassFeature", + "subclassFeature": "Spellcasting|Viper|FFXIV|Serpent Shaman|FFXIV|3" + + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Blessing of the Serpent|Viper|FFXIV|Serpent Shaman|FFXIV|3" + + } + ] + }, + { + "name": "Spellcasting", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "subclassShortName": "Serpent Shaman", + "subclassSource": "FFXIV", + "level": 3, + "page": 119, + "header": 1, + "entries": [ + "", + { + "name": "Cantrips", + "type": "entries", + "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." + ] + }, + { + "name": "Spell Slots", + "type": "entries", + "entries": [ + "The Serpent Shaman Spellcasting table shows how many spell slots you have to cast your druid 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 Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot." + ] + }, + { + "name": "Preparing and Casting Spells.", + "type": "entries", + "entries": [ + "You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your half your viper level rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.", + "For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six 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 also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list." + ] + }, + { + "name": "Spellcasting Ability", + "type": "entries", + "entries": [ + "Wisdom is your spellcasting ability for your Red Mage spells. 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 Red Mage spell you cast and when making an attack roll with one.", + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "wis" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "wis" + ] + } + ] + } + ] + }, + { + "name": "Blessing of the Serpent", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "subclassShortName": "Serpent Shaman", + "subclassSource": "FFXIV", + "level": 3, + "page": 119, + "header": 1, + "entries": [ + "{@i 3rd-level Serpent Shaman feature}", + "Beginning at 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.", + "Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.", + "You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two." + ] + }, + { + "name": "Serpentine Weaving", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "subclassShortName": "Serpent Shaman", + "subclassSource": "FFXIV", + "level": 6, + "page": 119, + "header": 2, + "entries": [ + "{@i 6th-level Serpent Shaman feature}", + "Beginning at 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action." + ] + }, + { + "name": "Slithering Strike", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "subclassShortName": "Serpent Shaman", + "subclassSource": "FFXIV", + "level": 10, + "page": 119, + "header": 2, + "entries": [ + "{@i 10th-level Serpent Shaman feature}", + "Beginning at 10th level, as an attack you may throw one of your bonded weapons at a target creature or location within 20ft. of you to make a ranged weapon attack with the weapon. You may target a creature or location up to 40ft. away from you but make the attack with disadvantage.", + "After throwing the weapon you may use your bonus action to teleport to the location of your weapon. You may do this once. Uses of this feature are recovered when you complete a short or long rest." + ] + }, + { + "name": "Nature's Sting", + "source": "FFXIV", + "className": "Viper", + "classSource": "FFXIV", + "subclassShortName": "Serpent Shaman", + "subclassSource": "FFXIV", + "level": 14, + "page": 119, + "header": 2, + "entries": [ + "{@i 14th-level Serpent Shaman feature}", + "Beginning at 14th level, your weapon attacks deal bonus damage equal to your Wisdom ability modifier." + ] + }, { "name": "Evoker", "source": "FFXIV", @@ -22722,7 +25780,7 @@ "entries": [ "{@i 15th-level Shadowpoint feature}", "Beginning at 15th level, when a creature is poisoned by your caustic, shadow or storm bite, they become deliriously feverish. At the start of the creature's turn they must succeed on a Wisdom saving throw against your bard spell save DC, becoming stunned until the end of their turn. A creature who succeeds on this saving throw becomes immune to this effect for 1 hour.", - "Additionally, at the start of a poisoned creature's turn it takes 2d6 necrotic damage." + "Additionally, at the start of a poisoned creature's turn it takes {@dice 2d6} necrotic damage." ] }, { @@ -22833,7 +25891,7 @@ "header": 1, "entries": [ "{@i 3rd-level Great Knight feature}", - "Beginning at 3rd level, while your Aetherial Arms feature is empowering your shield it glows with a shining light. The shield emits bright light in a 20-foot radius and dim light for an additional 20 feet. Additionally, the shield's bonus AC is increased by your proficiency bonus." + "Beginning at 3rd level, while your Aetherial Arms feature is empowering your shield it glows with a shining light. The shield emits bright light in a 20-foot radius and dim light for an additional 20 feet. Additionally, when aetherial arms is empowering your shield, the shield's bonus AC is increased by your proficiency bonus instead of half of the value." ] }, { @@ -23063,7 +26121,7 @@ "entries": [ "{@i 17th-level Riddle of Earth feature}", "At 17th level, you've learned to create a perfect defensive technique with your chakra. As a bonus action, you may spend 1 perfect balance chakra and spend a number of hit points up to or equal to your monk level to create a protective layer of vitality that coats your body.", - "This protective layer has a number of hit points equal to the number spent and takes damage in place of you when you take damage. This layer is protected by temporary hit points. This protective layer cannot receive healing and when it is reduced to 0 hit points it fades away, but any excess damage is not applied.", + "This protective layer has a number of hit points equal to the number spent and takes damage in place of you when you take damage. While you are protected by these hit points you have resistance to slashing, piercing and bludgeoning damage. This layer is protected by temporary hit points. This protective layer cannot receive healing and when it is reduced to 0 hit points it fades away, but any excess damage is not applied.", "You may create this protective layer once. Use of this feature refreshes when you complete a long rest." ] }, @@ -23915,7 +26973,7 @@ ], [ "3rd", - "{@spell beacon of hope}, {@spell revivify}" + "{@spell beacon of hope}, {@spell aura of vitality}" ], [ "4th", @@ -24038,7 +27096,7 @@ "rows": [ [ "1st", - "{@spell banish|FFXIV}, {@spell bless}" + "{@spell magic missile}, {@spell bless}" ], [ "2nd", @@ -24373,7 +27431,7 @@ "header": 2, "entries": [ "{@i 14th-level Unchained Beast feature}", - "Beginning at 14th level, you unleash your rage in a concussive wave. Each creature in a 30ft. cone makes a Constitution saving throw against your Berserk DC. A target takes 6d6 thunder damage and has their AC reduced by 2 for a number of rounds equal to half your proficiency bonus (rounded up) on a failure. A target takes half as much damage and does not have their AC reduced on a success.", + "Beginning at 14th level, you unleash your rage in a concussive wave. Each creature in a 30ft. cone makes a Constitution saving throw against your Berserk DC. A target takes {@dice 6d6} thunder damage and has their AC reduced by 2 for a number of rounds equal to half your proficiency bonus (rounded up) on a failure. A target takes half as much damage and does not have their AC reduced on a success.", "Your Berserk trance ends after using this feature." ] }, @@ -25118,7 +28176,7 @@ "entries": [ "{@i 6th-level Gaussian Marksman feature}", "Beginning at 7th level, you're able to capitalize on the heat generated by your Gauss Barrel. Each time you make a ranged weapon attack using the Gauss Barrel feature, you gain two heat charges. You can have a number of heat charges equal to your proficiency bonus.", - "When you make a ranged weapon attack using the Gauss Barrel, you can spend one heat charge to heat the ammunition, causing it to deal 1d6 bonus fire damage if it hits. This damage increases to 2d6 fire damage at 15th level." + "When you make a ranged weapon attack using the Gauss Barrel, you can spend one heat charge to heat the ammunition, causing it to deal {@dice 1d6} bonus fire damage if it hits. This damage increases to {@dice 2d6} fire damage at 15th level." ] }, { @@ -25287,7 +28345,7 @@ "type": "entries", "name": "Aetherial Ray", "entries": [ - "A canon installed in the chest cavity of the automoton powered using one of your aether batteries. Using 5 charges of your aether battery, as an action the canon unleashes a blast of aetherial energy in a 100ft. line that is 5 ft. line. Creatures in the affected area must make a Dexterity saving throw against your Tech save DC, taking 10d6 force damage on a failure and half as much on a success." + "A canon installed in the chest cavity of the automoton powered using one of your aether batteries. Using 5 charges of your aether battery, as an action the canon unleashes a blast of aetherial energy in a 100ft. line that is 5 ft. line. Creatures in the affected area must make a Dexterity saving throw against your Tech save DC, taking {@dice 10d6} force damage on a failure and half as much on a success." ] } ] @@ -25311,7 +28369,7 @@ "type": "entries", "name": "Pilebunker", "entries": [ - "As an action you can spend 2 charges of your aether battery to unleash a powerful shockwave attack. A stake installed in the arm of your automoton fills with aetheric energy and is plunges into the ground. All creatures in a 20ft. radius must make a Dexterity saving throw, taking 4d6 bludgeoning damage and fall prone on a failure, and half as much damage and do not fall prone on a success." + "As an action you can spend 2 charges of your aether battery to unleash a powerful shockwave attack. A stake installed in the arm of your automoton fills with aetheric energy and is plunges into the ground. All creatures in a 20ft. radius must make a Dexterity saving throw, taking {@dice 4d6} bludgeoning damage and fall prone on a failure, and half as much damage and do not fall prone on a success." ] } ] @@ -25625,7 +28683,7 @@ "header": 2, "entries": [ "{@i 6th-level Infiltrator feature}", - "Beginning at 6th level, you gain a climbing and swim speed equal to your movement speed and proficiency in thieves tools. Additionally when you make an attack roll while invisible, your attack lands a crit on a die result 15-20." + "Beginning at 6th level, you gain a climbing and swim speed equal to your movement speed and proficiency in thieves tools. Additionally when you make an attack roll while invisible, your attack lands a crit on a die result 18-20." ] }, { @@ -26643,7 +29701,7 @@ "subclassSource": "FFXIV", "level": 1, "entries": [ - "In the far east in the land of Hingashi, Geomancers fill the role of diviners in society. These scholars look to the leylines of the planet and divination tools related to the earth and bells to read markings in the land to perceive potential futures, as though fate had been imprinted upon the ground we walk, its the Geomancers with the ability to uncover these secrets.", + "Fell Guard Blue Mages are adventurers who travel the world battling monsters and beasts, bathing in their essence to absorb their power and use it to further defend the world from those same beasts. The exposure to this monstrous power, sometimes referred to as fell energy, comes at a risk. Walking the line between monster and man, these magical warriors take major risks to protect the world.", { "type": "refSubclassFeature", "subclassFeature": "Azure Guard|Blue Mage|FFXIV|Fell Guard|FFXIV|1" @@ -28049,6 +31107,329 @@ } ], "optionalfeature": [ + { + "name": "Hunter's Bite", + "source": "FFXIV", + "page": 148, + "prerequisite": [ + { + "level": { + "level": 2 + } + } + ], + "entries": [ + "Requirement: 2nd level Viper", + "Cost: 2 flow charge", + "When you hit a creature with a melee weapon attack you deal an additional 1d8 damage." + ], + "featureType": [ + "VPR:VS" + ] + }, + { + "name": "Swiftskin's Coil", + "source": "FFXIV", + "page": 148, + "prerequisite": [ + { + "level": { + "level": 2 + } + } + ], + "entries": [ + "Requirement: 2nd level Viper", + "Cost: 1 flow charge", + "An evasive blow to strike while creating distance between you and your foe. You make a melee weapon attack against a creature and use the disengage action." + ], + "featureType": [ + "VPR:VS" + ] + }, + { + "name": "Hunter's Sting", + "source": "FFXIV", + "page": 148, + "prerequisite": [ + { + "level": { + "level": 3 + } + } + ], + "entries": [ + "Requirement: 3rd level Viper", + "Cost: 1 flow charge", + "You enter the viper stance and make a weapon attack with an increased range of 5 feet." + ], + "featureType": [ + "VPR:VS" + ] + }, + { + "name": "Steel Fangs", + "source": "FFXIV", + "page": 148, + "prerequisite": [ + { + "level": { + "level": 3 + } + } + ], + "entries": [ + "Requirement: 3rd level Viper", + "Cost: 2 flow charge", + "You make a jumping, piercing weapon attack against a creature within 10ft. of you. You move to a location within 5ft. of the creature, this movement does not provoke attacks of opportunity. If the attack hits, it deals bonus damage equal to your proficiency modifier. If you were in Viper Stance when using this viper strike, the effect ends." + ], + "featureType": [ + "VPR:VS" + ] + }, + { + "name": "Steel Maw", + "source": "FFXIV", + "page": 148, + "prerequisite": [ + { + "level": { + "level": 3 + } + } + ], + "entries": [ + "Requirement: 3rd level Viper", + "Cost: 2 flow charge", + "You gain the effect of Viper Stance and then flourish your blades in a circle around you in one fluid motion. Each creature within 5ft. of you makes a Dexterity saving throw. You deal your weapon damage to each creature that fails the saving throw." + ], + "featureType": [ + "VPR:VS" + ] + }, + { + "name": "Piercing Fangs", + "source": "FFXIV", + "page": 148, + "prerequisite": [ + { + "level": { + "level": 5 + } + } + ], + "entries": [ + "Requirement: 5th level Viper", + "Cost: 1 flow charge", + "When you hit a creature with a melee weapon attack you deal an additional 1d8 damage and you lose the effect of Viper Stance." + + ], + "featureType": [ + "VPR:VS" + ] + }, + { + "name": "Hunter's Strike", + "source": "FFXIV", + "page": 148, + "prerequisite": [ + { + "level": { + "level": 5 + } + } + ], + "entries": [ + "Requirement: 5th level Viper", + "Cost: 1 flow Charge", + "When you hit a creature with a melee weapon attack you deal an additional 1d8 damage and you gain the effect of Viper Stance." + ], + "featureType": [ + "VPR:VS" + ] + }, + { + "name": "Slither", + "source": "FFXIV", + "page": 148, + "prerequisite": [ + { + "level": { + "level": 5 + } + } + ], + "entries": [ + "Requirement: 5th level Viper", + "Cost: 2 flow Charge(s)", + "As a bonus action, in a shroud of translucent blue light you teleport up to 30 feet to an unoccupied space that you can see." + ], + "featureType": [ + "VPR:VS" + ] + }, + { + "name": "Reaving Fangs", + "source": "FFXIV", + "page": 148, + "prerequisite": [ + { + "level": { + "level": 7 + } + } + ], + "entries": [ + "Requirement: 7th level Viper", + "Cost: 1 flow charge", + "You attack a weak point of the target, emulating the effects of poison. The creature makes a Constitution saving throw against your Viper Strike save DC, becoming poisoned for one minute on a failure." + ], + "featureType": [ + "VPR:VS" + ] + }, + { + "name": "Vicepit", + "source": "FFXIV", + "page": 148, + "prerequisite": [ + { + "level": { + "level": 7 + } + } + ], + "entries": [ + "Requirement: 10th level Viper, Serpent Shaman Serpentine Inspiration", + "Cost: 2 flow charge", + "When you hit a creature you focus your attack at a weak point of the target in an attempt to maim them. The creature makes a strength saving throw against your viper strike save DC, being knocked prone on a failure." + ], + "featureType": [ + "VPR:VS" + ] + }, + { + "name": "Backlash", + "source": "FFXIV", + "page": 148, + "prerequisite": [ + { + "level": { + "level": 10 + } + } + ], + "entries": [ + "Requirement: 10th level Viper", + "Cost: 1 flow Charge", + "When a melee weapon attack misses you, as a reaction, you may spend a charge of flow to make a melee weapon attack against the attacking creature." + ], + "featureType": [ + "VPR:VS" + ] + }, + { + "name": "Snake Scales", + "source": "FFXIV", + "page": 148, + "prerequisite": [ + { + "level": { + "level": 10 + } + } + ], + "entries": [ + "Requirement: 10th level Viper", + "Cost: 2 flow charges", + "When you use Focus of Caduceus, you may expend two flow charges to reinforce your body temporarily. Until the start of your next turn you gain resistance to slash, piercing and bludgeoning damage." + ], + "featureType": [ + "VPR:VS" + ] + }, + { + "name": "Uncoiled Fury", + "source": "FFXIV", + "page": 148, + "prerequisite": [ + { + "level": { + "level": 10 + } + } + ], + "entries": [ + "Requirement: 10th level Viper", + "Cost: 4 flow charge", + "In place of your weapon attack you unleash a wild spinning strike with a 10ft. radius. Each creature in the affected area must make a Dexterity saving throw, on a failure taking damage equal to your weapon damgae + 1d8 damage, and half as much of a success." + ], + "featureType": [ + "VPR:VS" + ] + }, + { + "name": "Barbarous Bite", + "source": "FFXIV", + "page": 149, + "prerequisite": [ + { + "level": { + "level": 15 + } + } + ], + "entries": [ + "Requirement: 15th level Viper", + "Cost: 3 flow charges", + "When you hit a creature, you focus the attack a vital point of a creature. They must make a Constitution saving throw, on a failure, their AC is reduced by 2 and they deal 1d4 less damage on their weapon attacks until the end of their next turn." + ], + "featureType": [ + "VPR:VS" + ] + }, + { + + "name": "Ouroboros", + "source": "FFXIV", + "page": 149, + "prerequisite": [ + { + "level": { + "level": 15 + } + } + ], + "entries": [ + "Requirement: 15th level Viper", + "Cost: 5 flow charge(s)", + "You make a defense piercing strike against a creature which they can only attempt to dodge. The creature makes a Dexterity saving throw, on a failure you strike them with a melee weapon attack which deals critical damage. On a failure they take half the damage." + ], + "featureType": [ + "VPR:VS" + ] + }, + { + "name": "World-Swallower", + "source": "FFXIV", + "page": 121, + "prerequisite": [ + { + "level": { + "level": 20 + } + } + ], + "entries": [ + "Requirement: 20th level Viper", + "Cost: 6 flow charges", + "When you hit a creature with a weapon attack, the creature must make a Constitution saving throw against your viper strikes DC. On a failure the creature is hit with a critical hit." + ], + "featureType": [ + "VPR:VS" + ] + + }, { "name": "Arm of the Destroyer", "source": "FFXIV", @@ -28137,7 +31518,8 @@ ], "entries": [ "Cost: 1 Chakra Charge", - "As an action, you concentrate chakra in the palm of your hand and make a ranged Monastic Arte attack against a creature within 60ft. of you. This attack deals force damage equal to your Martial Arts die + your Wisdom modifier." + "As an action, you concentrate chakra in the palm of your hand and make a ranged Monastic Arte attack against a creature within 60ft. of you. This attack deals force damage equal to your Martial Arts die + your Wisdom modifier.", + "Beginning at 5th level, you may make two ranged melee weapon attacks when you use chakra shot." ], "featureType": [ "MNK" @@ -29435,10 +32817,10 @@ ] }, { - "name": "Undead Touch", + "name": "Undead's Touch", "source": "FFXIV", "entries": [ - "While attuned when you make an unarmed strike against a creature you may use your spell attack bonus when making the attack roll. Your unarmed strikes deal 1d6 necrotic damage and a creature you deal damage to cannot receive healing until the end of your next turn." + "While attuned when you make an unarmed strike against a creature you may use your spell attack bonus when making the attack roll. Your unarmed strikes deal 1d6 + your spellcasting ability modifier necrotic damage and a creature you deal damage to cannot receive healing until the end of your next turn." ], "featureType": [ "BLU:MM" @@ -30085,7 +33467,7 @@ "entries": [ "Requirement: 13th level samurai", "Cost: 3 Sen Charges", - "As an action, you unleash a series of powerful slashes in the blink of an eye. You may spend up to 4 sen charges in addition to the cost of the attack. For each charge spent you make a melee weapon attack." + "As an action, you unleash a series of powerful slashes in the blink of an eye. You may spend up to 3 sen charges in addition to the cost of the attack. For each charge spent you make a melee weapon attack." ], "featureType": [ "SAM:SE" @@ -30171,7 +33553,7 @@ "entries": [ "Requirement: 14th level samurai, iaijatsu way of the blade", "Cost: 3 Sen Charge", - "As an action you infuse your blade with sen and release a series of waves power at targets in range. You select up to 3 creatures in a 30ft. cone infront of you. For each creature spend a sen to make a weapon attack against the target." + "As an action you infuse your blade with sen and release a series of waves power at targets in range. You select up to 3 creatures in a 30ft. cone infront of you and make a weapon attack against them. You may attack the same creature multiple times." ], "featureType": [ "SAM:SE" @@ -31308,8 +34690,56 @@ } ], "spell": [ + { + "name": "Aero", + "source": "FFXIV", + "page": 174, + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You conjure a burst of wind around a creature you can see within range. The target must succeed on a Dexterity saving throw or take {@dice 1d8} thunder damage. The target gains no benefit from cover for this saving throw." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "This spell's damage increases by 1d8 when you reach 5th level ({@dice 2d8}), 11th level ({@dice 3d8}), and 17th level ({@dice 4d8})." + ] + } + ], + "damageInflict": [ + "thunder" + ], + "savingThrow": [ + "dexterity" + ] + + }, { - "name": "Dark", + "name": "Aerora (Aero II)", "source": "FFXIV", "page": 8, "level": 1, @@ -31324,7 +34754,7 @@ "type": "point", "distance": { "type": "feet", - "amount": 90 + "amount": 60 } }, "components": { @@ -31337,26 +34767,29 @@ } ], "entries": [ - "You form an orb of necrotic energy in the palm of your hand and fire it at a target within range, making a ranged spell attack. If the attack hits, the creature takes {@damage 3d8} necrotic damage." + "You manipulate wind aether to create a raging vacuum at a point you can see within range. The vacuum is a 10ft. radius sphere that disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. Any creatures in the area must succeed on a Dexterity saving throw or take {@dice 3d6} thunder damage or half as much on a successful save." ], "entriesHigherLevel": [ { "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 2nd." ] } ], "damageInflict": [ - "necrotic" + "thunder" + ], + "savingThrow": [ + "dexterity" ] }, { - "name": "Darkra", + "name": "Aeroga (Aero III)", "source": "FFXIV", "page": 8, - "level": 2, + "level": 3, "school": "V", "time": [ { @@ -31368,7 +34801,7 @@ "type": "point", "distance": { "type": "feet", - "amount": 30 + "amount": 120 } }, "components": { @@ -31381,7 +34814,108 @@ } ], "entries": [ - "You fill your limb with necrotic energy and swing it out in an arcing motion, causing a wave of energy to burst out towards in a cone. All creatures in a 30ft. cone originating on you make a Dexterity saving throw against your spell save DC. On a failure they take {@damage 3d8} necrotic damage and half as much on a success." + "You manipulate wind aether to create a savage burst of wind at a point you can see within range. The ravaging windstorm is a 20ft. radius sphere. All creatures in the area must succeed on a Strength saving throw or take {@dice 5d8} thunder damage and be knocked 20ft. straight backwards from the center point. On a success all creatures take half the damage and suffer no other effect." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "thunder" + ], + "savingThrow": [ + "strength" + ] + }, + { + "name": "Aeroja (Aero IV)", + "source": "FFXIV", + "page": 8, + "level": 5, + "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, + "upTo": true + }, + "concentration": true + } + ], + "entries": [ + "You conjure a swirling vortex of wind aether that tears at all creatures inside. The vortex forms in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. When a creature enters the spell's area for the first time on a turn or starts its turn there, they must succeed on a Strength saving throw or take {@dice 3d6} thunder damage plus 3d6 slashing damage, and half as much damage on a success. The area is affected by the vortex is considered difficult terrain.", + "On each of your turns after you cast this spell, you can use a bonus action to move the vortex 60 feet in any direction." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the thunder damage increases by {@dice 2d6} for each slot level above 5th." + ] + } + ], + "damageInflict": [ + "thunder" + ], + "savingThrow": [ + "strength" + ] + }, + { + "name": "Banishra (Banish II)", + "source": "FFXIV", + "page": 8, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You select a point you can see in range. The point bursts with spears of light in a 15ft. sphere. All creatures in the affected area make a Dexterity saving throw against your spell save DC. On a failure they take {@dice 3d8} radiant damage and half as much on a success." ], "entriesHigherLevel": [ { @@ -31393,14 +34927,14 @@ } ], "damageInflict": [ - "necrotic" + "radiant" ], "savingThrow": [ "dexterity" ] }, { - "name": "Darkga", + "name": "Banishga (Banish III)", "source": "FFXIV", "page": 8, "level": 3, @@ -31414,8 +34948,7 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 120 + "type": "self" } }, "components": { @@ -31428,7 +34961,7 @@ } ], "entries": [ - "You concentrate necrotic energy in the earth beneath a target creature in range you can see. All creatures within a 20ft. radius of the creature must make a Dexterity saving throw against your spell save DC, taking {@damage 8d6} necrotic damage on a failure and half as much on a success." + "You manipulate aether into blades of light which rain down on all hostile creatures in a 30ft. radius centered on yourself. Each creature must succeed on a Dexterity saving throw, taking {@dice 5d6} radiant damage on a failure and half as much on a success. If a creature is a Fiend or Undead, they take an additional 8 radiant damage. This damage is not reduced on a successful saving throw." ], "entriesHigherLevel": [ { @@ -31440,21 +34973,212 @@ } ], "damageInflict": [ - "necrotic" + "radiant" ], "savingThrow": [ "dexterity" + ] + }, + { + "name": "Banishja (Banish IV)", + "source": "FFXIV", + "page": 8, + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } ], - "miscTags": [ - "SGT" + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You select any number of creatures in a 15 feet wide, 100 feet long. line from you in a direction you choose and drop a spear of searing light on them. Each creature must make a Dexterity saving throw, taking {@dice 8d6} radiant damage on a failure and half as much on a success. If a creature is a Fiend or Undead, they take an additional 8 radiant damage. This damage is not reduced on a successful saving throw." + ], + "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 {@dice 2d6} for each slot level above 5th." + ] + } + ], + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "dexterity" ] }, { - "name": "Drain", + "name": "Darkra", "source": "FFXIV", "page": 8, - "level": 1, - "school": "N", + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You fill your limb with necrotic energy and swing it out in an arcing motion, causing a wave of energy to burst out towards in a cone. All creatures in a 30ft. cone originating on you make a Dexterity saving throw against your spell save DC. On a failure they take {@damage 3d8} necrotic damage and half as much on a success." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Darkga", + "source": "FFXIV", + "page": 8, + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You concentrate necrotic energy in the earth beneath a target creature in range you can see. All creatures within a 20ft. radius of the creature must make a Dexterity saving throw against your spell save DC, taking {@damage 8d6} necrotic damage on a failure and half as much on a success." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 1d6} for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Darkja (Dark IV)", + "source": "FFXIV", + "page": 8, + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You release a flood of necrotic energy in a sphere around you, attempting to overwhelm all creatures in range with negative energy. All creatures within a 40ft. radius of You must make a Charisma saving throw against your spell save DC, taking {@dice 8d8} necrotic damage on a failure and half as much on a success." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 1d8} for each slot level above 5th." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Drain", + "source": "FFXIV", + "page": 8, + "level": 1, + "school": "N", "time": [ { "number": 1, @@ -31646,7 +35370,7 @@ }, { "name": "Holy", - "level": 5, + "level": 7, "school": "V", "time": [ { @@ -31667,7 +35391,7 @@ } ], "entries": [ - "You let loose an orb of radiant energy which floats above you for a moment before exploding with great force in a 10ft radius. All creatures within range must make a Constitution saving throw. Creatures take {@damage 6d8} radiant damage and are {@condition stunned} for one round on a failed save, and take half as much and resist the stun effect on a successful save." + "You let loose an orb of radiant energy which floats above you for a moment before exploding with great force in a 10ft radius. All creatures within range must make a Constitution saving throw. Creatures take {@damage 4d8} radiant damage and {@damage 4d8} force damage and are {@condition stunned} for one round on a failed save, and take half as much and resist the stun effect on a successful save." ], "source": "FFXIV", "page": 104, @@ -31679,7 +35403,7 @@ { "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 6th level or higher, the damage increases by {@dice 1d8} for each slot level above 5th." + "When you cast this spell using a spell slot of 6th level or higher, the force damage increases by {@dice 2d8} for each slot level above 5th." ], "type": "entries" } @@ -31717,7 +35441,7 @@ } ], "entries": [ - "Light energy converges on a creature you can see within range. The creature makes a Dexterity saving throw. This energy erupts with great force, searing the target creature with {@damage 3d6} radiant damage on a failed save and half as much on a successful save." + "A flurry of small daggers of light converge on a creature you can see within range. The creature makes a dexterity saving throw, the creature taking {@dice 3d8} radiant damage on a failed save and half as much on a successful save." ], "source": "FFXIV", "page": 103, @@ -31729,7 +35453,7 @@ { "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 2d6} for each slot level above 2nd." + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 2nd." ], "type": "entries" } @@ -31744,10 +35468,59 @@ "ST" ] }, + { + "name": "Bar-Element", + "source": "FFXIV", + "page": 8, + "level": 4, + "school": "A", + "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, + "upTo": true + }, + "concentration": true + } + ], + "entries": [ + "You choose a creature you can see within to range veil them with protective magics to protect them from one of the following damage types: bludgeoning, cold, fire, lightning, necrotic, radiant or thunder. When they are targeted with an attack that deals that kind of damage the attack is made with disadvantage, and any saving throws they make against spells that deal that kind of damage is made with advantage. Any damage they take of the chosen damage type is reduced by your spell casting abilitiy modifier." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, you may protect one additional creature for each slot level above 3rd or choose an additional element for one creature." + ] + } + ] + }, { - "name": "Assize", - "level": 5, - "school": "V", + "name": "Bar-Element-Ra", + "source": "FFXIV", + "page": 8, + "level": 7, + "school": "A", "time": [ { "number": 1, @@ -31755,49 +35528,93 @@ } ], "range": { - "type": "radius", + "type": "point", "distance": { "type": "feet", "amount": 60 } }, + "components": { + "v": true, + "s": true + }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true } ], "entries": [ - "An eruption of energy from your body soothes allies and wounds enemies. All allies within 60ft. recover {@dice 3d8} hit points and all enemies within 60ft. must make a Wisdom saving throw. They take {@damage 4d4} radiant damage, and half as much on a successful save. You may reverse which die affect healing and which die deal radiant damage, but must make this distinction before rolling." + "You choose a creature you can see within range veil them with a protective aura to protect them and creatures around them from one of the following damage types: bludgeoning, cold, fire, lightning, necrotic, radiant or thunder. The creature and allied creature within a 20ft. radius of the creature gain resistance to the selected damage type. When they are targeted with an attack that deals that kind of damage the attack is made with disadvantage, and any saving throws they make against spells that deal that kind of damage is made with advantage. Any damage they take of the chosen damage type is reduced by your spell casting abilitiy modifier." ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 8th level or higher, you may protect one additional creature for each slot level above 7th or choose an additional element for one creature." + ] + } + ] + }, + { + "name": "Bio", "source": "FFXIV", - "page": 103, + "page": 174, + "level": 0, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, "components": { "v": true, "s": true }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You attempt to infect the target creature they can see within range with the effects of a serious illness. The target must succeed on a Constitution saving throw or take {@dice 1d4} poison damage and become poisoned for 1 minute. A poisoned creature takes an additional {@dice 1d4} poison damage at the start of their turn and repeats the saving throw at the end of their turn, ending the poison effect on a success." + ], "entriesHigherLevel": [ { + "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 6th level or higher, increase the number of die for each effect for each slot level above 5th." - ], - "type": "entries" + "This spell's intial damage increases by 1d4 when you reach 5th level ({@dice 2d4}), 11th level ({@dice 3d4}), and 17th level ({@dice 4d4})." + ] } ], "damageInflict": [ - "radiant" - ], - "miscTags": [ - "HL" + "necrotic" ], "savingThrow": [ - "wisdom" + "constitution" ] }, { - "name": "Suiton", - "level": 4, - "school": "V", + "name": "Biora (Bio II)", + "source": "FFXIV", + "page": 174, + "level": 1, + "school": "N", "time": [ { "number": 1, @@ -31805,40 +35622,46 @@ } ], "range": { - "type": "radius", + "type": "point", "distance": { "type": "feet", - "amount": 10 + "amount": 60 } }, + "components": { + "v": true, + "s": true + }, "duration": [ { "type": "instant" } ], "entries": [ - "You draw out the energies of Jin to cause a powerful geyser of water to explode from the ground beneath around you in a 10 ft. radius circle. Each creatures inside the geyser must make a Dexterity saving throw. A creature takes {@damage 4d6} bludgeoning damage and {@damage 4d6} cold damage, and half as much on a successful save. Additionally, you and any items you are wearing or carrying become {@condition invisible} for 1 minute. The invisibility ends when you attack or cast a spell." + "You create a cloud of toxic mist in a 10ft. radius sphere at a location you can see within range. Each creature in the affected area must succeed on a Constitution saving throw or take {@dice 4d4} poison damage and become poisoned for 1 minute. On a success creatures take half as much much and suffer no other consequences. At the end of a poisoned creatuers turn they reattempt the saving throw, ending the poison on a successful saving throw." ], - "source": "FFXIV", - "page": 104, - "components": { - "v": true, - "s": true - }, "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 {@damage 1d6} bludgeoning damage for each slot level above 4th." - ], - "type": "entries" + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 2d4} for each slot level above 1st." + ] } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" ] }, { - "name": "Doton", - "level": 4, - "school": "V", + "name": "Bioga (Bio III)", + "source": "FFXIV", + "page": 174, + "level": 3, + "school": "N", "time": [ { "number": 1, @@ -31849,9 +35672,13 @@ "type": "point", "distance": { "type": "feet", - "amount": 30 + "amount": 60 } }, + "components": { + "v": true, + "s": true + }, "duration": [ { "type": "timed", @@ -31859,41 +35686,83 @@ "type": "minute", "amount": 1, "upTo": true - } + }, + "concentration": true } ], "entries": [ - "You draw out the energies of Ten to create a circle of corrupted earth on the ground centered at a point of your choosing within range. The circle has a radius of 10ft. and is considered to be difficult terrain for all creatures except for you. Creatures take {@damage 4d4} necrotic damage for every 5ft. they travel within Doton. When Doton appears, all creatures within the ring make a Dexterity saving throw, taking {@damage 4d4} necrotic damage and half as much on a successful save. You are unaffected by this damage." + "You create a virulent outbreak in a 15ft. cube at a location you can see wtihin range. Each creature in the affected area must succeed on a Constitution saving throw or take {@dice 6d4} poison damage and become poisoned for up to 1 minute. On a success creatures take half as much much and suffer no other consequences. While you are concentrating on the spell, you may use your action to cause the disease to spread.", + "Any creatures who have not been affected by the spell that are within 15ft. of an affected creature must succeed on the saving throw or they also take the damage and become poisoned as well. At the end of a poisoned creatuers turn they reattempt the saving throw, ending the poison on a successful saving throw." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 2d4} for each slot level above 3rd." + ] + } ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ] + }, + { + "name": "Bioja (Bio IV)", "source": "FFXIV", - "page": 103, + "page": 174, + "level": 5, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, "components": { "v": true, "s": true }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A blast of virulent air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes {@dice 4d8} poison damage and 4d8 necrotic damage and become poisoned for 1 minute on a failed save, or half as much damage on a successful one. At the end of a poisoned creature's turn they reattempt the saving throw, ending the poison on a successful saving throw." + ], "entriesHigherLevel": [ { + "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@dice 1d4} for each slot level above 4th." - ], - "type": "entries" + "When you cast this spell using a spell slot of 6th level or higher, the initial necrotic damage increases by {@dice 2d8} for each slot level above 5th." + ] } ], "damageInflict": [ "necrotic" ], "savingThrow": [ - "dexterity" - ], - "areaTags": [ - "R" + "constitution" ] }, { - "name": "Ruin", - "level": 0, - "school": "V", + "name": "Biolysis", + "source": "FFXIV", + "page": 174, + "level": 5, + "school": "N", "time": [ { "number": 1, @@ -31904,37 +35773,95 @@ "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 120 } }, + "components": { + "v": true, + "s": true + }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true } ], "entries": [ - "You conjure an orb of unaspected magic and launch it at a creature or object in range that you can see. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage.", - "The spell deals more damage when you reach higher levels: 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level." + "You attempt to make a creature you can see within range violently ill instantaneously. The creature must succeed on a Constitution saving throw or take {@dice 6d10} necrotic damage and become poisoned and on a success creatures take half as much much and suffer no other consequences. At the start of each of the affected creature's turns, they take 1d10 necrotic damage and they must succeed on a Constitution saving throw or spend their action retching in pain. The affected creature reattempts the saving throw at the end of each of their turns, ending the spell effect on a successful saving throw." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + " When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by {@dice 2d10} for each slot level above 5th." + ] + } + ], + "damageInflict": [ + "necrotic" ], + "savingThrow": [ + "constitution" + ] + }, + { + "name": "Blizzard", "source": "FFXIV", - "page": 162, + "page": 174, + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, "components": { "v": true, "s": true }, - "damageInflict": [ - "force" + "duration": [ + { + "type": "instant" + } ], - "areaTags": [ - "MT" + "entries": [ + "You conjure a burst of ice aspected aether around the target creature. The target must succeed on a Dexterity saving throw or it takes {@dice 1d8} cold damage and its speed is reduced by 5 feet until the start of your next turn. The target gains no benefit from cover for this saving throw." ], - "spellAttack": [ - "R" + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "The spell's damage increases by 1d8 and speed is reduced by an additional 5 feet when you reach 5th Level ({@dice 2d8}, speed reduced by 10 feet), 11th level ({@dice 3d8} speed reduced by 15 feet), and 17th level ({@dice 4d8} speed reduced by 20 feet)." + ] + } + ], + "damageInflict": [ + "cold" + ], + "savingThrow": [ + "dexterity" ] }, { - "name": "Jolt", - "level": 0, + "name": "Blizzara (Blizzard II)", + "source": "FFXIV", + "page": 174, + "level": 1, "school": "V", "time": [ { @@ -31949,35 +35876,98 @@ "amount": 60 } }, + "components": { + "v": true, + "s": true + }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true } ], "entries": [ - "A shard of crystallized aether streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 1d8} force damage.", - "The spell creates more than one shard when you reach higher levels: two shards at 5th level, three shards at 11th level, and four shards at 17th level. You can direct the shards at the same target or at different ones. Make a separate attack roll for each shard." + "You release a burst of ice aspected aether around yourself in a 10ft. radius circle. Each creature in range must succeed on a Dexterity saving throw or take {@dice 3d6} cold damage and become restrained. On a success creatures take half as much much and are not restrained. A creature restrained by the ice can use its action to make a Strength check against your spell save DC. On a success, it frees itself." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + " When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d6} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "cold" ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Blizzaga (Blizzard III)", "source": "FFXIV", - "page": 104, + "page": 174, + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, "components": { "v": true, "s": true }, - "damageInflict": [ - "force" + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } ], - "areaTags": [ - "MT" + "entries": [ + "You manipulate ice aether to create a localized blizzard at a point you can see within range. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A target takes {@dice 6d6} cold damage on a failed save, or half as much damage on a successful one. The ground within the blizzard becomes coated in slick ice for 1 minute or until melted. A creature traversing the slick ice at more than half speed is required to make a DC 15 Acrobatic check at the start of the movement. Failure causes the creature to fall prone at the start of the movement." ], - "spellAttack": [ - "R" + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 1d6} for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "cold" + ], + "savingThrow": [ + "constitution" ] }, { - "name": "Flare", - "level": 9, - "school": "V", + "name": "Blizzaja (Blizzard IV)", + "source": "FFXIV", + "page": 174, + "level": 5, + "school": "N", "time": [ { "number": 1, @@ -31991,20 +35981,3013 @@ "amount": 120 } }, + "components": { + "v": true, + "s": true + }, "duration": [ { "type": "instant" } ], "entries": [ - "You select a target within range, and create a point of energy on their body. Fiery energy explodes from their location in a 40ft. globe, incinerating all creatures within the globe. All affected creatures make a Dexterity saving throw, taking {@damage 20d6} fire damage and {@damage 20d6} force damage on a failed saving throw and half as much on a success." + "You manipulate ice aether to create a massive shard of ice which falls at a location you can see within range. The shard explodes and each creature within a 30 feet radius sphere of it must succeed on a Dexterity saving throw or take {@dice 7d8} cold damage. The ground within the affected area becomes difficult terrain for 1 minute or until melted." ], - "source": "FFXIV", - "page": 103, - "components": { - "v": true, - "s": true - } + "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 {@dice 1d8} for each slot level above 5th." + ] + } + ], + "damageInflict": [ + "cold" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Bravery", + "source": "FFXIV", + "page": 8, + "level": 1, + "school": "T", + "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, + "upTo": true + }, + "concentration": true + } + ], + "entries": [ + "You choose a creature you can see within range and fill them with vigor. Weapon attacks they made deal bonus damage equal to their proficiency bonus and is immune to being frightened." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you may empower one creature for each slot level above 1st." + ] + } + ] + }, + { + "name": "Break", + "source": "FFXIV", + "page": 8, + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You cast a hex on a creature you can see within range. The creature must succeed on a Charisma saving throw, taking 3d4 force damage on a failure and their speed is reduced by 30ft. for 1 minute. The creature takes half the damage and suffers no additional effects on a success. At the end of the creature's turn, they may reattempt the saving throw, removing the hex on a success." + ], + "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 1d4 for each slot level above 1st and you target an additional creature for each spell level above 1st." + ] + } + ] + }, + { + "name": "Comet", + "source": "FFXIV", + "page": 174, + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You concentrate three large shards of pure aether and direct them to crash down at locations you can see within range. The shards of aether explode in a 20ft. radius explosion. Each creature in an affected area must make a Dexterity saving throw taking {@dice 3d10} force damage on a failure, or half as much on a success. A creature who is hit by multiple comets makes this saving throw once, but does take damage from each comet explosion's affected area." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, an additional comet is created." + ] + } + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Cure", + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A creature you can see in range regains a number of hit points equal to {@dice 1d6} + your spellcasting ability modifier. This spell has no effect on undead or constructs." + ], + "source": "FFXIV", + "page": 104, + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by {@dice 1d6} for each slot level above 1st." + ], + "type": "entries" + } + ], + "miscTags": [ + "HL" + ] + }, + { + "name": "Cura (Medica)", + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You release a pulse of curative energy in a 20ft. radius sphere around you. Each allied creature in the affected area regains a number of hit points equal to {@dice 1d6} + your spellcasting ability modifier. This spell has no effect on undead or constructs." + ], + "source": "FFXIV", + "page": 104, + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + " When you cast this spell using a spell slot of 3rd level or higher, the Healing increases by {@dice 1d6} for each slot level above 3rd." + ], + "type": "entries" + } + ], + "miscTags": [ + "HL" + ] + }, + { + "name": "Curada (Cure II)", + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A creature you can see in range regains a number of hit points equal to {@dice 3d8} + your spellcasting ability modifier and gains {@dice 1d6} temporary hit points. This spell has no effect on undead or constructs." + ], + "source": "FFXIV", + "page": 104, + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + " When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increases by {@dice 1d6} for each slot level above 1st." + ], + "type": "entries" + } + ], + "miscTags": [ + "HL" + ] + }, + { + "name": "Curaga (Cure III)", + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A creature you can see in range and each allied creature in a 20ft. radius around it regains a number of hit points equal to {@dice 3d6} + your spellcasting ability modifier. This spell has no effect on undead or constructs." + ], + "source": "FFXIV", + "page": 104, + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + " When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increases by {@dice 1d6} for each slot level above 1st." + ], + "type": "entries" + } + ],"miscTags": [ + "HL" + ] + }, + { + "name": "Curaja (Cure IV)", + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A creature you can see in range and each allied creature in a 20ft. radius around it regains a number of hit points equal to {@dice 3d6} + your spellcasting ability modifier. While you maintain concentration on this spell, the creatures healed receive a lingering healing effect, recovering 1d6 hit points at the start of their turn. This spell has no effect on undead or constructs." + ], + "source": "FFXIV", + "page": 104, + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the initial healing increases by {@dice 1d6} for each slot level above 5th." + ], + "type": "entries" + } + ],"miscTags": [ + "HL" + ] + }, + { "name": "De-Element", + "source": "FFXIV", + "page": 8, + "level": 4, + "school": "T", + "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, + "upTo": true + }, + "concentration": true + } + ], + "entries": [ + "You choose a creature you can see within range and and they must make a Wisdom saving throw. On a failure, they gain a damage vulnerability to one of the following damage types: bludgeoning, cold, fire, lightning, necrotic, radiant or thunder. If the creature is immune to the damage type, it instead becomes resistant to the damage type instead." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, you may enfeeble one additional creature for each slot level above 4th." + ] + } + ], + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Demi-Ultima", + "source": "FFXIV", + "page": 8, + "level": 9, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 200 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You let loose an incredible burst of aether in a 60ft. radius sphere you can see within range. All creatures in the area must succeed on a Dexterity saving throw or take {@dice 40d6} force damage or half as much on a successful save.", + "If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell." + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Doomsday", + "source": "FFXIV", + "page": 8, + "level": 7, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You conjure a surging storm of negative energy in a 20ft. radius, 80 foot high cylinder. All creatures in the affected area must make a Constitution saving throw, taking {@dice 6d6} necrotic damage plus 6d6 force damage and receive a 2d4 penalty on all attack rolls and saving throws they make until the end of their next turn on a failure, and half as much damage and no additional penalties to rolls on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 8th level or higher, the force damage increases by {@dice 2d6} for each slot level above 7th." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ] + }, + { + "name": "Demi", + "source": "FFXIV", + "page": 174, + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You manipulate the gravity around a creature they can see within range. The target must succeed on a Strength saving throw or take {@dice 1d4} force damage and fall prone.." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "This spell's damage increases by 1d4 when you reach 5th level ({@dice 2d4}), 11th level ({@dice 3d4}), and 17th level ({@dice 4d4})." + ] + } + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "strength" + ] + }, + { + "name": "Demira", + "source": "FFXIV", + "page": 174, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You forcefully manipulate the gravity in a 20ft. radius circle at a location you can see within range. All creatures in the affected area must succeed on a Constitution saving throw or take {@dice 1d6} force damage and be launched 20ft. straight up into the air and fall back to the ground. On a success, a creature takes half the force damage and is not launched. The creature takes falling damage as normal when they land (this is 1d10 bludgeon per 10ft. fallen)." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the spell launches creatures 10ft. higher for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "strength" + ] + }, + { + "name": "Doom", + "source": "FFXIV", + "page": 8, + "level": 8, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You place a death curse on a creature you can see within range. The creature must make a Wisdom saving throw or begin to rapidly decay, taking {@dice 3d6} necrotic damage at the start of each of their turns and have disadvantage on attack rolls and ability checks. The only way to end the death curse is to outright kill or knock out the caster of the spell unconscious, or be on a different plane of existence to the caster, or use of one of the following spells: Remove Curse, Greater Restoration or Wish." + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Drain", + "source": "FFXIV", + "page": 174, + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Forcefully draw the life force from a creature you can see within range. The target creature makes a Charisma saving throw against your spell save DC {@dice 1d8} necrotic damage on a failure and half as much on a success. You recover hit points equal to half the damage dealt." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "charisma" + ], + "miscTags": [ + "HL" + ] + }, + { + "name": "Electron", + "source": "FFXIV", + "page": 8, + "level": 7, + "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, + "upTo": true + }, + "concentration": true + } + ], + "entries": [ + "You rain a storm of lightning bolts that electrify an 40ft radius, 80 foot high cylinder. All creatures in the affected area must make a Dexterity saving throw, taking {@dice 6d6} lightning damage and {@dice 6d6} force damage on a failure, or half as much damage on a success. The surfaces in the affected area become electrified for one minute. When a creature begins their turn in the area they take {@dice 3d6} lightning damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 8th level or higher, the force damage increases by {@dice 2d6} for each slot level above 7th." + ] + } + ], + "damageInflict": [ + "thunder", + "force" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "En-Element", + "source": "FFXIV", + "page": 8, + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "entries": [ + "You empower a weapon with an damage type of your choosing from the following list: bludgeoning, cold, fire, lightning, necrotic, radiant or thunder. All damage the weapon deals is considered magical. When the weapon hits a creature, it deals bonus damage of the selected damage type equal to your spell casting ability modifier.", + "Additionally, attacks made with the chosen weapon may use your spell casting ability modifier for its weapon attack and damage rolls." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you may empower one additional weapon within 5ft. of the weapon you touch for each slot level above 3rd." + ] + } + ] + }, + { "name": "Esuna", + "source": "FFXIV", + "page": 8, + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You magically cleanse a creature you can see within 30ft. of you. The creature is cured of the following conditions: blindness, deafened, paralyzed and poisoned." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you may cleanse an additional creature for each spell level above 3rd." + ] + } + ] + }, + { "name": "Faith", + "source": "FFXIV", + "page": 8, + "level": 3, + "school": "A", + "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, + "upTo": true + }, + "concentration": true + } + ], + "entries": [ + "You choose a creature you can see within range and reinforce their mental fortitude. Damage from their spells deal bonus damage equal to their proficiency bonus and they have advantage on wisdom saving throws." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you may empower one creature for each slot level above 2nd." + ] + } + ] + }, + { + "name": "Fire", + "source": "FFXIV", + "page": 174, + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You gather fire aspected aether into an orb and shoots it toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes {@dice 2d4} fire damage. The target gains no benefit from cover for this saving throw.." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "This spell's damage increases by 1d8 when you reach 5th level ({@dice 3d4}), 11th level ({@dice 4d4}), and 17th level ({@dice 6d4})." + ] + } + ], + "damageInflict": [ + "fire" + ], + "areaTags": [ + "MT" + ], + "spellAttack": [ + "R" + ] + }, + { + "name": "Fira (Fire II)", + "source": "FFXIV", + "page": 174, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You gather a small globe of unstable fire aether and launch it towards a target creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes {@dice 1d10} fire damage. Hit or miss, the globe then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take {@dice 2d6} fire damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the secondary fire damage increases by {@dice 1d6} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "MT" + ], + "spellAttack": [ + "R" + ] + }, + { + "name": "Firaga (Fire III)", + "source": "FFXIV", + "page": 174, + "level": 3, + "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, + "upTo": true + }, + "concentration": true + } + ], + "entries": [ + "You ignite the area around a target creature you can see within range. The target creature must succeed on a Dexterity saving throw or take {@dice 5d8} fire damage and also burns for the spell’s duration, or take half as much damage and are not burned on a successful one. At the end of each of its turns, the target repeats the saving throw. It takes {@dice 1d8} fire damage on a failed save, and the spell ends 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 secondary fire damage increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Firaja (Fire IV)", + "source": "FFXIV", + "page": 174, + "level": 3, + "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, + "upTo": true + }, + "concentration": true + } + ], + "entries": [ + "You create a spherical cage of fire with a radius of 20ft. that instantly incinerates all those trapped inside at a location you can see within range. All creatures in the affected area must succeed on a Dexterity saving throw or take {@dice 6d8} fire damage, or take half as much damage on a successful one. The cage persists after the initial damage, as an action you can make all creatures inside the cage repeat the saving throw, dealing {@dice 3d8} fire damage on a failure and half as much on a success. A creature who leaves the cage by walking through the flames takes 2d8 fire damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the secondary fire damage increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Flood", + "source": "FFXIV", + "page": 8, + "level": 7, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You select a point you can see within range and cause an instantaneous flood to burst through a 40ft. radius sphere around the point. Each creature in the affected area must make a Strength saving throw, taking {@dice 4d6} cold, {@dice 4d6} bludgeoning and {@dice 4d6} force damage and are knocked back 40ft. from the point of the flood, or half as much damage and are knocked back 10ft. on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 8th level or higher, the force damage increases by {@dice 3d6} for each slot level above 7th." + ] + } + ], + "damageInflict": [ + "cold", + "bludgeoning", + "force" + ], + "savingThrow": [ + "strength" + ] + }, + { + "name": "Foul", + "source": "FFXIV", + "page": 8, + "level": 7, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You tear a small hole in reality allowing the powers of the void to ravage a 40ft. radius sphere at a point you can see within range. All creatures within 40ft. of the location must succeed on a Charisma saving or take {@dice 4d10} necrotic damage and 4d10 force damage, and take half as much damage on a success." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 8th level or higher, the force damage increases by {@dice 3d6} for each slot level above 7th." + ] + } + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "charisma" + ] + }, + { "name": "Imperil", + "source": "FFXIV", + "page": 8, + "level": 7, + "school": "V", + "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, + "upTo": true + }, + "concentration": true + } + ], + "entries": [ + "You choose a creature you can see within range and and they must make a Wisdom saving throw. On a failure, they gain a damage vulnerability to the following damage types: bludgeoning, cold, fire, lightning, necrotic, radiant or thunder. If the creature is immune to the damage type, it takes normal damage from the damage type instead." + ] + }, + { + "name": "Malefic", + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You gather astral energy and launches it toward a creature they can see within range. Make a ranged spell attack against the target. On a hit, the target takes {@dice 1d8} force damage." + ], + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "This spell's damage increases by {@dice 1d8} when you reach 5th level ({@dice 2d8}), 11th level ({@dice 3d8}), and 17th level ({@dice 4d8})." + ], + "type": "entries" + } + ], + "source": "FFXIV", + "page": 104, + "components": { + "v": true, + "s": true + }, + "damageInflict": [ + "force" + ], + "areaTags": [ + "MT" + ], + "spellAttack": [ + "R" + ] + }, + { + "name": "Meteor", + "source": "FFXIV", + "page": 8, + "level": 8, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You create a massive shard of crystalized aether and drop it at a location you can see within range. The shard explodes in a 50ft. radius sphere. Each creature in the affected area must make a Dexterity saving throw, taking {@dice 10d8} force damage on a failure, and half as much on a success." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 9th level or higher, the force damage increases by {@dice 3d8} for each slot level above 8th." + ] + } + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Osmose", + "source": "FFXIV", + "page": 8, + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You attempt to drain the magic energy from a creature you can see within 30ft. of you to maintain your own magical strength. The creature makes a Charisma saving throw, on a failure they lose a spell slot of first level and you do not expend the spell slot." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "You attempt to drain the magic energy from a creature you can see within 30ft. of you to maintain your own magical strength. The creature makes a Charisma saving throw, on a failure they lose a spell slot of first level and you do not expend the spell slot." + ] + } + ], + "savingThrow": [ + "charisma" + ] + }, + { + "name": "Quake", + "source": "FFXIV", + "page": 8, + "level": 7, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You cause an burst of raw energy from the early that pulverizes the a 40ft. radius circle on the ground. All creatures in the affected area must makes a Dexterity saving throw or take {@dice 5d8} bludgeoning damage and {@dice 4d8} force damage and are knocked prone, or take half as much damage and are not knocked prone on a successful one. The affected area becomes difficult terrain." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 8th level or higher, the force damage increases by {@dice 2d8} for each slot level above 7th." + ] + } + ], + "damageInflict": [ + "bludgeoning", + "force" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Protection", + "source": "FFXIV", + "page": 8, + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "components": { + "v": true, + "s": true + }, + "entries": [ + "You choose a creature you can see within range and cover their body in a protective barrier. Damage from bludgeoning, piercing and slashing sources is reduced by your spell casting ability modifier." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, you may protect one creature for each slot level above 4th." + ] + } + ] + }, + { + "name": "Refresh", + "source": "FFXIV", + "page": 8, + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "Through magical means you share your pool of aetheric power with another creature. A creature you can see within range has one of their expended 1st level slots recovered." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the target creature recovers a spell slot one level lower than the one used to cast Refresh." + ] + } + ] + }, + { + "name": "Scathe", + "source": "FFXIV", + "page": 8, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You cause an aethertic disruption at the location of a creature it can see within range. The creature makes a Dexterity Saving throw, taking {@dice 4d6} force damage on a failure and half as much on a success." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d6} for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Shell", + "source": "FFXIV", + "page": 8, + "level": 4, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true + } + ], + "components": { + "v": true, + "s": true + }, + "entries": [ + "You choose a creature you can see within range and cover their body in a protective shell. Damage from all damage types except bludgeoning, piercing and slashing sources is reduced by your spell casting ability modifier." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, you may protect one creature for each slot level above 4th." + ] + } + ] + }, + { + "name": "Stone", + "level": 0, + "school": "V", + "source": "FFXIV", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You conjure a cluster of aetheric stones and fires them toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes {@dice 1d8} bludgeoning damage, and its speed is reduced by 10 feet until the start of your next turn." + ], + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "This spell's damage increases by {@dice 1d8} when you reach 5th level ({@dice 2d8}), 11th level ({@dice 3d8}), and 17th level ({@dice 4d8})." + ], + "type": "entries" + } + ], + "damageInflict": [ + "bludgeoning" + ], + "areaTags": [ + "MT" + ], + "spellAttack": [ + "R" + ] + }, + { + "name": "Stonera (Stone II)", + "source": "FFXIV", + "page": 8, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You manipulate earth aspected aether in the land at a location within range causing a cluster of stalagmites to burst upwards at the location. All creatures in a 5ft. radius circle must succeed on a Dexterity saving throw or take {@dice 3d8} bludgeoning damage and are knocked prone. On a success, an affected creature takes half the damage and is not knocked prone." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Stonega (Stone III)", + "source": "FFXIV", + "page": 8, + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You manipulate earth aspected aether to create 4 spears of stone anywhere you can see within range. The 4 spears travel in a straight line converging on a point within range. Any creature between the a stone spear and the convergence point must succeed on a Dexterity saving throw or take {@dice 2d6} Bludgeoning damage, taking half as much on a success." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you create one additional stone spear for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Stoneja (Stone IV)", + "source": "FFXIV", + "page": 8, + "level": 5, + "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, + "upTo": true + }, + "concentration": true + } + ], + "entries": [ + "You manipulate earth aspected aether cause the land in a 20ft. square to raise 20ft. into the air. You can select the speed of the ascension to change the effect of the spell. If you choose to raise the area slowly, creatures in the area are harmlessly raised to the platform's height.", + "If you choose to raise the area quickly, all creatures in the affected area must succeed on a Constitution saving throw or take {@dice 6d6} bludgeoning damage and be knocked prone, or take half as much damage and suffer no other effects on a success. You may maintain concentration to keep the platform raised, or return the ground to its original state afterwards." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by {@dice 2d6} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Thunder", + "level": 0, + "school": "V", + "source": "FFXIV", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You conjures a mote of lightning aether and shoots it toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes {@dice 2d6} lightning damage." + ], + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "This spell's damage increases by {@dice 1d6} when you reach 5th level ({@dice 2d6}), 11th level ({@dice 3d6}), and 17th level ({@dice 4d6})." + ], + "type": "entries" + } + ], + "damageInflict": [ + "thunder" + ], + "areaTags": [ + "MT" + ], + "spellAttack": [ + "R" + ] + }, + { + "name": "Thundara (Thunder II)", + "level": 1, + "school": "V", + "source": "FFXIV", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You launch of bolt of lightning aspected aether at a target of your choice you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes {@dice 2d8} lightning damage on a failed save, or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, one additional bolt leaps from the first target to another target for each slot level above 2nd." + ], + "type": "entries" + } + ], + "damageInflict": [ + "thunder" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Thundaga (Thunder III)", + "level": 3, + "school": "V", + "source": "FFXIV", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You launch an unstable sphere of lightning aspected aether at a target of your choice you can see within range. Make a ranged spell attack. On a hit, the sphere deals {@dice 4d8} lightning damage. The sphere then explodes in a 10ft. radius sphere. All creatures in range must succeed on a Dexterity saving throw or take {@dice 4d8} lightning damage, and half as much on a success." + ], + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "This spell's damage increases by {@dice 1d6} when you reach 5th level ({@dice 2d6}), 11th level ({@dice 3d6}), and 17th level ({@dice 4d6})." + ], + "type": "entries" + } + ], + "damageInflict": [ + "thunder" + ], + "savingThrow": [ + "dexterity" + ], + "spellAttack": [ + "R" + ] + }, + { + "name": "Thundaja (Thunder IV)", + "level": 5, + "school": "V", + "source": "FFXIV", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You manipulate lightning aether to create a mass orb of electrical energy at a location you can see within range that hovers in place for the duration. Any creature hostile to you that moves to a space within 20 feet of the orb for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 lightning damage on a failed save and half as much on a successful one. The orb vanishes when it has dealt a total of 80 damage." + ], + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the maximum total damage of the orb increases by 20 for each slot level above 5th." + ], + "type": "entries" + } + ], + "damageInflict": [ + "thunder" + ], + "savingThrow": [ + "dexterity" + ] + + }, + { + "name": "Tornado", + "source": "FFXIV", + "page": 8, + "level": 7, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You unleash a powerful gale at a location within range that you can see in a 40ft. radius, 80 feet tall cylinder. Each creature in the affected area must make a Constitution saving throw, taking {@dice 5d6} thunder damage and {@dice 5d6} force damage and become stunned until the end of their next turn on a failure, or half as much damage and not be stunned on a success." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 8th level or higher, the force damage increases by {@dice 2d6} for each slot level above 7th." + ] + } + ], + "damageInflict": [ + "thunder", + "force" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Veraero", + "source": "FFXIV", + "page": 174, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You fill your spell casting focus with wind aspected aether and cause the area around a creature you can see within range to burst. The creature must succeed on a Dexterity saving throw or take {@dice 2d6} thunder damage. If the target creature has already taken damage during your turn, it take an additional {@dice 2d6} force damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d6} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "thunder" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Vereroga (Veraero III)", + "source": "FFXIV", + "page": 174, + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You fill your spell casting focus with wind aspected aether and cause the area around a creature you can see within range to burst. The creature must succeed on a Dexterity saving throw or take {@dice 2d8} thunder damage. If the target creature has already taken damage during your turn, it take an additional {@dice 2d8} force damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "thunder" + ], + "savingThrow": [ + "dexterity" + ] + + + }, + { + "name": "Verfire", + "source": "FFXIV", + "page": 174, + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You fill your spell casting focus with fire aspected aether and let loose a streaking bolt of fire at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes {@dice 3d8} fire damage. If the target creature has already taken damage during your turn, it take an additional {@dice 2d6} force damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "fire" + ], + "areaTags": [ + "MT" + ], + "spellAttack": [ + "R" + ] + }, + { + "name": "Verflare", + "source": "FFXIV", + "page": 174, + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You recklessly manipulate aether and cause a localized explosion of fire aether in a 10ft. radius sphere at a location you can see within range. All creatures within the area must succeed on a Dexterity saving throw or take {@dice 4d8} fire damage. If any of the creatures have already taken damage this turn, it take an additional {@dice 2d8} damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Verholy", + "source": "FFXIV", + "page": 174, + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You recklessly manipulate aether and cause a localized explosion of fire aether in a 10ft. radius sphere at a location you can see within range. All creatures within the area must succeed on a Dexterity saving throw or take {@dice 4d8} fire damage. If any of the creatures have already taken damage this turn, it take an additional {@dice 2d8} force damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Verstone", + "source": "FFXIV", + "page": 174, + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You create two stone spears at two unoccupied locations within range. The spears then travel in a straight line toward a point within range. All creatures in the path of a stone spear must succeed on a Dexterity saving throw or take {@dice 1d12} bludgeoning damage.", + "If a creature is at the destination of the stone spears, they attempt one Dexterity saving throw for all of the stone spears but take damage from all stone spears you created. They take half the damage on a successful saving throw." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you create an additional spear for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Verthunder", + "source": "FFXIV", + "page": 174, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You hastily rain lightning aether down in a cylinder with a height of 30ft. and 5ft. radius you can see within range. All creatures in the affected area must succeed on a Dexterity saving throw or take {@dice 3d6} lightning damage, taking half as much on a succeed. If a creature has already taken damage on your turn, they take an additional {@dice 2d8} force damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "lightning" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Verthundaga (Verthunder III)", + "source": "FFXIV", + "page": 174, + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You release a burst of lightning aspected aether at a location you can see within range, exploding in a fulminous 20ft. radius sphere. Each creature in the affected area must make a Constitution saving throw, taking taking {@dice 6d8} lightning damage on a failure and half as much on a success." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the explosion increases by {@dice 1d8} for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "lightning" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Water", + "source": "FFXIV", + "page": 174, + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You conjure a globe of water and throws it towards a creature you can see within range. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take {@dice 1d6} bludgeoning damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "This spell’s damage increases by {@dice 1d6} when you reach 5th level ({@dice 2d6}), 11th level ({@dice 3d6}), and 17th level ({@dice 4d6})." + ] + } + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Watera (Water II)", + "source": "FFXIV", + "page": 174, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You release a focused burst of water at a creature you can see within range. The target must succeed on a Strength saving throw or take {@dice 3d6} bludgeoning damage and fall prone or be pushed back 30ft (your choice). Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 30 feet away from you" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d6} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Waterga (Water III)", + "source": "FFXIV", + "page": 174, + "level": 3, + "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, + "upTo": true + }, + "concentration": true + } + ], + "entries": [ + "You create an aquatic prison around a large or smaller creature you can see within range. The target creature must succeed on a Dexterity saving throw or take {@dice 3d10} cold damage and be engulfed in a bubble which acts as a prison of water, taking half damage and suffering no other effects on a success. The engulfed creature can't breathe, is restrained, and takes 3d10 cold damage at the start of each of their turns.", + "An engulfed creature can try to escape by taking an action to attempt a Strength saving throw against your Spell save DC. On a success, the creature manages to pop the bubble, freeing itself." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d10} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "cold" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Waterja (Water IV)", + "source": "FFXIV", + "page": 174, + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You conjure a powerful geyser at a location you can see within range. The area is a 20ft. radius cylinder which stands 40ft. high. All creatures in the affected area must succeed on a Strength saving throw or take {@dice 6d8} bludgeoning damage and be thrown 20ft. straight back, from the closest edge of the geyser, and take half as much damage and suffer no other effects on a success." + ], + "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 {@dice 1d8} for each slot level above 5th." + ] + } + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Xenoglossy", + "source": "FFXIV", + "page": 8, + "level": 9, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You use forbidden magicks to ravage the a creature's body and soul you can see within range. The creature must succeed on a Charisma saving throw or take {@dice 40d10} force damage or half as much on a successful save.", + "If this damage reduces the target to 0 hit points, the creature dies and its soul is destroyed and cannot be restored by any means except by a Wish spell." + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "charisma" + ] + }, + { + "name": "Dark", + "source": "FFXIV", + "page": 8, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You form an orb of necrotic energy in the palm of your hand and fire it at a target within range, making a ranged spell attack. If the attack hits, the creature takes {@damage 3d8} necrotic damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "necrotic" + ] + }, + { + "name": "Assize", + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "An eruption of energy from your body soothes allies and wounds enemies. All allies within 60ft. recover {@dice 3d8} hit points and all enemies within 60ft. must make a Wisdom saving throw. They take {@damage 4d4} radiant damage, and half as much on a successful save. You may reverse which die affect healing and which die deal radiant damage, but must make this distinction before rolling." + ], + "source": "FFXIV", + "page": 103, + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, increase the number of die for each effect for each slot level above 5th." + ], + "type": "entries" + } + ], + "damageInflict": [ + "radiant" + ], + "miscTags": [ + "HL" + ], + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Ruinra (Ruin II)", + "source": "FFXIV", + "page": 8, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You cause a burst of unaspected aether to ravage a 10ft. radius sphere at a location you can see within range. Each creature in the affected area must succeed on a Dexterity saving throw or take {@dice 2d10} force damage on a failure, or half as much on a success." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d10} for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Ruinga (Ruin III)", + "source": "FFXIV", + "page": 8, + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You conjure 4 shining bolts of pure energy. You make a ranged spell attack against a target in range for each bolt. On a hit, a takes {@dice 2d8} force damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you create one additional bolt for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "dexterity" + ], + "spellAttack": [ + "R" + ] + }, + { + "name": "Ruinja (Ruin IV)", + "source": "FFXIV", + "page": 8, + "level": 5, + "school": "V", + "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, + "upTo": true + }, + "concentration": true + } + ], + "entries": [ + "You release a barrage of raining bolts of energy in a 20ft. radius circle at a location within range. All creatures within the affected area succeed on a Dexterity saving throw or take {@dice 4d8} force damage, taking half as much on a success. On each of your turns until the spell ends, you can use your action to call down the barrage in this way again, targeting the same point or a different 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 dealt increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Ruin", + "level": 0, + "school": "V", + "source": "FFXIV", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You gather unaspected aether and throws it toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes {@dice 1d10} force damage." + ], + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "This spell's damage increases by {@dice 1d10} when you reach 5th level ({@dice 2d10}), 11th level ({@dice 3d10}), and 17th level ({@dice 4d10})." + ], + "type": "entries" + } + ], + "damageInflict": [ + "force" + ], + "areaTags": [ + "MT" + ], + "spellAttack": [ + "R" + ] + }, + { + "name": "Jolt", + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "A shard of crystallized aether streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes {@damage 1d8} force damage.", + "The spell creates more than one shard when you reach higher levels: two shards at 5th level, three shards at 11th level, and four shards at 17th level. You can direct the shards at the same target or at different ones. Make a separate attack roll for each shard." + ], + "source": "FFXIV", + "page": 104, + "components": { + "v": true, + "s": true + }, + "damageInflict": [ + "force" + ], + "areaTags": [ + "MT" + ], + "spellAttack": [ + "R" + ] + }, + { + "name": "Flare", + "source": "FFXIV", + "page": 8, + "level": 7, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You create a massive, fiery explosion at a point you can see within range. All creatures within 40ft. of the location must succeed on a Dexterity saving or take {@dice 6d6} fire damage and {@dice 6d6} force damage, and take half as much damage on a success. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 8th level or higher, the force damage increases by {@dice 2d6} for each slot level above 7th." + ] + } + ], + "damageInflict": [ + "fire", + "force" + ], + "savingThrow": [ + "dexterity" + ] }, { "name": "Lustrate", @@ -32991,6 +39974,409 @@ ] } ], + "feat": + [ + { + "name": "Role of the Vanguard", + "source": "FFXIV", + "ability": [ + { + "choose": { + "from": [ + "str", + "con" + ], + "amount": 1 + } + } + ], + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Provoke", + "entries": [ + "As a bonus action. you call out to a creature you can see within 30ft. of you and challenge them to focus on you. The creature has disadvantage on attacks made against creatures other than you until the start of your next turn. You may use provoke a number of times equal to your proficiency bonus. Use of provoke is recovered when you complete a long rest." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Rampart", + "entries": [ + "As a reaction, you can reinforce your defenses against an incoming onslaught. Damage you receive is reduced by your proficiency bonus until the start of your next turn. Once you use rampart in this way, you can't do so again until you finish a short rest." + ] + } + ] + } + ] + }, + { + "name": "Heart of the Vanguard", + "source": "FFXIV", + "ability": [ + { + "choose": { + "from": [ + "str", + "con" + ], + "amount": 1 + } + } + ], + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Interject", + "entries": [ + "When a creature you can see casts a spell within 5ft. of you, as a reaction may make a weapon attack against the creature. If you hit, the creature must make a concentration saving throw with a DC equal to 8 + your Strength or Dexterity ability modifier + your profciency bonus. On a failure, the spell fails and has no effect. This attack deals damage as normal whether it makes the save or not. You may use interject a number of times equal to your proficiency bonus. Use of interject is recovered when you complete a long rest." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Reprisal", + "entries": [ + "As a bonus action, you omit a dominating aura in a 10ft. radius centered on you. Enemy creatures that deal damage in the affected area have their damage reduced by a number equal to your proficiency bonus until the end of your next turn. You may use reprisal a number of times equal to your proficiency bonus. Use of reprisal is recovered when you complete a long rest." + ] + } + ] + } + ] + }, + { + "name": "Role of the Soothsayer", + "source": "FFXIV", + "ability": [ + { + "choose": { + "from": [ + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Cleric Stance", + "entries": [ + "When you cast a spell which recovers hit points you may change the healing into radiant damage instead. The spell deals bonus damage equal to your spell casting ability modifier and the healing must require a die roll to be affected by cleric stance. You may use cleric stance a number of times equal to your proficiency bonus. Use of cleric stance is recovered when you complete a long rest." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Surecast", + "entries": [ + "When you are hit by an attack, as a reaction you can choose to pass on any concentration check and saving throws against effects that forcibly move you until the start of your next turn. Once you use Surecast in this way, you can't do so again until you finish a long rest." + ] + } + ] + } + ] + }, + { + "name": "Heart of the Soothsayer", + "source": "FFXIV", + "ability": [ + { + "choose": { + "from": [ + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Rescue", + "entries": [ + "As an action, you cause a willing creature you can see within 60 ft. of you is instantly teleported to a location within 5ft of you. Once you use Rescue in this way, you can't do so again until you finish a long rest." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Swiftcast", + "entries": [ + "You hasten the casting of a spell. You may cast a spell with a casting time of an action as a bonus action. Once you use Swiftcast in this way, you can't do so again until you finish a long rest." + ] + } + ] + } + ] + }, + { + "name": "Role of the Destroyer", + "source": "FFXIV", + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ], + "amount": 1 + } + } + ], + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Arm's Length", + "entries": [ + "When you are targeted by a melee weapon attack, as a reaction you actively keep your attacker at arm's length. The attack against you has disadvantage and the attacking creature may not make attacks of opportunity against you until the end of your next turn. You may use Arm's Length a number of times equal to your proficiency bonus. Use of Arm's Length is recovered when you complete a long rest." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Recuperate", + "entries": [ + "You draw on your fighting spirit and push on fighting. As a bonus action, You recover 2d4 + your character level hit points. Once you use Recuperate in this way, you can't do so again until you finish a long rest." + ] + } + ] + } + ] + }, + { + "name": "Heart of the Destroyer", + "source": "FFXIV", + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ], + "amount": 1 + } + } + ], + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Feint", + "entries": [ + "When you hit a creature with a melee weapon attack you attempt to throw it off balance and weaken its strikes. The creature must make a Constitution saving throw with DC of 8 + your proficiency bonus + your Strength or Dexterity ability modifier. On a failure, any damage the creature deals is reduced by your proficiency bonus and have disadvantage on attack rolls until the start of your next turn. You may use feint a number of times equal to your proficiency bonus. Use of feint is recovered when you complete a long rest." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "True North", + "entries": [ + "As a bonus action you enter a state of intense focus. Until the start of your next turn, you make all melee weapon attack rolls with advantage. Once you use True North in this way, you can't do so again until you finish a long rest." + ] + } + ] + } + ] + }, + { + "name": "Role of the Magus", + "source": "FFXIV", + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Swiftcast", + "entries": [ + "You hasten the casting of a spell. You may cast a spell with a casting time of an action as a bonus action. Once you use swiftcast in this way, you can't do so again until you finish a long rest." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Lucid Dreaming", + "entries": [ + "When you cast a spell, you can cause a surge of potency in your magics. You double your proficiency bonus to your spell attack roll or spell save DC for that spell until the start of your next turn. Once you use lucid dreaming in this way, you can't do so again until you finish a long rest." + ] + } + ] + } + ] + }, + { + "name": "Heart of the Magus", + "source": "FFXIV", + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Addle", + "entries": [ + "As a bonus action, you attempt to cloud the mind of a creature you can see within 30ft. of you. The creature must make a wisdom saving throw with DC of 8 + your proficiency bonus + your spellcasting ability modifier. On a failure, any damage the creature deals is reduced by your proficiency bonus and have disadvantage on saving throws against your spells until the start of your next turn. You may use addle a number of times equal to your proficiency bonus. Use of Addle is recovered when you complete a long rest." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Surecast", + "entries": [ + "When you are hit by an attack, as a reaction you can choose to pass on any concentration check and saving throws against effects that forcibly move you until the start of your next turn. Once you use surecast in this way, you can't do so again until you finish a long rest." + ] + } + ] + } + ] + }, + { + "name": "Role of the Sniper", + "source": "FFXIV", + "ability": [ + { + "dex": 1 + } + ], + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Arm's Length", + "entries": [ + "When you are targeted by a melee weapon attack, as a reaction you actively keep your attacker at arm's length. The attack against you has disadvantage and the attacking creature may not make attacks of opportunity against you until the end of your next turn. You may use Arm's Length a number of times equal to your proficiency bonus. Use of Arm's Length is recovered when you complete a long rest." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Peoloton", + "entries": [ + "As a bonus action, you inspire all allied creatures within 30ft. of you with a battle cry or war song. You and all allied creatures have their base movement increased by 10ft. until the start of your next turn. You may use Peloton a number of times equal to your proficiency bonus. Use of Peloton is recovered when you complete a long rest." + ] + } + ] + } + ] + }, + { + "name": "Heart of the Sniper", + "source": "FFXIV", + "ability": [ + { + "dex": 1 + } + ], + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Blunt Shot", + "entries": [ + "When a creature you can see within 30ft. of you begins to cast a spell, as a reaction you may make a ranged weapon attack against that target. If you hit, the creature must make a concentration saving throw with a DC equal to 8 + your Dexterity ability modifier + your profciency bonus. On a failure, the spell fails and has no effect. On a failure, the spell fails and has no effect. This attack deals damage as normal whether it makes the save or not. You may use blunt shot a number of times equal to your proficiency bonus. Use of blunt shot is recovered when you complete a long rest." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Maiming Shot", + "entries": [ + "When you land a ranged weapon attack against a target you may choose to use maiming shot. The creature must succeed on a Constitution saving throw with a DC of 8 + your proficiency + your Dexterity modifier. On a failure, the creature's speed is reduced to 0 feet until the start of your next turn. This attack deals damage as normal whether it makes the save or not. You may use maiming shot a number of times equal to your proficiency bonus. Use of maiming is recovered when you complete a long rest." + ] + } + ] + } + ] + } + ], "subrace": [ { "name": "Xaela", From 029be146bd6d0a284ab5de8633e359c29781de6c Mon Sep 17 00:00:00 2001 From: TheGiddyLimit Date: Mon, 2 Dec 2024 19:49:40 +0000 Subject: [PATCH 24/40] chore: bump dep ver --- package-lock.json | 14 +++++++------- package.json | 2 +- 2 files changed, 8 insertions(+), 8 deletions(-) diff --git a/package-lock.json b/package-lock.json index be8b05052..00e15c43b 100644 --- a/package-lock.json +++ b/package-lock.json @@ -9,16 +9,16 @@ "version": "1.0.0", "license": "MIT", "devDependencies": { - "5etools-utils": "^0.12.54", + "5etools-utils": "^0.12.55", "commander": "^9.4.1", "he": "^1.2.0", "sanitize-html": "^2.12.1" } }, "node_modules/5etools-utils": { - "version": "0.12.54", - "resolved": "https://registry.npmjs.org/5etools-utils/-/5etools-utils-0.12.54.tgz", - "integrity": "sha512-FC2sIvR9Gl053GHCoka5aw2rhs4E0EpzAmFXj1QNhTRZTviG0msv8Dw+49W56cKDtqfiTLqIROfpu1clMO0j3w==", + "version": "0.12.55", + "resolved": "https://registry.npmjs.org/5etools-utils/-/5etools-utils-0.12.55.tgz", + "integrity": "sha512-3zdyzqB7PSIuaZ9nD/emgiZrQc6vdOmd8zV+hasTk0445/r6TNHG556TJiZG0fRCjVhzIWzP3IJ9EJN7ScknRg==", "dev": true, "dependencies": { "ajv": "^8.12.0", @@ -386,9 +386,9 @@ }, "dependencies": { "5etools-utils": { - "version": "0.12.54", - "resolved": "https://registry.npmjs.org/5etools-utils/-/5etools-utils-0.12.54.tgz", - "integrity": "sha512-FC2sIvR9Gl053GHCoka5aw2rhs4E0EpzAmFXj1QNhTRZTviG0msv8Dw+49W56cKDtqfiTLqIROfpu1clMO0j3w==", + "version": "0.12.55", + "resolved": "https://registry.npmjs.org/5etools-utils/-/5etools-utils-0.12.55.tgz", + "integrity": "sha512-3zdyzqB7PSIuaZ9nD/emgiZrQc6vdOmd8zV+hasTk0445/r6TNHG556TJiZG0fRCjVhzIWzP3IJ9EJN7ScknRg==", "dev": true, "requires": { "ajv": "^8.12.0", diff --git a/package.json b/package.json index 193b96bda..0037a9ea0 100644 --- a/package.json +++ b/package.json @@ -29,7 +29,7 @@ }, "homepage": "https://github.com/TheGiddyLimit/homebrew#readme", "devDependencies": { - "5etools-utils": "^0.12.54", + "5etools-utils": "^0.12.55", "commander": "^9.4.1", "he": "^1.2.0", "sanitize-html": "^2.12.1" From fe6ede03a0b5d065d161fd1d1e622b77d2e0cbd1 Mon Sep 17 00:00:00 2001 From: TheGiddyLimit Date: Mon, 2 Dec 2024 20:05:01 +0000 Subject: [PATCH 25/40] fix(skills): fix typos --- ...re Gaming; Grim Hollow Campaign Guide.json | 190 +- book/MCDM Productions; Arcadia Issue 9.json | 4 +- ...grzart; Planshifted Guide to Kamigawa.json | 2 +- class/Avaricium; Herrscher of the Void.json | 14 +- class/KibblesTasty; Psion.json | 4 +- class/KibblesTasty; Spellblade (Alpha).json | 2 +- class/LaserLlama; Alternate Monk.json | 2 +- class/LaserLlama; Alternate Paladin.json | 10 +- class/LaserLlama; Magus Class.json | 14 +- ... Productions; The Talent and Psionics.json | 16 +- class/Spawn3601; Dream Weaver.json | 14 +- class/Usocolo123; Votarist.json | 16 +- ...ranberg Chronicle Adventurers Almanac.json | 2 +- collection/DMsGuild; The Border Kingdoms.json | 2 +- ...athar's Lost Notes to Everything Else.json | 4 +- collection/Godfall; Godfall.json | 54 +- ...ewby; Durnan's Guide to Tavernkeeping.json | 8 +- collection/JoeyJoestar; Good and Evil.json | 120 +- collection/Kobold Press; Tome of Heroes.json | 4 +- collection/Mage Hand Press; Dark Matter.json | 12 +- ... Hand Press; Valda's Spire of Secrets.json | 34 +- .../Mogrit; The Technomancer's Textbook.json | 24 +- ...drapter; Nedrapter's Expanded Dangers.json | 4 +- ...Niels de Jong; Children of the Dragon.json | 10 +- .../Niels de Jong; Legacy of the Dragon.json | 11 +- collection/Pimplup; Pale Knight.json | 18 +- ...ree Press; Crystalpunk Campaign Guide.json | 2 +- ...sy XIV - Classes and Races Compendium.json | 6434 ++++++++--------- ...er Stokes; Belzor's Magical Manifesto.json | 2 +- ...nzo Guzzardo; The realms of Ardhalyce.json | 2 +- .../Yorviing; Yorviing's Arcane Grimoire.json | 2 +- race/Blackbandos Homebrew; Races.json | 2 +- ...oughlysketchy; Detect Greater Balance.json | 8 +- subclass/Jagans_eye; Haste Knight.json | 5 - 34 files changed, 3511 insertions(+), 3541 deletions(-) diff --git a/book/Ghostfire Gaming; Grim Hollow Campaign Guide.json b/book/Ghostfire Gaming; Grim Hollow Campaign Guide.json index 9b04d2983..90e3d4415 100644 --- a/book/Ghostfire Gaming; Grim Hollow Campaign Guide.json +++ b/book/Ghostfire Gaming; Grim Hollow Campaign Guide.json @@ -7122,11 +7122,11 @@ "history": true, "choose": { "from": [ - "Arcana", - "Investigation", - "Medicine", - "Nature", - "Religion" + "arcana", + "investigation", + "medicine", + "nature", + "religion" ], "count": 1 } @@ -7340,11 +7340,11 @@ "investigation": true, "choose": { "from": [ - "Arcana", + "arcana", "history", - "Medicine", - "Nature", - "Religion" + "medicine", + "nature", + "religion" ], "count": 1 } @@ -7557,11 +7557,11 @@ "medicine": true, "choose": { "from": [ - "Arcana", + "arcana", "history", - "Investigation", - "Nature", - "Religion" + "investigation", + "nature", + "religion" ], "count": 1 } @@ -7785,11 +7785,11 @@ "deception": true, "choose": { "from": [ - "History", - "Insight", - "Performance", - "Persuasion", - "Religion" + "history", + "insight", + "performance", + "persuasion", + "religion" ], "count": 1 } @@ -7990,11 +7990,11 @@ "insight": true, "choose": { "from": [ - "History", + "history", "deception", - "Performance", - "Persuasion", - "Religion" + "performance", + "persuasion", + "religion" ], "count": 1 } @@ -8197,11 +8197,11 @@ "persuasion": true, "choose": { "from": [ - "History", + "history", "deception", - "Insight", - "Performance", - "Religion" + "insight", + "performance", + "religion" ], "count": 1 } @@ -8401,11 +8401,11 @@ "intimidation": true, "choose": { "from": [ - "History", - "Insight", - "Medicine", - "Persuasion", - "Religion" + "history", + "insight", + "medicine", + "persuasion", + "religion" ], "count": 1 } @@ -8620,11 +8620,11 @@ "persuasion": true, "choose": { "from": [ - "History", - "Insight", - "Medicine", + "history", + "insight", + "medicine", "intimidation", - "Religion" + "religion" ], "count": 1 } @@ -8835,9 +8835,9 @@ "religion": true, "choose": { "from": [ - "History", - "Insight", - "Medicine", + "history", + "insight", + "medicine", "intimidation", "persuasion" ], @@ -9065,9 +9065,9 @@ "insight": true, "choose": { "from": [ - "Animal Handling", - "Athletics", - "Nature", + "animal handling", + "athletics", + "nature", "perception" ], "count": 1 @@ -9292,9 +9292,9 @@ "performance": true, "choose": { "from": [ - "Animal Handling", - "Athletics", - "Nature", + "animal handling", + "athletics", + "nature", "insight", "perception" ], @@ -9529,9 +9529,9 @@ "investigation": true, "choose": { "from": [ - "Animal Handling", - "Athletics", - "Nature", + "animal handling", + "athletics", + "nature", "insight", "perception" ], @@ -9762,11 +9762,11 @@ "deception": true, "choose": { "from": [ - "Acrobatics", - "Athletics", + "acrobatics", + "athletics", "intimidation", - "Sleight of Hand", - "Stealth" + "sleight of hand", + "stealth" ], "count": 1 } @@ -9982,11 +9982,11 @@ "intimidation": true, "choose": { "from": [ - "Acrobatics", - "Athletics", + "acrobatics", + "athletics", "deception", - "Sleight of Hand", - "Stealth" + "sleight of hand", + "stealth" ], "count": 1 } @@ -10200,12 +10200,12 @@ "perception": true, "choose": { "from": [ - "Acrobatics", - "Athletics", + "acrobatics", + "athletics", "deception", "intimidation", - "Sleight of Hand", - "Stealth" + "sleight of hand", + "stealth" ], "count": 1 } @@ -10414,9 +10414,9 @@ "intimidation": true, "choose": { "from": [ - "Animal Handling", - "Athletics", - "Insight", + "animal handling", + "athletics", + "insight", "perception", "survival" ], @@ -10620,9 +10620,9 @@ "perception": true, "choose": { "from": [ - "Animal Handling", - "Athletics", - "Insight", + "animal handling", + "athletics", + "insight", "intimidation", "survival" ], @@ -10825,9 +10825,9 @@ "athletics": true, "choose": { "from": [ - "Animal Handling", + "animal handling", "perception", - "Insight", + "insight", "intimidation", "survival" ], @@ -11037,12 +11037,12 @@ "survival": true, "choose": { "from": [ - "Animal Handling", - "Athletics", - "Medicine", - "Nature", + "animal handling", + "athletics", + "medicine", + "nature", "perception", - "Stealth" + "stealth" ], "count": 1 } @@ -11269,12 +11269,12 @@ "nature": true, "choose": { "from": [ - "Animal Handling", - "Athletics", - "Medicine", + "animal handling", + "athletics", + "medicine", "survival", "perception", - "Stealth" + "stealth" ], "count": 1 } @@ -11496,12 +11496,12 @@ "survival": true, "choose": { "from": [ - "Animal Handling", - "Athletics", - "Medicine", - "Nature", + "animal handling", + "athletics", + "medicine", + "nature", "perception", - "Stealth" + "stealth" ], "count": 1 } @@ -11713,10 +11713,10 @@ "perception": true, "choose": { "from": [ - "Athletics", - "Persuasion", - "Sleight of Hand", - "Survival" + "athletics", + "persuasion", + "sleight of hand", + "survival" ], "count": 1 } @@ -11952,11 +11952,11 @@ "investigation": true, "choose": { "from": [ - "Athletics", - "Persuasion", - "Perception", - "Sleight of Hand", - "Survival" + "athletics", + "persuasion", + "perception", + "sleight of hand", + "survival" ], "count": 1 } @@ -12192,13 +12192,13 @@ ], "skillProficiencies": [ { - "Survival": true, + "survival": true, "choose": { "from": [ - "Athletics", - "Persuasion", - "Perception", - "Sleight of Hand" + "athletics", + "persuasion", + "perception", + "sleight of hand" ], "count": 1 } diff --git a/book/MCDM Productions; Arcadia Issue 9.json b/book/MCDM Productions; Arcadia Issue 9.json index 85161e3a9..3938a9b1a 100644 --- a/book/MCDM Productions; Arcadia Issue 9.json +++ b/book/MCDM Productions; Arcadia Issue 9.json @@ -1029,8 +1029,8 @@ { "choose": { "from": [ - "Medicine", - "Religion" + "medicine", + "religion" ] } } diff --git a/book/grzart; Planshifted Guide to Kamigawa.json b/book/grzart; Planshifted Guide to Kamigawa.json index cc977fb70..097261582 100644 --- a/book/grzart; Planshifted Guide to Kamigawa.json +++ b/book/grzart; Planshifted Guide to Kamigawa.json @@ -1823,7 +1823,7 @@ "choose": { "from": [ "history", - "intimidaiton", + "intimidation", "insight", "persuasion" ] diff --git a/class/Avaricium; Herrscher of the Void.json b/class/Avaricium; Herrscher of the Void.json index d814672bb..147d56469 100644 --- a/class/Avaricium; Herrscher of the Void.json +++ b/class/Avaricium; Herrscher of the Void.json @@ -52,13 +52,13 @@ { "choose": { "from": [ - "Acrobatics", - "Arcana", - "Insight", - "Intimidation", - "Investigation", - "Perception", - "Persuasion" + "acrobatics", + "arcana", + "insight", + "intimidation", + "investigation", + "perception", + "persuasion" ], "count": 2 } diff --git a/class/KibblesTasty; Psion.json b/class/KibblesTasty; Psion.json index c646bf25e..83a3eed0c 100644 --- a/class/KibblesTasty; Psion.json +++ b/class/KibblesTasty; Psion.json @@ -175,7 +175,7 @@ ], "skills": [ { - "psionics": true, + "psionics|ktp": true, "choose": { "from": [ "deception", @@ -233,7 +233,7 @@ "proficienciesGained": { "skills": [ { - "psionics": true + "psionics|ktp": true } ] } diff --git a/class/KibblesTasty; Spellblade (Alpha).json b/class/KibblesTasty; Spellblade (Alpha).json index 8a6602873..b9d2f5384 100644 --- a/class/KibblesTasty; Spellblade (Alpha).json +++ b/class/KibblesTasty; Spellblade (Alpha).json @@ -117,7 +117,7 @@ "nature", "perception", "religion", - "slight of hand", + "sleight of hand", "stealth" ], "count": 2 diff --git a/class/LaserLlama; Alternate Monk.json b/class/LaserLlama; Alternate Monk.json index 2a97308dd..d9dbd1fe3 100644 --- a/class/LaserLlama; Alternate Monk.json +++ b/class/LaserLlama; Alternate Monk.json @@ -98,7 +98,7 @@ "acrobatics", "athletics", "history", - "ınsight", + "insight", "nature", "religion", "stealth" diff --git a/class/LaserLlama; Alternate Paladin.json b/class/LaserLlama; Alternate Paladin.json index c323a0d52..46bfe1d8b 100644 --- a/class/LaserLlama; Alternate Paladin.json +++ b/class/LaserLlama; Alternate Paladin.json @@ -57,11 +57,11 @@ { "choose": { "from": [ - "Athletics", - "Insight", - "Intimidation", - "Medicine", - "Persuasion", + "athletics", + "insight", + "intimidation", + "medicine", + "persuasion", "religion" ], "count": 2 diff --git a/class/LaserLlama; Magus Class.json b/class/LaserLlama; Magus Class.json index e600588e1..d82ed6d58 100644 --- a/class/LaserLlama; Magus Class.json +++ b/class/LaserLlama; Magus Class.json @@ -74,13 +74,13 @@ { "choose": { "from": [ - "Acrobatics", - "Arcana", - "Athletics", - "History", - "Investigation", - "Nature", - "Performance" + "acrobatics", + "arcana", + "athletics", + "history", + "investigation", + "nature", + "performance" ], "count": 2 } diff --git a/class/MCDM Productions; The Talent and Psionics.json b/class/MCDM Productions; The Talent and Psionics.json index 1b0b68c3e..840f38955 100644 --- a/class/MCDM Productions; The Talent and Psionics.json +++ b/class/MCDM Productions; The Talent and Psionics.json @@ -1097,14 +1097,14 @@ "choose": { "count": 2, "from": [ - "Animal Handling", - "Arcana", - "Deception", - "History", - "Insight", - "Investigation", - "Perception", - "Persuasion" + "animal handling", + "arcana", + "deception", + "history", + "insight", + "investigation", + "perception", + "persuasion" ] } } diff --git a/class/Spawn3601; Dream Weaver.json b/class/Spawn3601; Dream Weaver.json index e26825e4d..f4d309f80 100644 --- a/class/Spawn3601; Dream Weaver.json +++ b/class/Spawn3601; Dream Weaver.json @@ -46,13 +46,13 @@ { "choose": { "from": [ - "Arcana", - "Deception", - "History", - "Intimidation", - "Investigation", - "Nature", - "Religion" + "arcana", + "deception", + "history", + "intimidation", + "investigation", + "nature", + "religion" ], "count": 2 } diff --git a/class/Usocolo123; Votarist.json b/class/Usocolo123; Votarist.json index a4aba62d8..1ee9599fa 100644 --- a/class/Usocolo123; Votarist.json +++ b/class/Usocolo123; Votarist.json @@ -58,14 +58,14 @@ { "choose": { "from": [ - "Athletics", - "Acrobatics", - "Arcana", - "History", - "Insight", - "Investigation", - "Perception", - "Persuasion" + "athletics", + "acrobatics", + "arcana", + "history", + "insight", + "investigation", + "perception", + "persuasion" ], "count": 3 } diff --git a/collection/Anthony Turco; Korranberg Chronicle Adventurers Almanac.json b/collection/Anthony Turco; Korranberg Chronicle Adventurers Almanac.json index 55c31d17b..431e4c3ee 100644 --- a/collection/Anthony Turco; Korranberg Chronicle Adventurers Almanac.json +++ b/collection/Anthony Turco; Korranberg Chronicle Adventurers Almanac.json @@ -1365,7 +1365,7 @@ ], "skillProficiencies": [ { - "Stealth": true + "stealth": true } ], "entries": [ diff --git a/collection/DMsGuild; The Border Kingdoms.json b/collection/DMsGuild; The Border Kingdoms.json index 2fe6c1631..98ccd485e 100644 --- a/collection/DMsGuild; The Border Kingdoms.json +++ b/collection/DMsGuild; The Border Kingdoms.json @@ -284,7 +284,7 @@ "foundryImg": "icons/environment/wilderness/tree-spruce.webp", "skillProficiencies": [ { - "Nature": true, + "nature": true, "survival": true } ], diff --git a/collection/DMsGuild; Xanathar's Lost Notes to Everything Else.json b/collection/DMsGuild; Xanathar's Lost Notes to Everything Else.json index 2ca4257fd..82aa8d3ad 100644 --- a/collection/DMsGuild; Xanathar's Lost Notes to Everything Else.json +++ b/collection/DMsGuild; Xanathar's Lost Notes to Everything Else.json @@ -9725,8 +9725,8 @@ "survival": true, "choose": { "from": [ - "Animal Handling", - "Deception" + "animal handling", + "deception" ], "count": 1 } diff --git a/collection/Godfall; Godfall.json b/collection/Godfall; Godfall.json index e3cc6b871..2263a9eba 100644 --- a/collection/Godfall; Godfall.json +++ b/collection/Godfall; Godfall.json @@ -698,11 +698,11 @@ "source": "Godfall", "skillProficiencies": [ { - "Medicine": true, + "medicine": true, "choose": { "from": [ - "Nature", - "Survival" + "nature", + "survival" ] } } @@ -787,8 +787,8 @@ "source": "Godfall", "skillProficiencies": [ { - "Insight": true, - "Medicine.": true + "insight": true, + "medicine": true } ], "languageProficiencies": [ @@ -863,8 +863,8 @@ "source": "Godfall", "skillProficiencies": [ { - "AnimalHandling": true, - "Nature": true + "animal handling": true, + "nature": true } ], "startingEquipment": [ @@ -946,11 +946,11 @@ { "choose": { "from": [ - "Athletics", - "Insight", - "Perception", - "Survival", - "Deception" + "athletics", + "insight", + "perception", + "survival", + "deception" ] } } @@ -1072,8 +1072,8 @@ "source": "Godfall", "skillProficiencies": [ { - "Deception": true, - "Religion": true + "deception": true, + "religion": true } ], "startingEquipment": [ @@ -1165,11 +1165,11 @@ "source": "Godfall", "skillProficiencies": [ { - "Arcana": true, + "arcana": true, "choose": { "from": [ - "Perception", - "Performance" + "perception", + "performance" ] } } @@ -1249,8 +1249,8 @@ "source": "Godfall", "skillProficiencies": [ { - "Athletics": true, - "Survival": true + "athletics": true, + "survival": true } ], "startingEquipment": [ @@ -1317,11 +1317,11 @@ "source": "Godfall", "skillProficiencies": [ { - " Survival ": true, + "survival": true, "choose": { "from": [ - "Animal Handling", - "Deception" + "animal handling", + "deception" ] } } @@ -1394,9 +1394,9 @@ { "choose": { "from": [ - "Investigation", - "Perception", - "Survival" + "investigation", + "perception", + "survival" ] } } @@ -1483,8 +1483,8 @@ "source": "Godfall", "skillProficiencies": [ { - "Insight": true, - "Perception": true + "insight": true, + "perception": true } ], "languageProficiencies": [ diff --git a/collection/JasonNewby; Durnan's Guide to Tavernkeeping.json b/collection/JasonNewby; Durnan's Guide to Tavernkeeping.json index c16da18b2..21e9c0bb5 100644 --- a/collection/JasonNewby; Durnan's Guide to Tavernkeeping.json +++ b/collection/JasonNewby; Durnan's Guide to Tavernkeeping.json @@ -6367,8 +6367,8 @@ "source": "Durnan", "skillProficiencies": [ { - "Insight": true, - "Intimidation": true + "insight": true, + "intimidation": true } ], "entries": [ @@ -6615,8 +6615,8 @@ "source": "Durnan", "skillProficiencies": [ { - "Insight": true, - "Persuasion": true + "insight": true, + "persuasion": true } ], "entries": [ diff --git a/collection/JoeyJoestar; Good and Evil.json b/collection/JoeyJoestar; Good and Evil.json index 71fc9d874..0fbfd79d9 100644 --- a/collection/JoeyJoestar; Good and Evil.json +++ b/collection/JoeyJoestar; Good and Evil.json @@ -664,14 +664,14 @@ { "choose": { "from": [ - "Arcana", - "History", - "Insight", - "Investigation", - "Medicine", - "Nature", - "Perception", - "Religion" + "arcana", + "history", + "insight", + "investigation", + "medicine", + "nature", + "perception", + "religion" ], "count": 2 } @@ -742,14 +742,14 @@ { "choose": { "from": [ - "Arcana", - "History", - "Insight", - "Investigation", - "Medicine", - "Nature", - "Perception", - "Religion" + "arcana", + "history", + "insight", + "investigation", + "medicine", + "nature", + "perception", + "religion" ], "count": 1 } @@ -1146,14 +1146,14 @@ { "choose": { "from": [ - "Arcana", - "History", - "Insight", - "Investigation", - "Medicine", - "Nature", - "Persuasion", - "Religion" + "arcana", + "history", + "insight", + "investigation", + "medicine", + "nature", + "persuasion", + "religion" ], "count": 2 } @@ -1216,14 +1216,14 @@ { "choose": { "from": [ - "Arcana", - "History", - "Insight", - "Investigation", - "Medicine", - "Nature", - "Perception", - "Religion" + "arcana", + "history", + "insight", + "investigation", + "medicine", + "nature", + "perception", + "religion" ], "count": 1 } @@ -1367,13 +1367,13 @@ { "choose": { "from": [ - "Animal Handling", - "Arcana", - "Insight", - "Medicine", - "Nature", - "Performance", - "Religion" + "animal handling", + "arcana", + "insight", + "medicine", + "nature", + "performance", + "religion" ], "count": 2 } @@ -1444,13 +1444,13 @@ { "choose": { "from": [ - "Animal Handling", - "Arcana", - "Insight", - "Medicine", - "Nature", - "Performance", - "Religion" + "animal handling", + "arcana", + "insight", + "medicine", + "nature", + "performance", + "religion" ], "count": 1 } @@ -1895,13 +1895,13 @@ { "choose": { "from": [ - "Athletics", - "Deception", - "History", - "Insight", - "Intimidation", - "Investigation", - "Persuasion" + "athletics", + "deception", + "history", + "insight", + "intimidation", + "investigation", + "persuasion" ], "count": 2 } @@ -1985,13 +1985,13 @@ { "choose": { "from": [ - "Athletics", - "Deception", - "History", - "Insight", - "Intimidation", - "Investigation", - "Persuasion" + "athletics", + "deception", + "history", + "insight", + "intimidation", + "investigation", + "persuasion" ], "count": 1 } diff --git a/collection/Kobold Press; Tome of Heroes.json b/collection/Kobold Press; Tome of Heroes.json index f3c1c9b00..359e956d2 100644 --- a/collection/Kobold Press; Tome of Heroes.json +++ b/collection/Kobold Press; Tome of Heroes.json @@ -33390,8 +33390,8 @@ "page": 186, "skillProficiencies": [ { - "Stealth": true, - "Survival": true + "stealth": true, + "survival": true } ], "entries": [ diff --git a/collection/Mage Hand Press; Dark Matter.json b/collection/Mage Hand Press; Dark Matter.json index 2c95cc8fd..75cf77961 100644 --- a/collection/Mage Hand Press; Dark Matter.json +++ b/collection/Mage Hand Press; Dark Matter.json @@ -70,7 +70,7 @@ "skillProficiencies": [ { "perception": true, - "piloting": true + "piloting|darkmatter": true } ], "languageProficiencies": [ @@ -1670,8 +1670,8 @@ "page": 121, "skillProficiencies": [ { - "data": true, - "technology": true + "data|darkmatter": true, + "technology|darkmatter": true } ], "toolProficiencies": [ @@ -11908,16 +11908,16 @@ "choose": { "from": [ "arcana", - "data", + "data|darkmatter", "deception", "history", "investigation", "medicine", "nature", - "piloting", + "piloting|darkmatter", "religion", "sleight of hand", - "technology" + "technology|darkmatter" ], "count": 3 } diff --git a/collection/Mage Hand Press; Valda's Spire of Secrets.json b/collection/Mage Hand Press; Valda's Spire of Secrets.json index 1556808cb..bae9a6393 100644 --- a/collection/Mage Hand Press; Valda's Spire of Secrets.json +++ b/collection/Mage Hand Press; Valda's Spire of Secrets.json @@ -2593,15 +2593,15 @@ { "choose": { "from": [ - "Acrobatics", - "Animal Handling", - "Arcana", - "Athletics", - "History", - "Investigation", - "Medicine", - "Perception", - "Survival" + "acrobatics", + "animal handling", + "arcana", + "athletics", + "history", + "investigation", + "medicine", + "perception", + "survival" ], "count": 2 } @@ -2956,7 +2956,7 @@ "perception", "persuasion", "stealth", - "slieght of hand", + "sleight of hand", "religion" ], "count": 1 @@ -4523,13 +4523,13 @@ { "choose": { "from": [ - "Athletics", - "History", - "Insight", - "Intimidation", - "Medicine", - "Persuasion", - "Religion" + "athletics", + "history", + "insight", + "intimidation", + "medicine", + "persuasion", + "religion" ], "count": 2 } diff --git a/collection/Mogrit; The Technomancer's Textbook.json b/collection/Mogrit; The Technomancer's Textbook.json index 3539c90a0..c77cf7a15 100644 --- a/collection/Mogrit; The Technomancer's Textbook.json +++ b/collection/Mogrit; The Technomancer's Textbook.json @@ -24819,7 +24819,7 @@ "skillProficiencies": [ { "nature": true, - "technology": true + "technology|ttt": true } ], "toolProficiencies": [ @@ -25051,7 +25051,6 @@ "source": "TTT", "skillProficiencies": [ { - "Performance": true, "choose": { "from": [ "deception", @@ -25059,7 +25058,8 @@ "persuasion" ], "count": 1 - } + }, + "performance": true } ], "toolProficiencies": [ @@ -25364,14 +25364,14 @@ "source": "TTT", "skillProficiencies": [ { - "Insight": true, "choose": { "from": [ "intimidation", "perception" ], "count": 1 - } + }, + "insight": true } ], "toolProficiencies": [ @@ -25622,14 +25622,14 @@ "source": "TTT", "skillProficiencies": [ { - "Medicine": true, "choose": { "from": [ "investigation", "nature" ], "count": 1 - } + }, + "medicine": true } ], "toolProficiencies": [ @@ -25948,14 +25948,14 @@ "source": "TTT", "skillProficiencies": [ { - "Medicine": true, "choose": { "from": [ "intimidation", "perception", "persuasion" ] - } + }, + "medicine": true } ], "toolProficiencies": [ @@ -27022,7 +27022,7 @@ "skillProficiencies": [ { "investigation": true, - "technology": true + "technology|ttt": true } ], "toolProficiencies": [ @@ -27302,7 +27302,7 @@ "skillProficiencies": [ { "perception": true, - "technology": true + "technology|ttt": true } ], "toolProficiencies": [ @@ -27862,7 +27862,7 @@ "arcana", "history", "nature", - "technology" + "technology|ttt" ], "count": 2 } diff --git a/collection/Nedrapter; Nedrapter's Expanded Dangers.json b/collection/Nedrapter; Nedrapter's Expanded Dangers.json index 2420e5369..9c7c7454d 100644 --- a/collection/Nedrapter; Nedrapter's Expanded Dangers.json +++ b/collection/Nedrapter; Nedrapter's Expanded Dangers.json @@ -1579,9 +1579,9 @@ "page": 4, "skillProficiencies": [ { - "appraisal": true, "arcana": true, - "history": true + "history": true, + "appraisal|ned": true } ], "languageProficiencies": [ diff --git a/collection/Niels de Jong; Children of the Dragon.json b/collection/Niels de Jong; Children of the Dragon.json index a48dc2d78..c5a74d3fc 100644 --- a/collection/Niels de Jong; Children of the Dragon.json +++ b/collection/Niels de Jong; Children of the Dragon.json @@ -6664,11 +6664,11 @@ { "choose": { "from": [ - "Animal Handling", - "Nature", - "Perception", - "Stealth", - "Survival" + "animal handling", + "nature", + "perception", + "stealth", + "survival" ], "count": 2 } diff --git a/collection/Niels de Jong; Legacy of the Dragon.json b/collection/Niels de Jong; Legacy of the Dragon.json index 364aadfdb..f8bcc9908 100644 --- a/collection/Niels de Jong; Legacy of the Dragon.json +++ b/collection/Niels de Jong; Legacy of the Dragon.json @@ -1,5 +1,4 @@ { - "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", "_meta": { "sources": [ { @@ -2577,8 +2576,8 @@ "page": 92, "skillProficiencies": [ { - "intelligence": true, - "perception": true + "perception": true, + "intelligence|legdrag": true } ], "toolProficiencies": [ @@ -29690,7 +29689,7 @@ ] } ], - "skillProficiencies": [ + "toolProficiencies": [ { "poisoner's kit": true } @@ -47380,7 +47379,7 @@ { "choose": { "from": [ - "animal Handling", + "animal handling", "nature", "perception", "stealth", @@ -53995,7 +53994,7 @@ ], "skillProficiencies": [ { - "arcane": true + "arcana": true } ], "languageProficiencies": [ diff --git a/collection/Pimplup; Pale Knight.json b/collection/Pimplup; Pale Knight.json index e1d406317..9f2241f89 100644 --- a/collection/Pimplup; Pale Knight.json +++ b/collection/Pimplup; Pale Knight.json @@ -138,15 +138,15 @@ { "choose": { "from": [ - "Acrobatics", - "Arcana", - "Athletics", - "Insight", - "Investigation", - "Nature", - "Perception", - "Stealth", - "Survival" + "acrobatics", + "arcana", + "athletics", + "insight", + "investigation", + "nature", + "perception", + "stealth", + "survival" ], "count": 2 } diff --git a/collection/Plus Three Press; Crystalpunk Campaign Guide.json b/collection/Plus Three Press; Crystalpunk Campaign Guide.json index e25fb89a1..5221ac2ac 100644 --- a/collection/Plus Three Press; Crystalpunk Campaign Guide.json +++ b/collection/Plus Three Press; Crystalpunk Campaign Guide.json @@ -7876,7 +7876,7 @@ "religion", "medicine", "nature", - "navigation" + "navigation|ccg" ], "count": 2 } diff --git a/collection/SilentSoren; 5th Edition D&D x Final Fantasy XIV - Classes and Races Compendium.json b/collection/SilentSoren; 5th Edition D&D x Final Fantasy XIV - Classes and Races Compendium.json index 609c5d804..0a1dd1609 100644 --- a/collection/SilentSoren; 5th Edition D&D x Final Fantasy XIV - Classes and Races Compendium.json +++ b/collection/SilentSoren; 5th Edition D&D x Final Fantasy XIV - Classes and Races Compendium.json @@ -4739,7 +4739,7 @@ } ], "subclass": [ - { + { "name": "Creature Realism", "source": "FFXIV", "className": "Pictomancer", @@ -4784,7 +4784,7 @@ { "name": "Vidraal Bane", "source": "FFXIV", - "page": 117, + "page": 117, "className": "Viper", "classSource": "FFXIV", "shortName": "Vidraal Bane", @@ -4817,53 +4817,53 @@ "classSource": "FFXIV", "shortName": "Serpent Shaman", "spellcastingAbility": "wis", - "casterProgression": "1/3", - "preparedSpells": "<$level$> / 2 + <$wis_mod$>", - "preparedSpellsChange": "restLong", - "preparedSpellsProgression": [ - 0, - 0, - 3, - 4, - 4, - 4, - 5, - 6, - 6, - 7, - 8, - 8, - 9, - 10, - 10, - 11, - 11, - 11, - 12, - 13 - ], - "cantripProgression": [ - 0, - 0, - 2, - 2, - 2, - 2, - 2, - 2, - 2, - 3, - 3, - 3, - 3, - 3, - 3, - 3, - 3, - 3, - 3, - 3 - ], + "casterProgression": "1/3", + "preparedSpells": "<$level$> / 2 + <$wis_mod$>", + "preparedSpellsChange": "restLong", + "preparedSpellsProgression": [ + 0, + 0, + 3, + 4, + 4, + 4, + 5, + 6, + 6, + 7, + 8, + 8, + 9, + 10, + 10, + 11, + 11, + 11, + 12, + 13 + ], + "cantripProgression": [ + 0, + 0, + 2, + 2, + 2, + 2, + 2, + 2, + 2, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3 + ], "subclassSpells": [ "Control Flames|XGE", "Create Bonfire|XGE", @@ -4888,303 +4888,303 @@ "Fire|FFXIV", "Stone|FFXIV", "Thunder|FFXIV", - "Aerora (Aero II)|FFXIV", - "Biora (Bio II)|FFXIV", - "Cure|FFXIV", - "Fira (Fire II)|FFXIV", - "Stonera (Stone II)|FFXIV", - "Thundara (Thunder II)|FFXIV", - "Watera (Water II)|FFXIV", - "Cura (Medica)|FFXIV", - "Refresh|FFXIV", - "Curada (Cure II)|FFXIV", - "Firaga (Fire III)|FFXIV", - "Stonega (Stone III)|FFXIV", - "Thundaga (Thunder III)|FFXIV", - "Waterga (Water III)|FFXIV", - "Esuna|FFXIV", - "En-Element|FFXIV", - "Bar-Element|FFXIV", - "Curaga (Cure III)|FFXIV", - "Aeroga (Aero III)|FFXIV" - ], - "additionalSpells": [ - { - "known": { - "3": [ - "Aerora (Aero II)|FFXIV", - "Biora (Bio II)|FFXIV", - "Cure|FFXIV", - "Fira (Fire II)|FFXIV", - "Stonera (Stone II)|FFXIV", - "Thundara (Thunder II)|FFXIV", - "Watera (Water II)|FFXIV", + "Aerora (Aero II)|FFXIV", + "Biora (Bio II)|FFXIV", + "Cure|FFXIV", + "Fira (Fire II)|FFXIV", + "Stonera (Stone II)|FFXIV", + "Thundara (Thunder II)|FFXIV", + "Watera (Water II)|FFXIV", + "Cura (Medica)|FFXIV", + "Refresh|FFXIV", + "Curada (Cure II)|FFXIV", + "Firaga (Fire III)|FFXIV", + "Stonega (Stone III)|FFXIV", + "Thundaga (Thunder III)|FFXIV", + "Waterga (Water III)|FFXIV", + "Esuna|FFXIV", + "En-Element|FFXIV", + "Bar-Element|FFXIV", + "Curaga (Cure III)|FFXIV", + "Aeroga (Aero III)|FFXIV" + ], + "additionalSpells": [ + { + "known": { + "3": [ + "Aerora (Aero II)|FFXIV", + "Biora (Bio II)|FFXIV", + "Cure|FFXIV", + "Fira (Fire II)|FFXIV", + "Stonera (Stone II)|FFXIV", + "Thundara (Thunder II)|FFXIV", + "Watera (Water II)|FFXIV", { - "all": "level=1|class=Druid" - } - ], - "7": [ - "Cura (Medica)|FFXIV", - "Refresh|FFXIV", - { - "all": "level=2|class=Druid" - } - ], - "13": [ - "Aeroga (Aero III)|FFXIV", - "Curada (Cure II)|FFXIV", - "Firaga (Fire III)|FFXIV", - "Stonega (Stone III)|FFXIV", - "Thundaga (Thunder III)|FFXIV", - "Waterga (Water III)|FFXIV", - "Esuna|FFXIV", - "En-Element|FFXIV", - { - "all": "level=3|class=Druid" - } - ], - "19": [ - "Bar-Element|FFXIV", - "Curaga (Cure III)|FFXIV", - { - "all": "level=4|class=Druid" - } - ] - } - } - ], - "subclassTableGroups": [ - { - "subclasses": [ - { - "name": "Serpent Shaman", - "source": "FFXIV" - } - ], - "colLabels": [ - "{@filter Cantrips Known|spells|level=0|subclass=Viper: Serpent Shaman (FFXIV5E)}", - "{@filter Prepared Spells|spells|subclass=Viper: Serpent Shaman (FFXIV5E)}" - ], - "rows": [ - [ - 0, - 0 - ], - [ - 0, - 0 - ], - [ - 2, - 3 - ], - [ - 2, - 4 - ], - [ - 2, - 4 - ], - [ - 2, - 4 - ], - [ - 2, - 5 - ], - [ - 2, - 6 - ], - [ - 2, - 6 - ], - [ - 2, - 7 - ], - [ - 2, - 8 - ], - [ - 8 - ], - [ - 2, - 9 - ], - [ - 2, - 10 - ], - [ - 2, - 10 - ], - [ - 2, - 11 - ], - [ - 2, - 11 - ], - [ - 2, - 11 - ], - [ - 2, - 12 - ], - [ - 2, - 13 - ] - ] - }, - { - "title": "Spell Slots per Spell Level", - "subclasses": [ - { - "name": "Serpent Shaman", - "source": "FFXIV" - } - ], - "colLabels": [ - "{@filter 1st|spells|level=1|subclass=Viper: Serpent Shaman (FFXIV5E)}", - "{@filter 2nd|spells|level=2|subclass=Viper: Serpent Shaman (FFXIV5E)}", - "{@filter 3rd|spells|level=3|subclass=Viper: Serpent Shaman (FFXIV5E)}", - "{@filter 4th|spells|level=4|subclass=Viper: Serpent Shaman (FFXIV5E)}" - ], - "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 - ] - ] - } - ], + "all": "level=1|class=Druid" + } + ], + "7": [ + "Cura (Medica)|FFXIV", + "Refresh|FFXIV", + { + "all": "level=2|class=Druid" + } + ], + "13": [ + "Aeroga (Aero III)|FFXIV", + "Curada (Cure II)|FFXIV", + "Firaga (Fire III)|FFXIV", + "Stonega (Stone III)|FFXIV", + "Thundaga (Thunder III)|FFXIV", + "Waterga (Water III)|FFXIV", + "Esuna|FFXIV", + "En-Element|FFXIV", + { + "all": "level=3|class=Druid" + } + ], + "19": [ + "Bar-Element|FFXIV", + "Curaga (Cure III)|FFXIV", + { + "all": "level=4|class=Druid" + } + ] + } + } + ], + "subclassTableGroups": [ + { + "subclasses": [ + { + "name": "Serpent Shaman", + "source": "FFXIV" + } + ], + "colLabels": [ + "{@filter Cantrips Known|spells|level=0|subclass=Viper: Serpent Shaman (FFXIV5E)}", + "{@filter Prepared Spells|spells|subclass=Viper: Serpent Shaman (FFXIV5E)}" + ], + "rows": [ + [ + 0, + 0 + ], + [ + 0, + 0 + ], + [ + 2, + 3 + ], + [ + 2, + 4 + ], + [ + 2, + 4 + ], + [ + 2, + 4 + ], + [ + 2, + 5 + ], + [ + 2, + 6 + ], + [ + 2, + 6 + ], + [ + 2, + 7 + ], + [ + 2, + 8 + ], + [ + 8 + ], + [ + 2, + 9 + ], + [ + 2, + 10 + ], + [ + 2, + 10 + ], + [ + 2, + 11 + ], + [ + 2, + 11 + ], + [ + 2, + 11 + ], + [ + 2, + 12 + ], + [ + 2, + 13 + ] + ] + }, + { + "title": "Spell Slots per Spell Level", + "subclasses": [ + { + "name": "Serpent Shaman", + "source": "FFXIV" + } + ], + "colLabels": [ + "{@filter 1st|spells|level=1|subclass=Viper: Serpent Shaman (FFXIV5E)}", + "{@filter 2nd|spells|level=2|subclass=Viper: Serpent Shaman (FFXIV5E)}", + "{@filter 3rd|spells|level=3|subclass=Viper: Serpent Shaman (FFXIV5E)}", + "{@filter 4th|spells|level=4|subclass=Viper: Serpent Shaman (FFXIV5E)}" + ], + "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 + ] + ] + } + ], "subclassFeatures": [ "Serpent Shaman|Viper|FFXIV|Serpent Shaman|FFXIV|3", "Serpentine Weaving|Viper|FFXIV|Serpent Shaman|FFXIV|6", @@ -6194,7 +6194,7 @@ "shortName": "Ampdapori", "subclassSpells": [ "Bless", - "Magic Missle", + "Magic Missle", "Moonbeam", "Sleep", "Daylight", @@ -6241,7 +6241,7 @@ } ], "class": [ - { + { "name": "Pictomancer", "source": "FFXIV", "page": 132, @@ -6284,7 +6284,7 @@ "additionalFromBackground": true, "default": [ "(a) a {@item quarterstaff|phb} or (b) a {@item dagger|phb}", - "(a) a {@item light crossbow|phb} and {@item crossbow bolts (20)|phb|20 bolts}", + "(a) a {@item light crossbow|phb} and {@item crossbow bolts (20)|phb|20 bolts}", "a brush based spell casting focus (a cane, staff, wand or similar object)", "{@item painter's supplies|phb}", "(a) an explorer's pack or (b) a scholar's pack" @@ -6311,7 +6311,7 @@ "brush based spellcasting focus" ] }, - { + { "a": [ "painter's supplies|phb" ] @@ -6674,9 +6674,8 @@ "classFeatures": [ "Spellcasting|Pictomancer|FFXIV|1", "Sketch Work|Pictomancer|FFXIV|1", - "Aetherial Studio|Pictomancer|FFXIV|2", + "Aetherial Studio|Pictomancer|FFXIV|2", "Smudge|Pictomancer|FFXIV|2", - { "classFeature": "Artistic Motif|Pictomancer|FFXIV|3", "gainSubclassFeature": true @@ -6689,7 +6688,6 @@ "classFeature": "Artistic Motif Feature|Pictomancer|FFXIV|6", "gainSubclassFeature": true }, - "Ability Score Improvement|Pictomancer|FFXIV|8", "Palette Preparation|Pictomancer|FFXIV|9", { @@ -6754,97 +6752,97 @@ } ], "classSpells": [ - "Aero|FFXIV", - "Acid Splash", - "Blizzard|FFXIV", - "Create Bonfire", - "Dancing Lights", - "Druidcraft", - "Fire|FFXIV", + "Aero|FFXIV", + "Acid Splash", + "Blizzard|FFXIV", + "Create Bonfire", + "Dancing Lights", + "Druidcraft", + "Fire|FFXIV", "Frosbite|XGE", - "Gust|XGE", - "Infestation|XGE", - "Light", - "Lightning Lure|TCE", - "Mage Hand", - "Magic Stone|XGE", - "Mold Earth", - "Poison Spray", - "Prestidigitation", - "Produce Flame", - "Shape Water|XGE", - "Stone|FFXIV", - "Sword Burst|TCE", - "Thunder|FFXIV", - "Water|FFXIV", - "Aerora (Aero II)|FFXIV", - "Arms of Hadar", - "Blizzara (Blizzard II)|FFXIV", - "Chromatic Orb", - "Color Spray", - "Create of Destroy Water", - "Cure Wounds", - "Detect Magic", - "Disguise Self", - "Drain|FFXIV", - "Entangle", - "Faerie Fire", - "Find Familiar", - "Fira (Fire II)|FFXIV", - "Fog Cloud", - "Goodberry", - "Grease", - "Healing Word", - "Ice Knife|XGE", - "Illusory Script", - "Mage Armor", - "Magic Missile", - "Osmose|FFXIV", - "Purify Food and Drink", - "Shield", - "Stonera (Stone II)|FFXIV", - "Tenser's Floating Disk|XGE", - "Thundara (Thunder II)|FFXIV", - "Watera (Water II)|FFXIV", - "Witch Bolt", - "Aganazzar's Scorcher|XGE", - "Alter Self", - "Air Bubble|AAG", - "Barkskin", - "Blur", - "Cloud of Daggers", - "Continual Flame", - "Darkness", - "Darkvision", - "Dust Devil|XGE", - "Earthbind|XGE", - "Enlarge/Reduce", - "Find Steed", - "Flame Blade", - "Flaming Sphere", - "Flock of Familiars", - "Gust of Wind", - "Invisibility", - "Levitate", - "Maximillian's Earthen Grasp|XGE", - "Melf's Acid Arrow", - "Misty Step", - "Moonbeam", - "Nathair's Mischief|FTD", - "Pyrotechnics|XGE", - "Rime's Binding Ice|FTD", - "Rope Trick", - "Scorching Ray", - "Shatter", - "Skywrite|XGE", - "Snilloc's Snowball Storm|XGE", - "Spiritual Weapon", - "Spray of Cards|TCE", - "Spike Growth", - "Summon Beast|XGE", - "Warding Wind", - "Web", - "Wither and Bloom|XGE", + "Gust|XGE", + "Infestation|XGE", + "Light", + "Lightning Lure|TCE", + "Mage Hand", + "Magic Stone|XGE", + "Mold Earth", + "Poison Spray", + "Prestidigitation", + "Produce Flame", + "Shape Water|XGE", + "Stone|FFXIV", + "Sword Burst|TCE", + "Thunder|FFXIV", + "Water|FFXIV", + "Aerora (Aero II)|FFXIV", + "Arms of Hadar", + "Blizzara (Blizzard II)|FFXIV", + "Chromatic Orb", + "Color Spray", + "Create of Destroy Water", + "Cure Wounds", + "Detect Magic", + "Disguise Self", + "Drain|FFXIV", + "Entangle", + "Faerie Fire", + "Find Familiar", + "Fira (Fire II)|FFXIV", + "Fog Cloud", + "Goodberry", + "Grease", + "Healing Word", + "Ice Knife|XGE", + "Illusory Script", + "Mage Armor", + "Magic Missile", + "Osmose|FFXIV", + "Purify Food and Drink", + "Shield", + "Stonera (Stone II)|FFXIV", + "Tenser's Floating Disk|XGE", + "Thundara (Thunder II)|FFXIV", + "Watera (Water II)|FFXIV", + "Witch Bolt", + "Aganazzar's Scorcher|XGE", + "Alter Self", + "Air Bubble|AAG", + "Barkskin", + "Blur", + "Cloud of Daggers", + "Continual Flame", + "Darkness", + "Darkvision", + "Dust Devil|XGE", + "Earthbind|XGE", + "Enlarge/Reduce", + "Find Steed", + "Flame Blade", + "Flaming Sphere", + "Flock of Familiars", + "Gust of Wind", + "Invisibility", + "Levitate", + "Maximillian's Earthen Grasp|XGE", + "Melf's Acid Arrow", + "Misty Step", + "Moonbeam", + "Nathair's Mischief|FTD", + "Pyrotechnics|XGE", + "Rime's Binding Ice|FTD", + "Rope Trick", + "Scorching Ray", + "Shatter", + "Skywrite|XGE", + "Snilloc's Snowball Storm|XGE", + "Spiritual Weapon", + "Spray of Cards|TCE", + "Spike Growth", + "Summon Beast|XGE", + "Warding Wind", + "Web", + "Wither and Bloom|XGE", "Aeroga (Aero III)|FFXIV", "Blink", "Blizzaga (Blizzard III)|FFXIV", @@ -7022,78 +7020,18 @@ "hasFluff": true }, { - "name": "Viper", - "source": "FFXIV", - "page": 143, - "hd": { - "number": 1, - "faces": 8 - }, - "proficiency": [ - "str", - "dex" - ], - "startingProficiencies": { - "armor": [ - "light" - ], - "weapons": [ - "simple", - "martial" - ], - "skills": [ - { - "choose": { - "from": [ - "acrobatics", - "animal handling", - "athletics", - "insight", - "nature", - "stealth", - "survival" - ], - "count": 2 - } - } - ] - }, - "startingEquipment": { - "additionalFromBackground": true, - "default": [ - "(a) a {@item katana|FFXIV}", - "(a) a {@item shortbow|PHB} and {@item arrow|PHB|20 arrows}", - "(a) an {@item explorer's pack|phb} or (b) a {@item dungeoneer's pack|phb}", - "a decorative scabbard for your katana" - ], - "defaultData": [ - { - "a": [ - "two swortswords|PHB" - ] - }, - { - "a": [ - "shortbow|PHB", - "arrow|PHB" - ] - }, - { - "a": [ - "explorer's pack|phb" - ], - "b": [ - "dungeoneer's pack|phb" - ] - } - ] - }, - - "multiclassing": { - "requirements": { - "dex": 13 + "name": "Viper", + "source": "FFXIV", + "page": 143, + "hd": { + "number": 1, + "faces": 8 }, - "proficienciesGained": { + "proficiency": [ + "str", + "dex" + ], + "startingProficiencies": { "armor": [ "light" ], @@ -7105,101 +7043,160 @@ { "choose": { "from": [ - "acrobatics", - "animal handling", - "athletics", - "insight", - "nature", - "stealth", - "survival" + "acrobatics", + "animal handling", + "athletics", + "insight", + "nature", + "stealth", + "survival" ], - "count":1 + "count": 2 } } ] - } - }, - "classFeatures": [ - "Viper Style|Viper|FFXIV|1", - "Focus of Caduceus|Viper|FFXIV|1", - "Flow of the Viper|Viper|FFXIV|2", - "Viper Stance|Viper|FFXIV|2", - { - "classFeature": "Serpentine Inspiration|Viper|FFXIV|3", - "gainSubclassFeature": true }, - "Ability Score Improvement|Viper|FFXIV|4", - "Extra Attack|Viper|FFXIV|5", - { - "classFeature": "Archetype Feature|Viper|FFXIV|6", - "gainSubclassFeature": true - }, - "Swiftscaled|Viper|FFXIV|7", - "Ability Score Improvement|Viper|FFXIV|8", - "Serpentine Aspect|Viper|FFXIV|9", - "Evasion|Viper|FFXIV|9", - { - "classFeature": "Archetype Feature|Viper|FFXIV|10", - "gainSubclassFeature": true - }, - "Ambidextrous Fighter|Viper|FFXIV|11", - "Ability Score Improvement|Viper|FFXIV|12", - "Serpent's Ire|Viper|FFXIV|13", - { - "classFeature": "Archetype Feature|Viper|FFXIV|14", - "gainSubclassFeature": true - }, - "Stalwart Hunter|Viper|FFXIV|15", - "Ability Score Improvement|Viper|FFXIV|16", - "Rattling Coil|Viper|FFXIV|17", - "Reawaken|Viper|FFXIV|18", - "Ability Score Improvement|Viper|FFXIV|19", - "Serpent's Legacy|Viper|FFXIV|20" - ], - "subclassTitle": "Archetype", - "fluff": [ - { - "name": "Viper", - "source": "FFXIV", - "page": 143, - "type": "section", - "entries": [ - "A great beast wreathed in flames began to crunch down on a conveniently laid out carcass of a bull. The poisoned meat fills its stomach lulling it into stupor as the viper closed in and with a few swift strikes finished the creature's reign of terror.", - "With every movement of their glistening blades, the viper attacked in an endless flurry of blows finding every gap in the creature's defense, overwhelming them until they fell.", - "With the lighting of an incense and a meditative state, the viper felt a surge of power allowing them summoning of flames and ice granting the edge they needed. With their awakened strength with steel and sorcery the targeted mark fell.", - "Vipers are expert monster slayers who emulate the skill and swiftness of the snake they draw their name from. Their deadly fangs and lightning speed inspire the vipers to take on foes far larger than themselves allowing them to safe guard society from the preternatural dangers lurking in nature.", - { - "name": "To Fell The Indomitable", - "type": "entries", - "entries": [ - "In the lands of Tural, beasts sometimes epxerience special mutations which causes them to develop mystic powers and immense strength. Hunters seeking a way to overcome these foes looked to the skill and deadliness of the viper. Between poisons, swordsmanship and cunning the vipers trade their arts down between student and mentor to ensure great beasts never trample over civilization again." - ] - }, + "startingEquipment": { + "additionalFromBackground": true, + "default": [ + "(a) a {@item katana|FFXIV}", + "(a) a {@item shortbow|PHB} and {@item arrow|PHB|20 arrows}", + "(a) an {@item explorer's pack|phb} or (b) a {@item dungeoneer's pack|phb}", + "a decorative scabbard for your katana" + ], + "defaultData": [ { - "name": "The Steel Fangs", - "type": "entries", - "entries": [ - "Vipers selected twin swords to represent the fangs of the creature their profession draws their name from. With a special trick to these blades, they can combine them into double bladed weapon known as a viper staff, which they whirl about to increase their range, misdirect their foes and find the perfect angle to strike their foe." + "a": [ + "two swortswords|PHB" ] }, { - "name": "Creating A Viper", - "type": "entries", - "entries": [ - "When creating a viper you should consider why your character chose to become one of these specialized monster hunters. Do they do so for retribution over a raging beast? Or did they do so to seek glory and mastery over their unique fighting style. You must also consider how they've come to understand the viper's arts, did they spend time in a secluded village training or did they travel with an experienced viper for a time learning the arts one on one. Upon finishing their initial training its up to a viper to wander the land staying alert to threats and slaying them as quickly as possible by any means necessary." + "a": [ + "shortbow|PHB", + "arrow|PHB" ] }, { - "name": "Quick Build", - "type": "entries", - "entries": [ - "You can make a viper quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the outlander background" + "a": [ + "explorer's pack|phb" + ], + "b": [ + "dungeoneer's pack|phb" ] } ] - } - ] - }, + }, + "multiclassing": { + "requirements": { + "dex": 13 + }, + "proficienciesGained": { + "armor": [ + "light" + ], + "weapons": [ + "simple", + "martial" + ], + "skills": [ + { + "choose": { + "from": [ + "acrobatics", + "animal handling", + "athletics", + "insight", + "nature", + "stealth", + "survival" + ], + "count": 1 + } + } + ] + } + }, + "classFeatures": [ + "Viper Style|Viper|FFXIV|1", + "Focus of Caduceus|Viper|FFXIV|1", + "Flow of the Viper|Viper|FFXIV|2", + "Viper Stance|Viper|FFXIV|2", + { + "classFeature": "Serpentine Inspiration|Viper|FFXIV|3", + "gainSubclassFeature": true + }, + "Ability Score Improvement|Viper|FFXIV|4", + "Extra Attack|Viper|FFXIV|5", + { + "classFeature": "Archetype Feature|Viper|FFXIV|6", + "gainSubclassFeature": true + }, + "Swiftscaled|Viper|FFXIV|7", + "Ability Score Improvement|Viper|FFXIV|8", + "Serpentine Aspect|Viper|FFXIV|9", + "Evasion|Viper|FFXIV|9", + { + "classFeature": "Archetype Feature|Viper|FFXIV|10", + "gainSubclassFeature": true + }, + "Ambidextrous Fighter|Viper|FFXIV|11", + "Ability Score Improvement|Viper|FFXIV|12", + "Serpent's Ire|Viper|FFXIV|13", + { + "classFeature": "Archetype Feature|Viper|FFXIV|14", + "gainSubclassFeature": true + }, + "Stalwart Hunter|Viper|FFXIV|15", + "Ability Score Improvement|Viper|FFXIV|16", + "Rattling Coil|Viper|FFXIV|17", + "Reawaken|Viper|FFXIV|18", + "Ability Score Improvement|Viper|FFXIV|19", + "Serpent's Legacy|Viper|FFXIV|20" + ], + "subclassTitle": "Archetype", + "fluff": [ + { + "name": "Viper", + "source": "FFXIV", + "page": 143, + "type": "section", + "entries": [ + "A great beast wreathed in flames began to crunch down on a conveniently laid out carcass of a bull. The poisoned meat fills its stomach lulling it into stupor as the viper closed in and with a few swift strikes finished the creature's reign of terror.", + "With every movement of their glistening blades, the viper attacked in an endless flurry of blows finding every gap in the creature's defense, overwhelming them until they fell.", + "With the lighting of an incense and a meditative state, the viper felt a surge of power allowing them summoning of flames and ice granting the edge they needed. With their awakened strength with steel and sorcery the targeted mark fell.", + "Vipers are expert monster slayers who emulate the skill and swiftness of the snake they draw their name from. Their deadly fangs and lightning speed inspire the vipers to take on foes far larger than themselves allowing them to safe guard society from the preternatural dangers lurking in nature.", + { + "name": "To Fell The Indomitable", + "type": "entries", + "entries": [ + "In the lands of Tural, beasts sometimes epxerience special mutations which causes them to develop mystic powers and immense strength. Hunters seeking a way to overcome these foes looked to the skill and deadliness of the viper. Between poisons, swordsmanship and cunning the vipers trade their arts down between student and mentor to ensure great beasts never trample over civilization again." + ] + }, + { + "name": "The Steel Fangs", + "type": "entries", + "entries": [ + "Vipers selected twin swords to represent the fangs of the creature their profession draws their name from. With a special trick to these blades, they can combine them into double bladed weapon known as a viper staff, which they whirl about to increase their range, misdirect their foes and find the perfect angle to strike their foe." + ] + }, + { + "name": "Creating A Viper", + "type": "entries", + "entries": [ + "When creating a viper you should consider why your character chose to become one of these specialized monster hunters. Do they do so for retribution over a raging beast? Or did they do so to seek glory and mastery over their unique fighting style. You must also consider how they've come to understand the viper's arts, did they spend time in a secluded village training or did they travel with an experienced viper for a time learning the arts one on one. Upon finishing their initial training its up to a viper to wander the land staying alert to threats and slaying them as quickly as possible by any means necessary." + ] + }, + { + "name": "Quick Build", + "type": "entries", + "entries": [ + "You can make a viper quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the outlander background" + ] + } + ] + } + ] + }, { "name": "Summoner", "source": "FFXIV", @@ -7869,40 +7866,40 @@ "Time Stop", "Weird", "Wish", - "Aero|FFXIV", - "Aerora (Aero II)|FFXIV", - "Aeroga (Aero III)|FFXIV", - "Aeroja (Aero IV)|FFXIV", - "Blizzard|FFXIV", - "Blizzara (Blizzard II)|FFXIV", - "Blizzaga (Blizzard III)|FFXIV", - "Blizzaja (Blizzard IV)|FFXIV", - "Fire|FFXIV", - "Fira (Fire II)|FFXIV", - "Firaga (Fire III)|FFXIV", - "Firaja (Fire IV)|FFXIV", - "Ruin|FFXIV", - "Ruinra (Ruin II)|FFXIV", - "Ruinga (Ruin III)|FFXIV", - "Ruinja (Ruin IV)|FFXIV", - "Thunder|FFXIV", - "Thundara (Thunder II)|FFXIV", - "Thundaga (Thunder III)|FFXIV", - "Thundaja (Thunder IV)|FFXIV", - "Water|FFXIV", - "Watera (Water II)|FFXIV", - "Waterga (Water III)|FFXIV", - "Waterja (Water IV)|FFXIV", - "Drain|FFXIV", - "Osmose|FFXIV", - "En-Element|FFXIV", - "De-Element|FFXIV", - "Electron|FFXIV", - "Flare|FFXIV", - "Flood|FFXIV", - "Freeze|FFXIV", - "Quake|FFXIV", - "Tornado|FFXIV" + "Aero|FFXIV", + "Aerora (Aero II)|FFXIV", + "Aeroga (Aero III)|FFXIV", + "Aeroja (Aero IV)|FFXIV", + "Blizzard|FFXIV", + "Blizzara (Blizzard II)|FFXIV", + "Blizzaga (Blizzard III)|FFXIV", + "Blizzaja (Blizzard IV)|FFXIV", + "Fire|FFXIV", + "Fira (Fire II)|FFXIV", + "Firaga (Fire III)|FFXIV", + "Firaja (Fire IV)|FFXIV", + "Ruin|FFXIV", + "Ruinra (Ruin II)|FFXIV", + "Ruinga (Ruin III)|FFXIV", + "Ruinja (Ruin IV)|FFXIV", + "Thunder|FFXIV", + "Thundara (Thunder II)|FFXIV", + "Thundaga (Thunder III)|FFXIV", + "Thundaja (Thunder IV)|FFXIV", + "Water|FFXIV", + "Watera (Water II)|FFXIV", + "Waterga (Water III)|FFXIV", + "Waterja (Water IV)|FFXIV", + "Drain|FFXIV", + "Osmose|FFXIV", + "En-Element|FFXIV", + "De-Element|FFXIV", + "Electron|FFXIV", + "Flare|FFXIV", + "Flood|FFXIV", + "Freeze|FFXIV", + "Quake|FFXIV", + "Tornado|FFXIV" ], "cantripProgression": [ 3, @@ -7962,7 +7959,7 @@ "animal handling", "arcana", "athletics", - "desception", + "deception", "history", "insight", "intimidation", @@ -8285,7 +8282,7 @@ "animal handling", "arcana", "athletics", - "desception", + "deception", "history", "insight", "intimidation", @@ -8392,130 +8389,130 @@ } ], "classSpells": [ - "absorb elements|xge", - "Alarm", - "Bane", - "Charm Person", - "Command", - "Cure Wounds", - "Detect Magic", - "Detect Poison and Disease", - "Disguise Self", - "Dissonant Whispers", - "Faerie Fire", - "Feather Fall", - "Hail of Thorns", - "Healing Word", - "Heroism", - "Idenitfy", - "Hunter's Mark", - "Jump", - "Longstrider", - "silvery barbs|scc", - "snare|xge", - "Tasha's Hideous Laughter", - "Thunderwave", - "sephyr strike|xge", - "Aid", - "air bubble|aag", - "Barkskin", - "Calm Emotions", - "Cordon of Arrows", - "Crown of Madness", - "Darkvision", - "Detect Thoughts", - "Enhance Ability", - "Enthrall", - "Find Traps", - "Hold Person", - "Invisibility", - "Knock", - "Lesser Restoration", - "Locate Animals or Plants", - "Locate Object", - "Magic Mouth", - "Magic Weapon", - "Mirror Image", - "Pass Without Trace", - "Protection from Poison", - "pyrotechnics|xge", - "See Invisibility", - "Shatter", - "Silence", - "skywrite|xge", - "Suggestion", - "Zone of Truth", - "ashardalon's stride|ftd", - "Bestow Curse", - "catnap|xge", - "Conjure Barrage", - "Dispel Magic", - "Elemental Weapon", - "enemies abound|xge", - "fast friends|ai", - "Fear", - "flame arrows|xge", - "Hypnotic Pattern", - "Lightning Arrow", - "Major Image", - "Mass Healing Word", - "Nondetection", - "Protection from Energy", - "Revivify", - "Sending", - "Slow", - "Tongues", - "Water Breathing", - "Water Walk", - "charm monster|xge", - "Compulsion", - "Confusions", - "Dimension Door", - "Freedom of Movement", - "Greater Invisibility", - "Hallucinatory Terrain", - "Locate Creature", - "Phantasmal Killer", - "Polymorph", - "Stoneskin", - "Conjure Volley", - "Dominate Person", - "Dream", - "Geas", - "Greater Restoration", - "Hold Monster", - "Legend Lore", - "Mass Cure Wounds", - "Mislead", - "Modify Memory", - "Rary's Telepathic Bond", - "Scrying", - "Seeming", - "skill empowerment|xge", - "steel wind strike|xge", - "synaptic static|xge", - "Swift Quiver", - "Teleportation Circle", - "Aerora (Aero II)|FFXIV", - "Biora (Bio II)|FFXIV", - "Bravery|FFXIV", - "Break|FFXIV", - "Cure|FFXIV", - "Cura (Medica)|FFXIV", - "Faith|FFXIV", - "Aeroga (Aero III)|FFXIV", - "Bioga (Bio III)|FFXIV", - "Curada (Cure II)|FFXIV", - "En-Element|FFXIV", - "Esuna|FFXIV", - "Bar-Element|FFXIV", - "Curaga (Cure III)|FFXIV", - "De-Element|FFXIV", - "Protection|FFXIV", - "Shell|FFXIV", - "Aeroja (Aero IV)|FFXIV", - "Bioja (Bio IV)|FFXIV", - "Curaja (Cure III)|FFXIV" + "absorb elements|xge", + "Alarm", + "Bane", + "Charm Person", + "Command", + "Cure Wounds", + "Detect Magic", + "Detect Poison and Disease", + "Disguise Self", + "Dissonant Whispers", + "Faerie Fire", + "Feather Fall", + "Hail of Thorns", + "Healing Word", + "Heroism", + "Idenitfy", + "Hunter's Mark", + "Jump", + "Longstrider", + "silvery barbs|scc", + "snare|xge", + "Tasha's Hideous Laughter", + "Thunderwave", + "sephyr strike|xge", + "Aid", + "air bubble|aag", + "Barkskin", + "Calm Emotions", + "Cordon of Arrows", + "Crown of Madness", + "Darkvision", + "Detect Thoughts", + "Enhance Ability", + "Enthrall", + "Find Traps", + "Hold Person", + "Invisibility", + "Knock", + "Lesser Restoration", + "Locate Animals or Plants", + "Locate Object", + "Magic Mouth", + "Magic Weapon", + "Mirror Image", + "Pass Without Trace", + "Protection from Poison", + "pyrotechnics|xge", + "See Invisibility", + "Shatter", + "Silence", + "skywrite|xge", + "Suggestion", + "Zone of Truth", + "ashardalon's stride|ftd", + "Bestow Curse", + "catnap|xge", + "Conjure Barrage", + "Dispel Magic", + "Elemental Weapon", + "enemies abound|xge", + "fast friends|ai", + "Fear", + "flame arrows|xge", + "Hypnotic Pattern", + "Lightning Arrow", + "Major Image", + "Mass Healing Word", + "Nondetection", + "Protection from Energy", + "Revivify", + "Sending", + "Slow", + "Tongues", + "Water Breathing", + "Water Walk", + "charm monster|xge", + "Compulsion", + "Confusions", + "Dimension Door", + "Freedom of Movement", + "Greater Invisibility", + "Hallucinatory Terrain", + "Locate Creature", + "Phantasmal Killer", + "Polymorph", + "Stoneskin", + "Conjure Volley", + "Dominate Person", + "Dream", + "Geas", + "Greater Restoration", + "Hold Monster", + "Legend Lore", + "Mass Cure Wounds", + "Mislead", + "Modify Memory", + "Rary's Telepathic Bond", + "Scrying", + "Seeming", + "skill empowerment|xge", + "steel wind strike|xge", + "synaptic static|xge", + "Swift Quiver", + "Teleportation Circle", + "Aerora (Aero II)|FFXIV", + "Biora (Bio II)|FFXIV", + "Bravery|FFXIV", + "Break|FFXIV", + "Cure|FFXIV", + "Cura (Medica)|FFXIV", + "Faith|FFXIV", + "Aeroga (Aero III)|FFXIV", + "Bioga (Bio III)|FFXIV", + "Curada (Cure II)|FFXIV", + "En-Element|FFXIV", + "Esuna|FFXIV", + "Bar-Element|FFXIV", + "Curaga (Cure III)|FFXIV", + "De-Element|FFXIV", + "Protection|FFXIV", + "Shell|FFXIV", + "Aeroja (Aero IV)|FFXIV", + "Bioja (Bio IV)|FFXIV", + "Curaja (Cure III)|FFXIV" ], "spellcastingAbility": "cha", "casterProgression": "1/2" @@ -8799,11 +8796,11 @@ }, "Aura of Intervention|Sultansworn Paladin|FFXIV|7", "Ability Score Improvement|Sultansworn Paladin|FFXIV|8", - { + { "classFeature": "Archetype Feature|Sultansworn Paladin|FFXIV|10", "gainSubclassFeature": true }, - "Seasoned Fighting Style|Sultansworn Paladin|FFXIV|11", + "Seasoned Fighting Style|Sultansworn Paladin|FFXIV|11", "Ability Score Improvement|Sultansworn Paladin|FFXIV|12", { "classFeature": "Archetype Feature|Sultansworn Paladin|FFXIV|14", @@ -8864,95 +8861,95 @@ ], "classSpells": [ "Bless", - "Ceremony|xge", - "Command", - "Compelled Duel", - "Cure Wounds", - "Detect Evil and Good", - "Detect Magic", - "Detect Poison and Disease", - "Guiding Bolt", - "Heroism", - "Protection from Evil and Good", - "Purify Food and Drink", - "Sanctuary", - "Searing Smite", - "Shield of Faith", - "Sleep", - "Thunderous Smite", - "Wrathful Smite", - "Aid", - "Branding Smite", - "Calm Emotions", - "Enhanced Ability", - "Find Steed", - "Gentle Repose", - "Hold Person", - "Lesser Restoration", - "Locate Object", - "Magic Weapon", - "Moonbeam", - "Prayer of Healing", - "Protection from Poison", - "See Invisibility", - "Warding Bond", - "Zone of Truth", - "Aura of Vitality", - "Beacon of Hope", - "Blinding Smite", - "Counterspell", - "Create Food and Water", - "Crusader's Mantle", - "Daylight", - "Dispel Magic", - "Elemental Weapon", - "Haste", - "Magic Circle", - "Nondetection", - "Protection from Energy", - "Remove Curse", - "Revivify", - "Spirit Shroud|tce", - "Aura of Life", - "Aura of Purity", - "Banishment", - "Compulsion", - "Death Ward", - "Find Greater Steed|xge", - "Freedom of Movement", - "Guardian of Faith", - "Locate Creature", - "Otiluke's Resilient Sphere", - "Staggering Smite", - "Stoneskin", - "Banishing Smite", - "Circle of Power", - "Commune", - "Destructive Wave", - "Dispel Evil and Good", - "Flame Strike", - "Geas", - "Hold Monster", - "holy weapon|xge", - "Scrying", - "Wall of Force", - "Banish|FFXIV", - "Bravery|FFXIV", - "Cure|FFXIV", - "Banishra (Banish II)|FFXIV", - "Cura (Medica)|FFXIV", - "Faith|FFXIV", - "Refresh|FFXIV", - "Banishga (Banish III)|FFXIV", - "Bar-Element|FFXIV", - "Curada (Cure II)|FFXIV", - "En-Element|FFXIV", - "Esuna|FFXIV", - "Curaga (Cure III)|FFXIV", - "Protection|FFXIV", - "Shell|FFXIV", - "Banishja (Banish IV)|FFXIV", - "Curaja (Cure IV)|FFXIV" + "Ceremony|xge", + "Command", + "Compelled Duel", + "Cure Wounds", + "Detect Evil and Good", + "Detect Magic", + "Detect Poison and Disease", + "Guiding Bolt", + "Heroism", + "Protection from Evil and Good", + "Purify Food and Drink", + "Sanctuary", + "Searing Smite", + "Shield of Faith", + "Sleep", + "Thunderous Smite", + "Wrathful Smite", + "Aid", + "Branding Smite", + "Calm Emotions", + "Enhanced Ability", + "Find Steed", + "Gentle Repose", + "Hold Person", + "Lesser Restoration", + "Locate Object", + "Magic Weapon", + "Moonbeam", + "Prayer of Healing", + "Protection from Poison", + "See Invisibility", + "Warding Bond", + "Zone of Truth", + "Aura of Vitality", + "Beacon of Hope", + "Blinding Smite", + "Counterspell", + "Create Food and Water", + "Crusader's Mantle", + "Daylight", + "Dispel Magic", + "Elemental Weapon", + "Haste", + "Magic Circle", + "Nondetection", + "Protection from Energy", + "Remove Curse", + "Revivify", + "Spirit Shroud|tce", + "Aura of Life", + "Aura of Purity", + "Banishment", + "Compulsion", + "Death Ward", + "Find Greater Steed|xge", + "Freedom of Movement", + "Guardian of Faith", + "Locate Creature", + "Otiluke's Resilient Sphere", + "Staggering Smite", + "Stoneskin", + "Banishing Smite", + "Circle of Power", + "Commune", + "Destructive Wave", + "Dispel Evil and Good", + "Flame Strike", + "Geas", + "Hold Monster", + "holy weapon|xge", + "Scrying", + "Wall of Force", + "Banish|FFXIV", + "Bravery|FFXIV", + "Cure|FFXIV", + "Banishra (Banish II)|FFXIV", + "Cura (Medica)|FFXIV", + "Faith|FFXIV", + "Refresh|FFXIV", + "Banishga (Banish III)|FFXIV", + "Bar-Element|FFXIV", + "Curada (Cure II)|FFXIV", + "En-Element|FFXIV", + "Esuna|FFXIV", + "Curaga (Cure III)|FFXIV", + "Protection|FFXIV", + "Shell|FFXIV", + "Banishja (Banish IV)|FFXIV", + "Curaja (Cure IV)|FFXIV" ], "spellcastingAbility": "cha", "casterProgression": "1/2" @@ -9372,7 +9369,7 @@ "from": [ "acrobatics", "athletics", - "desception", + "deception", "insight", "intimidation", "investigation", @@ -9457,7 +9454,7 @@ "from": [ "acrobatics", "athletics", - "desception", + "deception", "insight", "intimidation", "investigation", @@ -9972,117 +9969,117 @@ ], "classSpells": [ "Arcane Weapon", - "Armor of Agathys", - "Arms of Hadar", - "Bane", - "cause fear|xge", - "chaos bolt|xge", - "Compelled Duel", - "Comprehend Languages", - "Cure Wounds", - "dark|ffxiv", - "Detect Evil and Good", - "Detect Magic", - "drain|ffxiv", - "False Life", - "Find Steed", - "Fog Cloud", - "Gentle Repose", - "Hellish Rebuke", - "Hex", - "Hunter's Mark", - "ice knife|xge", - "Idenitfy", - "Inflict Wounds", - "Jump", - "Longstrider", - "Protection from Evil and good", - "Ray of Sickness", - "Shield", - "Silent Image", - "Unseen Servant", - "Wrathful Smite", - "Alter Self", - "Arcane Lock", - "Augury", - "Blindness/Deafness", - "Crown of Madness", - "Darkness", - "darkra|ffxiv", - "Darkvision", - "Detect Thoughts", - "Enhance Ability", - "Enthrall", - "Find Traps", - "Hold Person", - "Invisibility", - "Levitate", - "Magic Weapon", - "Mirror Image", - "Misty Step", - "Pass without Trace", - "Phantasmal Force", - "Ray of Enfeeblement", - "See Invisibility", - "Shadow Blade", - "Silence", - "Spiritual Weapon", - "Zone of Truth", - "Animate Dead", - "Bestow Curse", - "darkga|ffxiv", - "Dispel Magic", - "Elemental Weapon", - "Fear", - "Feign Death", - "Fly", - "Gaseous Form", - "Haste", - "Hunger of Hadar ", - "Hypnotic Pattern", - "Life Transference", - "Phantom Steed", - "Remove Curse", - "Speak with Dead", - "Spirit Guardians", - "spirit shroud|tce", - "summon shadowspawn|tce", - "summon undead|tce", - "Vampiric Touch", - "Arcane Eye", - "Banishment", - "Blight", - "Compulsion", - "Confusions", - "Death Ward", - "Dimension Door", - "Evard's Black Tentacles", - "find greater steed|xge", - "Greater Invisibility", - "Phantasmal Killer", - "shadow of moil|xge", - "Staggering Smite", - "Antilife Shell", - "Banishing Smite", - "Circle of Power", - "Cloudkill", - "Contact Other Plane", - "Contagion", - "danse macabre|xge", - "Desctructive Wave", - "enervation|xge", - "Hold Monster", - "negative energy flood|xge", - "Raise Dead", - "Scrying", - "steel wind strike|xge", - "Teleportation Circle", - "Bravery|FFXIV", - "Break|FFXIV", - "Osmose|FFXIV", - "Refresh|FFXIV", - "De-Element|FFXIV", - "Darkja (Dark IV)|FFXIV" + "Armor of Agathys", + "Arms of Hadar", + "Bane", + "cause fear|xge", + "chaos bolt|xge", + "Compelled Duel", + "Comprehend Languages", + "Cure Wounds", + "dark|ffxiv", + "Detect Evil and Good", + "Detect Magic", + "drain|ffxiv", + "False Life", + "Find Steed", + "Fog Cloud", + "Gentle Repose", + "Hellish Rebuke", + "Hex", + "Hunter's Mark", + "ice knife|xge", + "Idenitfy", + "Inflict Wounds", + "Jump", + "Longstrider", + "Protection from Evil and good", + "Ray of Sickness", + "Shield", + "Silent Image", + "Unseen Servant", + "Wrathful Smite", + "Alter Self", + "Arcane Lock", + "Augury", + "Blindness/Deafness", + "Crown of Madness", + "Darkness", + "darkra|ffxiv", + "Darkvision", + "Detect Thoughts", + "Enhance Ability", + "Enthrall", + "Find Traps", + "Hold Person", + "Invisibility", + "Levitate", + "Magic Weapon", + "Mirror Image", + "Misty Step", + "Pass without Trace", + "Phantasmal Force", + "Ray of Enfeeblement", + "See Invisibility", + "Shadow Blade", + "Silence", + "Spiritual Weapon", + "Zone of Truth", + "Animate Dead", + "Bestow Curse", + "darkga|ffxiv", + "Dispel Magic", + "Elemental Weapon", + "Fear", + "Feign Death", + "Fly", + "Gaseous Form", + "Haste", + "Hunger of Hadar ", + "Hypnotic Pattern", + "Life Transference", + "Phantom Steed", + "Remove Curse", + "Speak with Dead", + "Spirit Guardians", + "spirit shroud|tce", + "summon shadowspawn|tce", + "summon undead|tce", + "Vampiric Touch", + "Arcane Eye", + "Banishment", + "Blight", + "Compulsion", + "Confusions", + "Death Ward", + "Dimension Door", + "Evard's Black Tentacles", + "find greater steed|xge", + "Greater Invisibility", + "Phantasmal Killer", + "shadow of moil|xge", + "Staggering Smite", + "Antilife Shell", + "Banishing Smite", + "Circle of Power", + "Cloudkill", + "Contact Other Plane", + "Contagion", + "danse macabre|xge", + "Desctructive Wave", + "enervation|xge", + "Hold Monster", + "negative energy flood|xge", + "Raise Dead", + "Scrying", + "steel wind strike|xge", + "Teleportation Circle", + "Bravery|FFXIV", + "Break|FFXIV", + "Osmose|FFXIV", + "Refresh|FFXIV", + "De-Element|FFXIV", + "Darkja (Dark IV)|FFXIV" ], "spellcastingAbility": "wis", "casterProgression": "1/2", @@ -10585,7 +10582,7 @@ } ], "classSpells": [ - "Blade Ward", + "Blade Ward", "Dancing Lights", "Light", "Lightning Lure|XGE", @@ -10777,20 +10774,20 @@ "Prismatic Wall", "Time Stop", "True Resurrection", - "Cure|FFXIV", - "Cura (Medica)|FFXIV", - "Curada (Cure II)|FFXIV", - "Curaga (Cure III)|FFXIV", - "Curaja (Cure IV)|FFXIV", - "Thunder|FFXIV", - "Thundara (Thunder II)|FFXIV", - "Thundaga (Thunder III)|FFXIV", - "Thundaja (Thunder IV)|FFXIV", - "Osmose|FFXIV", - "Bravery|FFXIV", - "Faith|FFXIV", - "Protection|FFXIV", - "Shell|FFXIV" + "Cure|FFXIV", + "Cura (Medica)|FFXIV", + "Curada (Cure II)|FFXIV", + "Curaga (Cure III)|FFXIV", + "Curaja (Cure IV)|FFXIV", + "Thunder|FFXIV", + "Thundara (Thunder II)|FFXIV", + "Thundaga (Thunder III)|FFXIV", + "Thundaja (Thunder IV)|FFXIV", + "Osmose|FFXIV", + "Bravery|FFXIV", + "Faith|FFXIV", + "Protection|FFXIV", + "Shell|FFXIV" ], "hasFluff": true }, @@ -11273,276 +11270,276 @@ ], "classSpells": [ "Acid Splash", - "Bio|FFXIV", - "Blade Ward", - "Dancing Lights", - "Friends", - "Infestation", - "Light", - "Mage Hand", - "Magic Stone", - "Mending", - "Message", - "Mind Sliver", - "Minor Illusion", - "Poison Spray", - "Prestidigitation", - "Primal Savagery", - "Resistance", - "Ruin|FFXIV", - "Sapping Sting", - "Spare the Dying", - "Sword Burst", - "True Strike", - "Absorb Elements", - "Alarm", - "Bane", - "Biora (Bio II)|FFXIV", - "Bravery|FFXIV", - "Catapult", - "Cause Fear", - "Charm Person", - "Chromatic Orb", - "Color Spray", - "Command", - "Comprehend Languages", - "Cure Wounds", - "Cure|FFXIV", - "Detect Magic", - "Detect Poison and Disease", - "Faerie Fire", - "Feather Fall", - "Find Familiar", - "Fog Cloud", - "Guiding Bolt", - "Healing Word", - "Heroism", - "Identify", - "Illusory Script", - "Inflict Wounds", - "Jump", - "Longstrider", - "Mage Armor", - "Magic Missile", - "Purify Food and Drink", - "Ray of Sickness", - "Ruinra (Ruin II)|FFXIV", - "Shield", - "Silent Image", - "Silvery Barbs|XGE", - "Sleep", - "Snare", - "Tasha' Caustic Brew|TCE", - "Tasha's Hideous Laughter|TCE", - "Tenser's Floating Disk", - "Unseen Servant", - "Zephyr Strike", - "Aid", - "Alter Self", - "Arcane Lock", - "Blindness/Deafness", - "Blur", - "Cloud of Daggers", - "Cura (Medica)|FFXIV", - "Darkness", - "Darkvision", - "Detect Thoughts", - "Earthbind", - "Enhance Ability", - "Enlarge/Reduce", - "Faith|FFXIV", - "Find Steed", - "Find Traps", - "Gentle Repose", - "Healing Spirit", - "Hold Person", - "Immovable Object", - "Invisibility", - "Knock", - "Lesser Restoration", - "Levitate", - "Magic Weapon", - "Melf's Acid Arrow", - "Mirror Image", - "Misty Step", - "Phantasmal Force", - "Prayer of Healing", - "Protection from Poison", - "Ray of Enfeeblement", - "See Invisibility", - "Silence", - "Skywrite|XGE", - "Spider Climb", - "Spike Growth", - "Suggestion", - "Warding Bond", - "Antagonize|EGW", - "Bestow Curse", - "Bioga (Bio III)|FFXIV", - "Blink", - "Catnap", - "Conjure Barrage", - "Counterspell", - "Create Food and Water", - "Curada (Cure II)|FFXIV", - "Daylight", - "Dispel Magic", - "Enemies Abound|XGE", - "Fear", - "Feign Death", - "Fly", - "Glyph of Warding", - "Haste", - "Hypnotic Pattern", - "Intellect Fortress", - "Leomund's Tiny Hut|XGE", - "Life Transference", - "Magic Circle", - "Major Image", - "Mass Healing Word", - "Meld into Stone", - "Motivational Speech|IDROTF", - "Nondetection", - "Phantom Steed", - "Protection from Energy", - "Pulse Wave|EGW", - "Remove Curse", - "Revivify", - "Ruinga (Ruin II)|FFXIV", - "Sending", - "Slow", - "Speak with Dead", - "Stinking Cloud", - "Summon Fey", - "Tongues", - "Vampiric Touch", - "Water Breathing", - "Water Walk", - "Arcane Eye", - "Aura of Life", - "Banishment", - "Bar-Element|FFXIV", - "Blight", - "Compulsion", - "Confusion", - "Curaga (Cure III)|FFXIV", - "Death Ward", - "Dimension Door", - "Fabricate", - "Find Greater Steed", - "Hallucinatory Terrain", - "Leomund's Secret Chest", - "Locate Creature", - "Lustrate|FFXIV", - "Mordenkainen's Faithful Hound", - "Mordenkainen's Private Sanctum", - "Otiluke's Resilient Sphere", - "Phantasmal Killer", - "Polymorph", - "Protection|FFXIV", - "Sacred Soil|FFXIV", - "Shell|FFXIV", - "Sickening Radiance", - "Stoneskin", - "Vitriolic Sphere|XGE", - "Bigby's Hand", - "Bioja (Bio IV)|FFXIV", - "Biolysis|FFXIV", - "Circle of Power", - "Cloudkill", - "Contagion", - "Creation", - "Curaja (Cure IV)|FFXIV", - "Dominate Person", - "Enervation|XGE", - "Far Step", - "Geas", - "Greater Restoration", - "Hold Monster", - "Holy Weapon", - "Insect Plague", - "Legend Lore", - "Mass Cure Wounds", - "Mislead", - "Planar Binding", - "Raise Dead", - "Rary's Telepathic Bond", - "Scrying", - "Seeming", - "Skill Empowerment|XGE", - "Steel Wind Strike", - "Telekinesis", - "Teleportation Circle", - "Temporal Shunt", - "Wall of Force", - "Arcane Gate", - "Blade Barrier", - "Circle of Death", - "Conjure Fey", - "Contingency", - "Create Homunculus", - "Eyebite", - "Find the Path", - "Forbiddance", - "Globe of Invulnerbility", - "Guards and Wards", - "Harm", - "Heal", - "Heroes' Feast", - "Mental Prison|XGE", - "Planar Ally", - "Programmed Illusion", - "Scatter|XGE", - "Soul Cage|XGE", - "Tenser's Transformation", - "True Seeing", - "Word of Recall", - "Conjure Celestial", - "Etherealness", - "Forcecage", - "Mirage Arcane", - "Mordenkainen's Magnificent Mansion", - "Mordenkainen's Sword", - "Plane Shift", - "Power Word: Pain", - "Prismatic Spray", - "Project Image", - "Regenerate", - "Resurrection", - "Sequester", - "Simulacrum", - "Symbol", - "Teleport", - "Tether Essence", - "Abi-Dalzim's Horrid Wilting|XGE", - "Antimagic Field", - "Antipathy/Sympathy", - "Clone", - "Control Weather", - "Dominate Monster", - "Feeblemind", - "Glibness", - "Illusory Dragon", - "Incendiary Cloud", - "Maze", - "Mighty Fortress", - "Mind Blank", - "Power Word: Stun", - "Reality Break", - "Telepathy", - "Blade of Disaster", - "Foresight", - "Gate", - "Imprisonment", - "Invulnerability", - "Mass Heal", - "Power Word: Heal", - "Power Word: Kill", - "Prismatic Wall", - "True Polymorph", - "True Resurrection", - "Weird", - "Wish" + "Bio|FFXIV", + "Blade Ward", + "Dancing Lights", + "Friends", + "Infestation", + "Light", + "Mage Hand", + "Magic Stone", + "Mending", + "Message", + "Mind Sliver", + "Minor Illusion", + "Poison Spray", + "Prestidigitation", + "Primal Savagery", + "Resistance", + "Ruin|FFXIV", + "Sapping Sting", + "Spare the Dying", + "Sword Burst", + "True Strike", + "Absorb Elements", + "Alarm", + "Bane", + "Biora (Bio II)|FFXIV", + "Bravery|FFXIV", + "Catapult", + "Cause Fear", + "Charm Person", + "Chromatic Orb", + "Color Spray", + "Command", + "Comprehend Languages", + "Cure Wounds", + "Cure|FFXIV", + "Detect Magic", + "Detect Poison and Disease", + "Faerie Fire", + "Feather Fall", + "Find Familiar", + "Fog Cloud", + "Guiding Bolt", + "Healing Word", + "Heroism", + "Identify", + "Illusory Script", + "Inflict Wounds", + "Jump", + "Longstrider", + "Mage Armor", + "Magic Missile", + "Purify Food and Drink", + "Ray of Sickness", + "Ruinra (Ruin II)|FFXIV", + "Shield", + "Silent Image", + "Silvery Barbs|XGE", + "Sleep", + "Snare", + "Tasha' Caustic Brew|TCE", + "Tasha's Hideous Laughter|TCE", + "Tenser's Floating Disk", + "Unseen Servant", + "Zephyr Strike", + "Aid", + "Alter Self", + "Arcane Lock", + "Blindness/Deafness", + "Blur", + "Cloud of Daggers", + "Cura (Medica)|FFXIV", + "Darkness", + "Darkvision", + "Detect Thoughts", + "Earthbind", + "Enhance Ability", + "Enlarge/Reduce", + "Faith|FFXIV", + "Find Steed", + "Find Traps", + "Gentle Repose", + "Healing Spirit", + "Hold Person", + "Immovable Object", + "Invisibility", + "Knock", + "Lesser Restoration", + "Levitate", + "Magic Weapon", + "Melf's Acid Arrow", + "Mirror Image", + "Misty Step", + "Phantasmal Force", + "Prayer of Healing", + "Protection from Poison", + "Ray of Enfeeblement", + "See Invisibility", + "Silence", + "Skywrite|XGE", + "Spider Climb", + "Spike Growth", + "Suggestion", + "Warding Bond", + "Antagonize|EGW", + "Bestow Curse", + "Bioga (Bio III)|FFXIV", + "Blink", + "Catnap", + "Conjure Barrage", + "Counterspell", + "Create Food and Water", + "Curada (Cure II)|FFXIV", + "Daylight", + "Dispel Magic", + "Enemies Abound|XGE", + "Fear", + "Feign Death", + "Fly", + "Glyph of Warding", + "Haste", + "Hypnotic Pattern", + "Intellect Fortress", + "Leomund's Tiny Hut|XGE", + "Life Transference", + "Magic Circle", + "Major Image", + "Mass Healing Word", + "Meld into Stone", + "Motivational Speech|IDROTF", + "Nondetection", + "Phantom Steed", + "Protection from Energy", + "Pulse Wave|EGW", + "Remove Curse", + "Revivify", + "Ruinga (Ruin II)|FFXIV", + "Sending", + "Slow", + "Speak with Dead", + "Stinking Cloud", + "Summon Fey", + "Tongues", + "Vampiric Touch", + "Water Breathing", + "Water Walk", + "Arcane Eye", + "Aura of Life", + "Banishment", + "Bar-Element|FFXIV", + "Blight", + "Compulsion", + "Confusion", + "Curaga (Cure III)|FFXIV", + "Death Ward", + "Dimension Door", + "Fabricate", + "Find Greater Steed", + "Hallucinatory Terrain", + "Leomund's Secret Chest", + "Locate Creature", + "Lustrate|FFXIV", + "Mordenkainen's Faithful Hound", + "Mordenkainen's Private Sanctum", + "Otiluke's Resilient Sphere", + "Phantasmal Killer", + "Polymorph", + "Protection|FFXIV", + "Sacred Soil|FFXIV", + "Shell|FFXIV", + "Sickening Radiance", + "Stoneskin", + "Vitriolic Sphere|XGE", + "Bigby's Hand", + "Bioja (Bio IV)|FFXIV", + "Biolysis|FFXIV", + "Circle of Power", + "Cloudkill", + "Contagion", + "Creation", + "Curaja (Cure IV)|FFXIV", + "Dominate Person", + "Enervation|XGE", + "Far Step", + "Geas", + "Greater Restoration", + "Hold Monster", + "Holy Weapon", + "Insect Plague", + "Legend Lore", + "Mass Cure Wounds", + "Mislead", + "Planar Binding", + "Raise Dead", + "Rary's Telepathic Bond", + "Scrying", + "Seeming", + "Skill Empowerment|XGE", + "Steel Wind Strike", + "Telekinesis", + "Teleportation Circle", + "Temporal Shunt", + "Wall of Force", + "Arcane Gate", + "Blade Barrier", + "Circle of Death", + "Conjure Fey", + "Contingency", + "Create Homunculus", + "Eyebite", + "Find the Path", + "Forbiddance", + "Globe of Invulnerbility", + "Guards and Wards", + "Harm", + "Heal", + "Heroes' Feast", + "Mental Prison|XGE", + "Planar Ally", + "Programmed Illusion", + "Scatter|XGE", + "Soul Cage|XGE", + "Tenser's Transformation", + "True Seeing", + "Word of Recall", + "Conjure Celestial", + "Etherealness", + "Forcecage", + "Mirage Arcane", + "Mordenkainen's Magnificent Mansion", + "Mordenkainen's Sword", + "Plane Shift", + "Power Word: Pain", + "Prismatic Spray", + "Project Image", + "Regenerate", + "Resurrection", + "Sequester", + "Simulacrum", + "Symbol", + "Teleport", + "Tether Essence", + "Abi-Dalzim's Horrid Wilting|XGE", + "Antimagic Field", + "Antipathy/Sympathy", + "Clone", + "Control Weather", + "Dominate Monster", + "Feeblemind", + "Glibness", + "Illusory Dragon", + "Incendiary Cloud", + "Maze", + "Mighty Fortress", + "Mind Blank", + "Power Word: Stun", + "Reality Break", + "Telepathy", + "Blade of Disaster", + "Foresight", + "Gate", + "Imprisonment", + "Invulnerability", + "Mass Heal", + "Power Word: Heal", + "Power Word: Kill", + "Prismatic Wall", + "True Polymorph", + "True Resurrection", + "Weird", + "Wish" ], "cantripProgression": [ 3, @@ -12042,196 +12039,196 @@ } ], "classSpells": [ - "Blade Ward", - "Dancing Lights", - "Friends", - "Guidance", - "Light", - "magic stone|xge", - "mind sliver|tce", - "Message", - "Resistance", - "Sacred Flame", - "Spare the Dying", - "True Strike", - "word of radiance|xge", - "Bane", - "Bless", - "ceremony|xge", - "Color Spray", - "Comprehend Languages", - "Cure Wounds", - "Detect Evil and Good", - "Detect Poison and Disease", - "Detect Magic", - "Faerie Fire", - "False Life", - "gift of alacrity|egw", - "Guiding Bolt", - "Healing Word", - "Heroism", - "Hex", - "Identify", - "Illusory Script", - "Mage Armor", - "Magic Missile", - "magnify gravity|egw", - "Sanctuary", - "Shield of Faith", - "Sleep", - "Unseen Servant", - "Witch Bolt", - "Aid", - "Augury", - "Blindness/Deafness", - "Blur", - "Darkness", - "Darkvision", - "Detect Thoughts", - "Enhance Ability", - "Enlarge/Reduce", - "fortune's favor|egw", - "Find Traps", - "Gentle Repose", - "healing spirit|xge", - "Invisibility", - "Knock", - "Lesser Restoration", - "Levitate", - "Locate Object", - "mind spike|xge", - "Moonbeam", - "Silence", - "skywrite|xge", - "snilloc's snowball storm|xge", - "tasha's mind whip|tce", - "wristpocket|egw", - "Zone of Truth", - "Beacon of Hope", - "Blink", - "catnap|xge", - "Clairvoyance", - "Daylight", - "Dispel Magic", - "Elemental Weapon", - "Fly", - "Haste", - "Hypnotic Pattern", - "intellect fortress|tce", - "life transference|xge", - "Mass Healing Word", - "melf's minute meteors|xge", - "Remove Curse", - "Revivify", - "pulse wave|egw", - "Sending", - "Slow", - "Tongues", - "Arcane Eye", - "Banishment", - "Blight", - "Confusion", - "Death Ward", - "Dimension Door", - "Divination", - "Grater Invisibility", - "gravity sinkhole|egw", - "Hallucinatory Terrain", - "Ice Storm", - "Locate Creature", - "Otiluke's Resilient Sphere", - "Phantasmal Killer", - "sickening radiance|xge", - "collective unconscious|ffxiv", - "Commune", - "Cone of Cold", - "dawn|xge", - "Dispel Evil and Good", - "Dream", - "far step|xge", - "Geas", - "gravity|ffxiv", - "Greater Restoration", - "Legend Lore", - "Mass Cure Wounds", - "Rary's Telepathic Bond", - "Scrying", - "summon celestial|tce", - "Teleportation Circle", - "temporal shunt|egw", - "wall of light|xge", - "Eyebite", - "Find the Path", - "gravity fissure|egw", - "Heal", - "Mass Suggestion", - "mental prison|xge", - "Programmed Illusion", - "scatter|xge", - "Sunbeam", - "True Seeing", - "Conjure Celestial", - "crown of stars|xge", - "dream of the blue veil|tce", - "Mirage Arcane", - "Plane Shift", - "Regenerate", - "Resurrection", - "Reverse Gravity", - "tether essence|egw", - "Antimagic Field", - "celestial opposition|ffxiv", - "dark star|egw", - "Demiplane", - "Glibness", - "illusory dragon|xge", - "reality break|egw", - "Telepathy", - "Sunburst", - "Astral Projection", - "Foresight", - "Mass Heal", - "ravenous void|egw", - "Time Stop", - "time ravage|egw", - "True Resurrection", - "Wish", - "Aero|FFXIV", - "Demi|FFXIV", - "Malefic|FFXIV", - "Stone|FFXIV", - "Water|FFXIV", - "Aerora (Aero II)|FFXIV", - "Bravery|FFXIV", - "Cure|FFXIV", - "Stonera (Stone II)|FFXIV", - "Watera (Water II)|FFXIV", - "Cura (Medica)|FFXIV", - "Demira|FFXIV", - "Faith|FFXIV", - "Refresh|FFXIV", - "Aeroga (Aero III)|FFXIV", - "Curada (Cure II)|FFXIV", - "En-Element|FFXIV", - "Esuna|FFXIV", - "Stonega (Stone III)|FFXIV", - "Waterga (Water III)|FFXIV", - "Bar-Element|FFXIV", - "Comet|FFXIV", - "Curaga (Cure III)|FFXIV", - "De-Element|FFXIV", - "Protection|FFXIV", - "Shell|FFXIV", - "Aeroja (Aero IV)|FFXIV", - "Curaja (Cure IV)|FFXIV", - "Stoneja (Stone IV)|FFXIV", - "Waterja (Water IV)|FFXIV", - "Bar-Element-ra|FFXIV", - "Flood|FFXIV", - "Imperil|FFXIV", - "Quake|FFXIV", - "Tornado|FFXIV", - "Meteor|FFXIV" + "Blade Ward", + "Dancing Lights", + "Friends", + "Guidance", + "Light", + "magic stone|xge", + "mind sliver|tce", + "Message", + "Resistance", + "Sacred Flame", + "Spare the Dying", + "True Strike", + "word of radiance|xge", + "Bane", + "Bless", + "ceremony|xge", + "Color Spray", + "Comprehend Languages", + "Cure Wounds", + "Detect Evil and Good", + "Detect Poison and Disease", + "Detect Magic", + "Faerie Fire", + "False Life", + "gift of alacrity|egw", + "Guiding Bolt", + "Healing Word", + "Heroism", + "Hex", + "Identify", + "Illusory Script", + "Mage Armor", + "Magic Missile", + "magnify gravity|egw", + "Sanctuary", + "Shield of Faith", + "Sleep", + "Unseen Servant", + "Witch Bolt", + "Aid", + "Augury", + "Blindness/Deafness", + "Blur", + "Darkness", + "Darkvision", + "Detect Thoughts", + "Enhance Ability", + "Enlarge/Reduce", + "fortune's favor|egw", + "Find Traps", + "Gentle Repose", + "healing spirit|xge", + "Invisibility", + "Knock", + "Lesser Restoration", + "Levitate", + "Locate Object", + "mind spike|xge", + "Moonbeam", + "Silence", + "skywrite|xge", + "snilloc's snowball storm|xge", + "tasha's mind whip|tce", + "wristpocket|egw", + "Zone of Truth", + "Beacon of Hope", + "Blink", + "catnap|xge", + "Clairvoyance", + "Daylight", + "Dispel Magic", + "Elemental Weapon", + "Fly", + "Haste", + "Hypnotic Pattern", + "intellect fortress|tce", + "life transference|xge", + "Mass Healing Word", + "melf's minute meteors|xge", + "Remove Curse", + "Revivify", + "pulse wave|egw", + "Sending", + "Slow", + "Tongues", + "Arcane Eye", + "Banishment", + "Blight", + "Confusion", + "Death Ward", + "Dimension Door", + "Divination", + "Grater Invisibility", + "gravity sinkhole|egw", + "Hallucinatory Terrain", + "Ice Storm", + "Locate Creature", + "Otiluke's Resilient Sphere", + "Phantasmal Killer", + "sickening radiance|xge", + "collective unconscious|ffxiv", + "Commune", + "Cone of Cold", + "dawn|xge", + "Dispel Evil and Good", + "Dream", + "far step|xge", + "Geas", + "gravity|ffxiv", + "Greater Restoration", + "Legend Lore", + "Mass Cure Wounds", + "Rary's Telepathic Bond", + "Scrying", + "summon celestial|tce", + "Teleportation Circle", + "temporal shunt|egw", + "wall of light|xge", + "Eyebite", + "Find the Path", + "gravity fissure|egw", + "Heal", + "Mass Suggestion", + "mental prison|xge", + "Programmed Illusion", + "scatter|xge", + "Sunbeam", + "True Seeing", + "Conjure Celestial", + "crown of stars|xge", + "dream of the blue veil|tce", + "Mirage Arcane", + "Plane Shift", + "Regenerate", + "Resurrection", + "Reverse Gravity", + "tether essence|egw", + "Antimagic Field", + "celestial opposition|ffxiv", + "dark star|egw", + "Demiplane", + "Glibness", + "illusory dragon|xge", + "reality break|egw", + "Telepathy", + "Sunburst", + "Astral Projection", + "Foresight", + "Mass Heal", + "ravenous void|egw", + "Time Stop", + "time ravage|egw", + "True Resurrection", + "Wish", + "Aero|FFXIV", + "Demi|FFXIV", + "Malefic|FFXIV", + "Stone|FFXIV", + "Water|FFXIV", + "Aerora (Aero II)|FFXIV", + "Bravery|FFXIV", + "Cure|FFXIV", + "Stonera (Stone II)|FFXIV", + "Watera (Water II)|FFXIV", + "Cura (Medica)|FFXIV", + "Demira|FFXIV", + "Faith|FFXIV", + "Refresh|FFXIV", + "Aeroga (Aero III)|FFXIV", + "Curada (Cure II)|FFXIV", + "En-Element|FFXIV", + "Esuna|FFXIV", + "Stonega (Stone III)|FFXIV", + "Waterga (Water III)|FFXIV", + "Bar-Element|FFXIV", + "Comet|FFXIV", + "Curaga (Cure III)|FFXIV", + "De-Element|FFXIV", + "Protection|FFXIV", + "Shell|FFXIV", + "Aeroja (Aero IV)|FFXIV", + "Curaja (Cure IV)|FFXIV", + "Stoneja (Stone IV)|FFXIV", + "Waterja (Water IV)|FFXIV", + "Bar-Element-ra|FFXIV", + "Flood|FFXIV", + "Imperil|FFXIV", + "Quake|FFXIV", + "Tornado|FFXIV", + "Meteor|FFXIV" ], "cantripProgression": [ 3, @@ -12870,43 +12867,43 @@ "Meteor Swarm", "ravenous void|egw", "Time Stop", - "Bio|FFXIV", - "Blizzard|FFXIV", - "Fire|FFXIV", - "Thunder|FFXIV", - "Biora (Bio II)|FFXIV", - "Blizzara (Blizzard II)|FFXIV", - "Break|FFXIV", - "Dark|FFXIV", - "Drain|FFXIV", - "Fira (Fire II)|FFXIV", - "Osmose|FFXIV", - "Scathe|FFXIV", - "Thundara (Thunder II)|FFXIV", - "Darkra|FFXIV", - "Darkga|FFXIV", - "Darkja (Dark IV)|FFXIV", - "Bioga (Bio III)|FFXIV", - "Blizzaga (Blizzard III)|FFXIV", - "En-Element|FFXIV", - "Firaga (Fire III)|FFXIV", - "Thundaga (Thunder III)|FFXIV", - "Comet|FFXIV", - "De-Element|FFXIV", - "Bioja (Bio IV)|FFXIV", - "Blizzaja (Blizzard IV)|FFXIV", - "Firaja (Fire IV)|FFXIV", - "Thundaja (Thunder IV)|FFXIV", - "Doomsday|FFXIV", - "Electron|FFXIV", - "Flare|FFXIV", - "Freeze|FFXIV", - "Imperil|FFXIV", - "Doom|FFXIV", - "Foul|FFXIV", - "Meteor|FFXIV", - "Demi-Ultima|FFXIV", - "Xenoglossy|FFXIV" + "Bio|FFXIV", + "Blizzard|FFXIV", + "Fire|FFXIV", + "Thunder|FFXIV", + "Biora (Bio II)|FFXIV", + "Blizzara (Blizzard II)|FFXIV", + "Break|FFXIV", + "Dark|FFXIV", + "Drain|FFXIV", + "Fira (Fire II)|FFXIV", + "Osmose|FFXIV", + "Scathe|FFXIV", + "Thundara (Thunder II)|FFXIV", + "Darkra|FFXIV", + "Darkga|FFXIV", + "Darkja (Dark IV)|FFXIV", + "Bioga (Bio III)|FFXIV", + "Blizzaga (Blizzard III)|FFXIV", + "En-Element|FFXIV", + "Firaga (Fire III)|FFXIV", + "Thundaga (Thunder III)|FFXIV", + "Comet|FFXIV", + "De-Element|FFXIV", + "Bioja (Bio IV)|FFXIV", + "Blizzaja (Blizzard IV)|FFXIV", + "Firaja (Fire IV)|FFXIV", + "Thundaja (Thunder IV)|FFXIV", + "Doomsday|FFXIV", + "Electron|FFXIV", + "Flare|FFXIV", + "Freeze|FFXIV", + "Imperil|FFXIV", + "Doom|FFXIV", + "Foul|FFXIV", + "Meteor|FFXIV", + "Demi-Ultima|FFXIV", + "Xenoglossy|FFXIV" ], "cantripProgression": [ 3, @@ -13684,36 +13681,36 @@ "True Polymorph", "True Resurrection", "Weird", - "Aero|FFXIV", - "Aerora (Aero II)|FFXIV", - "Aeroga (Aero III)|FFXIV", - "Aeroja (Aero IV)|FFXIV", - "Blizzard|FFXIV", - "Blizzara (Blizzard II)|FFXIV", - "Blizzaga (Blizzard III)|FFXIV", - "Blizzaja (Blizzard IV)|FFXIV", - "Fire|FFXIV", - "Fira (Fire II)|FFXIV", - "Firaga (Fire III)|FFXIV", - "Firaja (Fire IV)|FFXIV", - "Stone|FFXIV", - "Stonera (Stone II)|FFXIV", - "Stonega (Stone III)|FFXIV", - "Stoneja (Stone IV)|FFXIV", - "Thunder|FFXIV", - "Thundara (Thunder II)|FFXIV", - "Thundaga (Thunder III)|FFXIV", - "Thundaja (Thunder IV)|FFXIV", - "Water|FFXIV", - "Watera (Water II)|FFXIV", - "Waterga (Water III)|FFXIV", - "Waterja (Water IV)|FFXIV", - "Electron|FFXIV", - "Flare|FFXIV", - "Flood|FFXIV", - "Freeze|FFXIV", - "Quake|FFXIV", - "Tornado|FFXIV" + "Aero|FFXIV", + "Aerora (Aero II)|FFXIV", + "Aeroga (Aero III)|FFXIV", + "Aeroja (Aero IV)|FFXIV", + "Blizzard|FFXIV", + "Blizzara (Blizzard II)|FFXIV", + "Blizzaga (Blizzard III)|FFXIV", + "Blizzaja (Blizzard IV)|FFXIV", + "Fire|FFXIV", + "Fira (Fire II)|FFXIV", + "Firaga (Fire III)|FFXIV", + "Firaja (Fire IV)|FFXIV", + "Stone|FFXIV", + "Stonera (Stone II)|FFXIV", + "Stonega (Stone III)|FFXIV", + "Stoneja (Stone IV)|FFXIV", + "Thunder|FFXIV", + "Thundara (Thunder II)|FFXIV", + "Thundaga (Thunder III)|FFXIV", + "Thundaja (Thunder IV)|FFXIV", + "Water|FFXIV", + "Watera (Water II)|FFXIV", + "Waterga (Water III)|FFXIV", + "Waterja (Water IV)|FFXIV", + "Electron|FFXIV", + "Flare|FFXIV", + "Flood|FFXIV", + "Freeze|FFXIV", + "Quake|FFXIV", + "Tornado|FFXIV" ], "cantripProgression": [ 2, @@ -14405,26 +14402,24 @@ "Telekinesis", "Tree Stride", "Wall of Stone", - "Aerora (Aero II)|FFXIV", - "Aeroga (Aero III)|FFXIV", - "Aeroja (Aero IV)|FFXIV", - "Cura (Medica)|FFXIV", - "Curada (Cure II)|FFXIV", - "Curaga (Cure III)|FFXIV", - "Curaja (Cure IV)|FFXIV", - "Fira (Fire II)|FFXIV", - "Firaga (Fire III)|FFXIV", - "Firaja (Fire IV)|FFXIV", - "Faith|FFXIV", - "Refresh|FFXIV", - "En-Element|FFXIV", - "Esuna|FFXIV", - "Bar-Element|FFXIV", - "De-Element|FFXIV", - "Protection|FFXIV", - "Shell|FFXIV" - - + "Aerora (Aero II)|FFXIV", + "Aeroga (Aero III)|FFXIV", + "Aeroja (Aero IV)|FFXIV", + "Cura (Medica)|FFXIV", + "Curada (Cure II)|FFXIV", + "Curaga (Cure III)|FFXIV", + "Curaja (Cure IV)|FFXIV", + "Fira (Fire II)|FFXIV", + "Firaga (Fire III)|FFXIV", + "Firaja (Fire IV)|FFXIV", + "Faith|FFXIV", + "Refresh|FFXIV", + "En-Element|FFXIV", + "Esuna|FFXIV", + "Bar-Element|FFXIV", + "De-Element|FFXIV", + "Protection|FFXIV", + "Shell|FFXIV" ], "hasFluff": true }, @@ -16422,49 +16417,49 @@ "Meteor Swarm", "Power Word Heal", "True Resurrection", - "Aero|FFXIV", - "Aerora (Aero II)|FFXIV", - "Aeroga (Aero III)|FFXIV", - "Aeroja (Aero IV)|FFXIV", - "Banish|FFXIV", - "Banishra (Banish II)|FFXIV", - "Banishga (Banish III)|FFXIV", - "Banishja (Banish IV)|FFXIV", - "Fire|FFXIV", - "Fira (Fire II)|FFXIV", - "Firaga (Fire III)|FFXIV", - "Firaja (Fire IV)|FFXIV", - "Stone|FFXIV", - "Stonera (Stone II)|FFXIV", - "Stonega (Stone III)|FFXIV", - "Stoneja (Stone IV)|FFXIV", - "Thunder|FFXIV", - "Thundara (Thunder II)|FFXIV", - "Thundaga (Thunder III)|FFXIV", - "Thundaja (Thunder IV)|FFXIV", - "Cure|FFXIV", - "Cura (Medica)|FFXIV", - "Curada (Cure II)|FFXIV", - "Curaga (Cure III)|FFXIV", - "Curaja (Cure IV)|FFXIV", - "Drain|FFXIV", - "Electron|FFXIV", - "Flare|FFXIV", - "Quake|FFXIV", - "Tornado|FFXIV", - "Veraero|FFXIV", - "Veraeroga (Veraero III)|FFXIV", - "Verfire|FFXIV", - "Verflare|FFXIV", - "Verholy|FFXIV", - "Verstone|FFXIV", - "Verthunder|FFXIV", - "Verthundaga (Verthunder III)|FFXIV", - "En-Element|FFXIV", - "Esuna|FFXIV", - "Osmose|FFXIV", - "Refresh|FFXIV", - "De-Element|FFXIV" + "Aero|FFXIV", + "Aerora (Aero II)|FFXIV", + "Aeroga (Aero III)|FFXIV", + "Aeroja (Aero IV)|FFXIV", + "Banish|FFXIV", + "Banishra (Banish II)|FFXIV", + "Banishga (Banish III)|FFXIV", + "Banishja (Banish IV)|FFXIV", + "Fire|FFXIV", + "Fira (Fire II)|FFXIV", + "Firaga (Fire III)|FFXIV", + "Firaja (Fire IV)|FFXIV", + "Stone|FFXIV", + "Stonera (Stone II)|FFXIV", + "Stonega (Stone III)|FFXIV", + "Stoneja (Stone IV)|FFXIV", + "Thunder|FFXIV", + "Thundara (Thunder II)|FFXIV", + "Thundaga (Thunder III)|FFXIV", + "Thundaja (Thunder IV)|FFXIV", + "Cure|FFXIV", + "Cura (Medica)|FFXIV", + "Curada (Cure II)|FFXIV", + "Curaga (Cure III)|FFXIV", + "Curaja (Cure IV)|FFXIV", + "Drain|FFXIV", + "Electron|FFXIV", + "Flare|FFXIV", + "Quake|FFXIV", + "Tornado|FFXIV", + "Veraero|FFXIV", + "Veraeroga (Veraero III)|FFXIV", + "Verfire|FFXIV", + "Verflare|FFXIV", + "Verholy|FFXIV", + "Verstone|FFXIV", + "Verthunder|FFXIV", + "Verthundaga (Verthunder III)|FFXIV", + "En-Element|FFXIV", + "Esuna|FFXIV", + "Osmose|FFXIV", + "Refresh|FFXIV", + "De-Element|FFXIV" ], "hasFluff": true }, @@ -17443,7 +17438,7 @@ "Graceful Healer|White Mage|FFXIV|20" ], "classSpells": [ - "Banish|FFXIV", + "Banish|FFXIV", "Create Bonfire", "Druidcraft", "Friends", @@ -17514,7 +17509,7 @@ "Meld into Stone", "Plant Growth", "Protection from Energy", - "Revivify", + "Revivify", "Remove Curse", "Sending", "Speak with Dead", @@ -17596,37 +17591,36 @@ "Gate", "Mass Heal", "True Resurrection", - "Aero|FFXIV", - "Aerora (Aero II)|FFXIV", - "Aeroga (Aero III)|FFXIV", - "Aeroja (Aero IV)|FFXIV", - "Stone|FFXIV", - "Stonera (Stone II)|FFXIV", - "Stonega (Stone III)|FFXIV", - "Stoneja (Stone IV)|FFXIV", - "Water|FFXIV", - "Watera (Water II)|FFXIV", - "Waterga (Water III)|FFXIV", - "Waterja (Water IV)|FFXIV", - "Banishra (Banish II)|FFXIV", - "Banishga (Banish III)|FFXIV", - "Banishja (Banish IV)|FFXIV", - "Cure|FFXIV", - "Cura (Medica)|FFXIV", - "Curada (Cure II)|FFXIV", - "Curaga (Cure III)|FFXIV", - "Curaja (Cure IV)|FFXIV", - "Faith|FFXIV", - "En-Element|FFXIV", - "Bar-Element|FFXIV", - "De-Element|FFXIV", - "Protection|FFXIV", - "Shell|FFXIV", - "Flood|FFXIV", - "Holy|FFXIV", - "Quake|FFXIV", - "Tornado|FFXIV" - + "Aero|FFXIV", + "Aerora (Aero II)|FFXIV", + "Aeroga (Aero III)|FFXIV", + "Aeroja (Aero IV)|FFXIV", + "Stone|FFXIV", + "Stonera (Stone II)|FFXIV", + "Stonega (Stone III)|FFXIV", + "Stoneja (Stone IV)|FFXIV", + "Water|FFXIV", + "Watera (Water II)|FFXIV", + "Waterga (Water III)|FFXIV", + "Waterja (Water IV)|FFXIV", + "Banishra (Banish II)|FFXIV", + "Banishga (Banish III)|FFXIV", + "Banishja (Banish IV)|FFXIV", + "Cure|FFXIV", + "Cura (Medica)|FFXIV", + "Curada (Cure II)|FFXIV", + "Curaga (Cure III)|FFXIV", + "Curaja (Cure IV)|FFXIV", + "Faith|FFXIV", + "En-Element|FFXIV", + "Bar-Element|FFXIV", + "De-Element|FFXIV", + "Protection|FFXIV", + "Shell|FFXIV", + "Flood|FFXIV", + "Holy|FFXIV", + "Quake|FFXIV", + "Tornado|FFXIV" ], "cantripProgression": [ 4, @@ -17730,7 +17724,7 @@ } ], "classFeature": [ - { + { "name": "Spellcasting", "className": "Pictomancer", "classSource": "FFXIV", @@ -17799,7 +17793,7 @@ } ] }, - { + { "name": "Sketch Work", "source": "FFXIV", "className": "Pictomancer", @@ -17821,11 +17815,8 @@ "entries": [ "At 2nd level, when you expend a spell slot you leave a temporary mess of aetherial paint in a 10ft. sphere around you. This unkempt sphere of paint can be used for a variety of effects using your pictomancer features.", "This field of aetherial paint acts as difficult terrain for creatures other than you and allied creatures. The sphere remains until the end of your next turn." - - ] }, - { "name": "Smudge", "source": "FFXIV", @@ -17835,8 +17826,6 @@ "level": 2, "entries": [ "At 2nd level, while you are in a field of paint left behind by Aetherial Studio, as a bonus action you can dispel the field of paint to gain 10ft. of movement speed and use the disengage action until the end of your turn." - - ] }, { @@ -17998,8 +17987,7 @@ "entries": [ "At 18th level, when you expend a spell slot and activate Aetherial Studio, you can choose a location that you can see within 30ft. of you and make the field appear there instead.", "Additionally, as an action you may create a field of paint as through expended a spell slot. You may do this a number of times equal to your proficiency bonus. Uses of this feature are recovered when you complete long rest." - - ] + ] }, { "name": "Recolor the World", @@ -18021,7 +18009,7 @@ "source": "FFXIV", "entries": [ "Beginning at 1st level, you've learned to fight adeptly with two weapons. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. You can draw or stow two one-handed light weapons when you would normally be able to draw or stow only one.", - "Additionally, you trained to be fleet of foot in the dire situations. Your movement speed is increased by 5ft. and when you disengage from an enemy you are unaffected by difficult terrain. At 9th level, your movement speed is increased by an additional 5ft. and you gain the ability to move along vertical surfaces and on your turn without falling during the move." + "Additionally, you trained to be fleet of foot in the dire situations. Your movement speed is increased by 5ft. and when you disengage from an enemy you are unaffected by difficult terrain. At 9th level, your movement speed is increased by an additional 5ft. and you gain the ability to move along vertical surfaces and on your turn without falling during the move." ] }, { @@ -18033,7 +18021,7 @@ "level": 1, "entries": [ "Also beginning at 1st level, you have learned to dull your pain through intense focus. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your viper level.", - "You may use this feature a number of times equal to your proficiency bonus, uses of this feature are refreshed when you complete a long rest." + "You may use this feature a number of times equal to your proficiency bonus, uses of this feature are refreshed when you complete a long rest." ] }, { @@ -18045,16 +18033,15 @@ "level": 2, "entries": [ "At 2nd level, when you make a melee weapon attack you gain one charge of flow. You may spend charges of flow to replace attacks with a viper strikes instead. Some viper strikes require creatures to make saving throws. The DC is calculated as:", - { + { "type": "abilityDc", "name": "Viper Strike save DC", "attributes": [ "cha" ] }, - "When you make a viper strike attack, you do not gain a charge of flow. There is no limit to the number of attacks you may replace in a turn. You may have a maximum number of charges of flow equal to your proficiency bonus. Viper Strikes are detailed at the end of the subclass description.", - "Viper strikes which do not replace attacks or are usable on hit will have their use requirement specified in their description." - + "When you make a viper strike attack, you do not gain a charge of flow. There is no limit to the number of attacks you may replace in a turn. You may have a maximum number of charges of flow equal to your proficiency bonus. Viper Strikes are detailed at the end of the subclass description.", + "Viper strikes which do not replace attacks or are usable on hit will have their use requirement specified in their description." ] }, { @@ -18193,7 +18180,7 @@ "level": 7, "entries": [ "Beginning at 7th level, battle offers you a rush of adrenaline to push beyond your limits. On your turn, you can take one additional action.", - "Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn." + "Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn." ] }, { @@ -18218,7 +18205,7 @@ "Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity 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": "Ambidextrous Fighter", "source": "FFXIV", "className": "Viper", @@ -21945,7 +21932,7 @@ "source": "FFXIV", "entries": [ "Beginning at 1st level, you've learned how to create cells which you charge using the energy of your body. You can keep a number of munitions charged equal to your Gunbreaker level.", - "You recharge half of your expended munitions cells (rounded up) when you complete a short rest and all expended munitions when you complete a long rest.", + "You recharge half of your expended munitions cells (rounded up) when you complete a short rest and all expended munitions when you complete a long rest.", "When using abilities triggered through using your Munitions that require the enemy to make a saving throw, the saving throw is calculated as follows.", { "type": "abilityDc", @@ -24387,7 +24374,7 @@ } ], "subclassFeature": [ - { + { "name": "Creature Realism", "source": "FFXIV", "page": 135, @@ -24417,7 +24404,7 @@ "entries": [ "{@i 3rd-level Creature Realism feature}", "Beginning at 3rd level, you have learned how to work in your own style to enhance the creatures you create through your pictomancy spells. Any creature summoned or created by a spell that you cast gains one of the following benefits:", - { + { "type": "entries", "entries": [ { @@ -24429,7 +24416,7 @@ } ] }, - { + { "type": "entries", "entries": [ { @@ -24441,18 +24428,18 @@ } ] }, - { + { "type": "entries", "entries": [ { "type": "entries", "name": "Swiftness", "entries": [ - "The creature appears far quicker, increasing its movement speed by 20 feet. This increases specialized movement speeds like flight and swimming as well." + "The creature appears far quicker, increasing its movement speed by 20 feet. This increases specialized movement speeds like flight and swimming as well." ] - } + } ] - } + } ] }, { @@ -24510,7 +24497,7 @@ } ] }, - { + { "type": "entries", "entries": [ { @@ -24522,18 +24509,18 @@ } ] }, - { + { "type": "entries", "entries": [ { "type": "entries", "name": "Unnerving Presence", "entries": [ - "Creatures that make an attack roll within 20ft. of the creature receive a 1d4 pentalty on attack rolls." + "Creatures that make an attack roll within 20ft. of the creature receive a 1d4 pentalty on attack rolls." ] - } + } ] - } + } ] }, { @@ -24565,13 +24552,12 @@ "classSource": "FFXIV", "subclassShortName": "Weapon Expressionism", "subclassSource": "FFXIV", - "level": 3 , + "level": 3, "header": 2, "entries": [ "{@i 3rd-level Creature Realism feature}", "Beginning at 3rd level, you can use your action to create a magical weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This weapon can be used as your spell casting focus while casting your pictomancer spells.", "Additionally, you gain proficiency with light and medium armor and shields." - ] }, { @@ -24586,8 +24572,8 @@ "header": 2, "entries": [ "{@i 3rd-level Weapon Expressionism feature}", - "Also beginning at 3rd level, as a bonus action you may select a weapon you can see within 30ft. of you. For the next minute that weapon deals bonus damage equal to your Charisma ability modifier. You may only improve one weapon in this way at a time.", - "At 9th level, you may select a second weapon to benefit from your heroic effects." + "Also beginning at 3rd level, as a bonus action you may select a weapon you can see within 30ft. of you. For the next minute that weapon deals bonus damage equal to your Charisma ability modifier. You may only improve one weapon in this way at a time.", + "At 9th level, you may select a second weapon to benefit from your heroic effects." ] }, { @@ -24602,7 +24588,7 @@ "header": 2, "entries": [ "{@i 6th-level Weapon Expressionism feature}", - "Beginning at 6th level, you may select a second elemental primal when you complete a long rest." + "Beginning at 6th level, you may select a second elemental primal when you complete a long rest." ] }, { @@ -24682,7 +24668,7 @@ "{@i 6th-level Scenery Impressionism feature}", "Beginning at 6th level, while you are in a field of paint left behind by Aetherial Studio, as a bonus action you attempt to alter your target's defenses with your imaginative magics. The creature must succeed on a Charisma saving throw around your spell save DC or become vulnerable to one of the damage types from the following: fire, cold, lightning, or thunder until the end of your next turn.", "If the creature is immune or resistant to your chosen damage type they have advantage on the roll." - ] + ] }, { "name": "Tempera Grassa", @@ -24712,8 +24698,6 @@ "entries": [ "{@i 14th-level Scenery Impressionism feature}", "Beginning at 14th level, you can set the size of your aetherial scenery up to a 20ft. radius sphere. Additionally, when a creature affected by aetherial scenery takes damage their damage is reduced by an amount equal to your charisma ability modifier." - - ] }, { @@ -24746,8 +24730,8 @@ "entries": [ "{@i 3rd-level Vidraal Bane feature}", "Beginning at 3rd level, you have learned how to concoct viper poisons using local ingredients. When you complete a short or long rest you complete a number of poison vials equal to your proficiency bonus. Poison vials you have created prior to completing a short or long rest become impotent when you create a new batch.", - "As a bonus action, you can apply one of the vials to a weapon or three pieces of ammunition. When you apply the poison you select one of the Viper Poisons below. The poison stays active for 1 minute after application or until it is successfully applied to a creature.", - { + "As a bonus action, you can apply one of the vials to a weapon or three pieces of ammunition. When you apply the poison you select one of the Viper Poisons below. The poison stays active for 1 minute after application or until it is successfully applied to a creature.", + { "type": "table", "caption": "Viper Poisons", "colLabels": [ @@ -24777,8 +24761,8 @@ ] ] }, - "When struck with a poisoned weapon the target creature must make a Constitution saving throw against your Noxious Gash save DC calculated as:", - { + "When struck with a poisoned weapon the target creature must make a Constitution saving throw against your Noxious Gash save DC calculated as:", + { "type": "abilityGeneric", "name": "Noxious Gash save DC", "text": "8 + your proficiency bonus + your", @@ -24786,7 +24770,7 @@ "wis" ] }, - "A poisoned creature repeats their saving throw at the end of their turn. On a successful saving throw the creature is unaffected by the poison." + "A poisoned creature repeats their saving throw at the end of their turn. On a successful saving throw the creature is unaffected by the poison." ] }, { @@ -24817,7 +24801,7 @@ "entries": [ "{@i 10th-level Vidraal Bane feature}", "Beginning at 10th level, when a creature resists the effect of one of your viper poisons, the next time they make a save against one of your poison effects, their saving throw has a -1 penalty. Each time the creature resists the effect of your poison this penalty increases by 1 until it your poison's effect is successfully applied up to a maximum penalty equal to your wisdom modifier.", - "Additionally, a weapon which has had poison applied to it deals bonus poison damage equal to your Wisdom ability modifier for 1 minute. The weapon will continue to deal bonus damage for the full 1 minute, even after successfully applying the poison to a target unless a new poison is applied." + "Additionally, a weapon which has had poison applied to it deals bonus poison damage equal to your Wisdom ability modifier for 1 minute. The weapon will continue to deal bonus damage for the full 1 minute, even after successfully applying the poison to a target unless a new poison is applied." ] }, { @@ -24864,7 +24848,7 @@ "header": 1, "entries": [ "{@i 3rd-level Bloody Maw feature}", - "Beginning at 3rd level, when you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn." + "Beginning at 3rd level, when you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn." ] }, { @@ -24926,12 +24910,10 @@ { "type": "refSubclassFeature", "subclassFeature": "Spellcasting|Viper|FFXIV|Serpent Shaman|FFXIV|3" - }, - { + { "type": "refSubclassFeature", "subclassFeature": "Blessing of the Serpent|Viper|FFXIV|Serpent Shaman|FFXIV|3" - } ] }, @@ -24959,7 +24941,7 @@ "type": "entries", "entries": [ "The Serpent Shaman Spellcasting table shows how many spell slots you have to cast your druid 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 Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot." + "For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot." ] }, { @@ -24967,8 +24949,8 @@ "type": "entries", "entries": [ "You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your half your viper level rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.", - "For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six 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 also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list." + "For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six 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 also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list." ] }, { @@ -24994,7 +24976,7 @@ } ] }, - { + { "name": "Blessing of the Serpent", "source": "FFXIV", "className": "Viper", @@ -25007,8 +24989,8 @@ "entries": [ "{@i 3rd-level Serpent Shaman feature}", "Beginning at 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.", - "Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.", - "You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two." + "Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.", + "You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two." ] }, { @@ -25039,7 +25021,7 @@ "entries": [ "{@i 10th-level Serpent Shaman feature}", "Beginning at 10th level, as an attack you may throw one of your bonded weapons at a target creature or location within 20ft. of you to make a ranged weapon attack with the weapon. You may target a creature or location up to 40ft. away from you but make the attack with disadvantage.", - "After throwing the weapon you may use your bonus action to teleport to the location of your weapon. You may do this once. Uses of this feature are recovered when you complete a short or long rest." + "After throwing the weapon you may use your bonus action to teleport to the location of your weapon. You may do this once. Uses of this feature are recovered when you complete a short or long rest." ] }, { @@ -31121,7 +31103,7 @@ "entries": [ "Requirement: 2nd level Viper", "Cost: 2 flow charge", - "When you hit a creature with a melee weapon attack you deal an additional 1d8 damage." + "When you hit a creature with a melee weapon attack you deal an additional 1d8 damage." ], "featureType": [ "VPR:VS" @@ -31141,7 +31123,7 @@ "entries": [ "Requirement: 2nd level Viper", "Cost: 1 flow charge", - "An evasive blow to strike while creating distance between you and your foe. You make a melee weapon attack against a creature and use the disengage action." + "An evasive blow to strike while creating distance between you and your foe. You make a melee weapon attack against a creature and use the disengage action." ], "featureType": [ "VPR:VS" @@ -31161,7 +31143,7 @@ "entries": [ "Requirement: 3rd level Viper", "Cost: 1 flow charge", - "You enter the viper stance and make a weapon attack with an increased range of 5 feet." + "You enter the viper stance and make a weapon attack with an increased range of 5 feet." ], "featureType": [ "VPR:VS" @@ -31181,7 +31163,7 @@ "entries": [ "Requirement: 3rd level Viper", "Cost: 2 flow charge", - "You make a jumping, piercing weapon attack against a creature within 10ft. of you. You move to a location within 5ft. of the creature, this movement does not provoke attacks of opportunity. If the attack hits, it deals bonus damage equal to your proficiency modifier. If you were in Viper Stance when using this viper strike, the effect ends." + "You make a jumping, piercing weapon attack against a creature within 10ft. of you. You move to a location within 5ft. of the creature, this movement does not provoke attacks of opportunity. If the attack hits, it deals bonus damage equal to your proficiency modifier. If you were in Viper Stance when using this viper strike, the effect ends." ], "featureType": [ "VPR:VS" @@ -31200,8 +31182,8 @@ ], "entries": [ "Requirement: 3rd level Viper", - "Cost: 2 flow charge", - "You gain the effect of Viper Stance and then flourish your blades in a circle around you in one fluid motion. Each creature within 5ft. of you makes a Dexterity saving throw. You deal your weapon damage to each creature that fails the saving throw." + "Cost: 2 flow charge", + "You gain the effect of Viper Stance and then flourish your blades in a circle around you in one fluid motion. Each creature within 5ft. of you makes a Dexterity saving throw. You deal your weapon damage to each creature that fails the saving throw." ], "featureType": [ "VPR:VS" @@ -31222,7 +31204,6 @@ "Requirement: 5th level Viper", "Cost: 1 flow charge", "When you hit a creature with a melee weapon attack you deal an additional 1d8 damage and you lose the effect of Viper Stance." - ], "featureType": [ "VPR:VS" @@ -31242,7 +31223,7 @@ "entries": [ "Requirement: 5th level Viper", "Cost: 1 flow Charge", - "When you hit a creature with a melee weapon attack you deal an additional 1d8 damage and you gain the effect of Viper Stance." + "When you hit a creature with a melee weapon attack you deal an additional 1d8 damage and you gain the effect of Viper Stance." ], "featureType": [ "VPR:VS" @@ -31262,7 +31243,7 @@ "entries": [ "Requirement: 5th level Viper", "Cost: 2 flow Charge(s)", - "As a bonus action, in a shroud of translucent blue light you teleport up to 30 feet to an unoccupied space that you can see." + "As a bonus action, in a shroud of translucent blue light you teleport up to 30 feet to an unoccupied space that you can see." ], "featureType": [ "VPR:VS" @@ -31282,7 +31263,7 @@ "entries": [ "Requirement: 7th level Viper", "Cost: 1 flow charge", - "You attack a weak point of the target, emulating the effects of poison. The creature makes a Constitution saving throw against your Viper Strike save DC, becoming poisoned for one minute on a failure." + "You attack a weak point of the target, emulating the effects of poison. The creature makes a Constitution saving throw against your Viper Strike save DC, becoming poisoned for one minute on a failure." ], "featureType": [ "VPR:VS" @@ -31302,7 +31283,7 @@ "entries": [ "Requirement: 10th level Viper, Serpent Shaman Serpentine Inspiration", "Cost: 2 flow charge", - "When you hit a creature you focus your attack at a weak point of the target in an attempt to maim them. The creature makes a strength saving throw against your viper strike save DC, being knocked prone on a failure." + "When you hit a creature you focus your attack at a weak point of the target in an attempt to maim them. The creature makes a strength saving throw against your viper strike save DC, being knocked prone on a failure." ], "featureType": [ "VPR:VS" @@ -31322,7 +31303,7 @@ "entries": [ "Requirement: 10th level Viper", "Cost: 1 flow Charge", - "When a melee weapon attack misses you, as a reaction, you may spend a charge of flow to make a melee weapon attack against the attacking creature." + "When a melee weapon attack misses you, as a reaction, you may spend a charge of flow to make a melee weapon attack against the attacking creature." ], "featureType": [ "VPR:VS" @@ -31342,7 +31323,7 @@ "entries": [ "Requirement: 10th level Viper", "Cost: 2 flow charges", - "When you use Focus of Caduceus, you may expend two flow charges to reinforce your body temporarily. Until the start of your next turn you gain resistance to slash, piercing and bludgeoning damage." + "When you use Focus of Caduceus, you may expend two flow charges to reinforce your body temporarily. Until the start of your next turn you gain resistance to slash, piercing and bludgeoning damage." ], "featureType": [ "VPR:VS" @@ -31382,14 +31363,13 @@ "entries": [ "Requirement: 15th level Viper", "Cost: 3 flow charges", - "When you hit a creature, you focus the attack a vital point of a creature. They must make a Constitution saving throw, on a failure, their AC is reduced by 2 and they deal 1d4 less damage on their weapon attacks until the end of their next turn." + "When you hit a creature, you focus the attack a vital point of a creature. They must make a Constitution saving throw, on a failure, their AC is reduced by 2 and they deal 1d4 less damage on their weapon attacks until the end of their next turn." ], "featureType": [ "VPR:VS" ] }, { - "name": "Ouroboros", "source": "FFXIV", "page": 149, @@ -31403,7 +31383,7 @@ "entries": [ "Requirement: 15th level Viper", "Cost: 5 flow charge(s)", - "You make a defense piercing strike against a creature which they can only attempt to dodge. The creature makes a Dexterity saving throw, on a failure you strike them with a melee weapon attack which deals critical damage. On a failure they take half the damage." + "You make a defense piercing strike against a creature which they can only attempt to dodge. The creature makes a Dexterity saving throw, on a failure you strike them with a melee weapon attack which deals critical damage. On a failure they take half the damage." ], "featureType": [ "VPR:VS" @@ -31423,12 +31403,11 @@ "entries": [ "Requirement: 20th level Viper", "Cost: 6 flow charges", - "When you hit a creature with a weapon attack, the creature must make a Constitution saving throw against your viper strikes DC. On a failure the creature is hit with a critical hit." + "When you hit a creature with a weapon attack, the creature must make a Constitution saving throw against your viper strikes DC. On a failure the creature is hit with a critical hit." ], "featureType": [ "VPR:VS" ] - }, { "name": "Arm of the Destroyer", @@ -31519,7 +31498,7 @@ "entries": [ "Cost: 1 Chakra Charge", "As an action, you concentrate chakra in the palm of your hand and make a ranged Monastic Arte attack against a creature within 60ft. of you. This attack deals force damage equal to your Martial Arts die + your Wisdom modifier.", - "Beginning at 5th level, you may make two ranged melee weapon attacks when you use chakra shot." + "Beginning at 5th level, you may make two ranged melee weapon attacks when you use chakra shot." ], "featureType": [ "MNK" @@ -34690,7 +34669,7 @@ } ], "spell": [ - { + { "name": "Aero", "source": "FFXIV", "page": 174, @@ -34736,7 +34715,6 @@ "savingThrow": [ "dexterity" ] - }, { "name": "Aerora (Aero II)", @@ -34885,8 +34863,8 @@ "savingThrow": [ "strength" ] - }, - { + }, + { "name": "Banishra (Banish II)", "source": "FFXIV", "page": 8, @@ -35468,7 +35446,7 @@ "ST" ] }, - { + { "name": "Bar-Element", "source": "FFXIV", "page": 8, @@ -35562,7 +35540,7 @@ } ] }, - { + { "name": "Bio", "source": "FFXIV", "page": 174, @@ -36008,7 +35986,7 @@ "savingThrow": [ "dexterity" ] - }, + }, { "name": "Bravery", "source": "FFXIV", @@ -36097,7 +36075,7 @@ } ] }, - { + { "name": "Comet", "source": "FFXIV", "page": 174, @@ -36314,7 +36292,8 @@ ], "type": "entries" } - ],"miscTags": [ + ], + "miscTags": [ "HL" ] }, @@ -36357,11 +36336,13 @@ ], "type": "entries" } - ],"miscTags": [ + ], + "miscTags": [ "HL" ] }, - { "name": "De-Element", + { + "name": "De-Element", "source": "FFXIV", "page": 8, "level": 4, @@ -36678,8 +36659,8 @@ "HL" ] }, - { - "name": "Electron", + { + "name": "Electron", "source": "FFXIV", "page": 8, "level": 7, @@ -36732,7 +36713,7 @@ "dexterity" ] }, - { + { "name": "En-Element", "source": "FFXIV", "page": 8, @@ -36779,7 +36760,8 @@ } ] }, - { "name": "Esuna", + { + "name": "Esuna", "source": "FFXIV", "page": 8, "level": 3, @@ -36819,7 +36801,8 @@ } ] }, - { "name": "Faith", + { + "name": "Faith", "source": "FFXIV", "page": 8, "level": 3, @@ -36911,7 +36894,7 @@ "areaTags": [ "MT" ], - "spellAttack": [ + "spellAttack": [ "R" ] }, @@ -36964,7 +36947,7 @@ "areaTags": [ "MT" ], - "spellAttack": [ + "spellAttack": [ "R" ] }, @@ -37003,7 +36986,7 @@ } ], "entries": [ - "You ignite the area around a target creature you can see within range. The target creature must succeed on a Dexterity saving throw or take {@dice 5d8} fire damage and also burns for the spell’s duration, or take half as much damage and are not burned on a successful one. At the end of each of its turns, the target repeats the saving throw. It takes {@dice 1d8} fire damage on a failed save, and the spell ends on a successful one." + "You ignite the area around a target creature you can see within range. The target creature must succeed on a Dexterity saving throw or take {@dice 5d8} fire damage and also burns for the spell's duration, or take half as much damage and are not burned on a successful one. At the end of each of its turns, the target repeats the saving throw. It takes {@dice 1d8} fire damage on a failed save, and the spell ends on a successful one." ], "entriesHigherLevel": [ { @@ -37074,7 +37057,7 @@ "dexterity" ] }, - { + { "name": "Flood", "source": "FFXIV", "page": 8, @@ -37170,7 +37153,8 @@ "charisma" ] }, - { "name": "Imperil", + { + "name": "Imperil", "source": "FFXIV", "page": 8, "level": 7, @@ -37207,7 +37191,7 @@ "You choose a creature you can see within range and and they must make a Wisdom saving throw. On a failure, they gain a damage vulnerability to the following damage types: bludgeoning, cold, fire, lightning, necrotic, radiant or thunder. If the creature is immune to the damage type, it takes normal damage from the damage type instead." ] }, - { + { "name": "Malefic", "level": 0, "school": "V", @@ -37304,253 +37288,118 @@ "dexterity" ] }, - { - "name": "Osmose", - "source": "FFXIV", - "page": 8, - "level": 1, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { + { + "name": "Osmose", + "source": "FFXIV", + "page": 8, + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { "type": "point", "distance": { "type": "feet", "amount": 60 } }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You attempt to drain the magic energy from a creature you can see within 30ft. of you to maintain your own magical strength. The creature makes a Charisma saving throw, on a failure they lose a spell slot of first level and you do not expend the spell slot." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "You attempt to drain the magic energy from a creature you can see within 30ft. of you to maintain your own magical strength. The creature makes a Charisma saving throw, on a failure they lose a spell slot of first level and you do not expend the spell slot." - ] - } - ], - "savingThrow": [ + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You attempt to drain the magic energy from a creature you can see within 30ft. of you to maintain your own magical strength. The creature makes a Charisma saving throw, on a failure they lose a spell slot of first level and you do not expend the spell slot." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "You attempt to drain the magic energy from a creature you can see within 30ft. of you to maintain your own magical strength. The creature makes a Charisma saving throw, on a failure they lose a spell slot of first level and you do not expend the spell slot." + ] + } + ], + "savingThrow": [ "charisma" ] - }, - { - "name": "Quake", - "source": "FFXIV", - "page": 8, - "level": 7, - "school": "E", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 120 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You cause an burst of raw energy from the early that pulverizes the a 40ft. radius circle on the ground. All creatures in the affected area must makes a Dexterity saving throw or take {@dice 5d8} bludgeoning damage and {@dice 4d8} force damage and are knocked prone, or take half as much damage and are not knocked prone on a successful one. The affected area becomes difficult terrain." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 8th level or higher, the force damage increases by {@dice 2d8} for each slot level above 7th." - ] - } - ], - "damageInflict": [ - "bludgeoning", - "force" - ], - "savingThrow": [ - "dexterity" - ] - }, - { - "name": "Protection", - "source": "FFXIV", - "page": 8, - "level": 4, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } }, - "duration": [ + { + "name": "Quake", + "source": "FFXIV", + "page": 8, + "level": 7, + "school": "E", + "time": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1, - "upTo": true - }, - "concentration": true + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You cause an burst of raw energy from the early that pulverizes the a 40ft. radius circle on the ground. All creatures in the affected area must makes a Dexterity saving throw or take {@dice 5d8} bludgeoning damage and {@dice 4d8} force damage and are knocked prone, or take half as much damage and are not knocked prone on a successful one. The affected area becomes difficult terrain." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 8th level or higher, the force damage increases by {@dice 2d8} for each slot level above 7th." + ] } ], - "components": { - "v": true, - "s": true + "damageInflict": [ + "bludgeoning", + "force" + ], + "savingThrow": [ + "dexterity" + ] }, - "entries": [ - "You choose a creature you can see within range and cover their body in a protective barrier. Damage from bludgeoning, piercing and slashing sources is reduced by your spell casting ability modifier." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 5th level or higher, you may protect one creature for each slot level above 4th." - ] - } - ] - }, - { - "name": "Refresh", - "source": "FFXIV", - "page": 8, - "level": 3, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { + { + "name": "Protection", + "source": "FFXIV", + "page": 8, + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { "type": "point", "distance": { "type": "feet", "amount": 60 } }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "Through magical means you share your pool of aetheric power with another creature. A creature you can see within range has one of their expended 1st level slots recovered." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, the target creature recovers a spell slot one level lower than the one used to cast Refresh." - ] - } - ] - }, - { - "name": "Scathe", - "source": "FFXIV", - "page": 8, - "level": 1, - "school": "V", - "time": [ - { - "number": 1, - "unit": "bonus action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You cause an aethertic disruption at the location of a creature it can see within range. The creature makes a Dexterity Saving throw, taking {@dice 4d6} force damage on a failure and half as much on a success." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d6} for each slot level above 2nd." - ] - } - ], - "damageInflict": [ - "force" - ], - "savingThrow": [ - "dexterity" - ] - }, - { - "name": "Shell", - "source": "FFXIV", - "page": 8, - "level": 4, - "school": "A", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "duration": [ + "duration": [ { "type": "timed", "duration": { @@ -37561,187 +37410,132 @@ "concentration": true } ], - "components": { - "v": true, - "s": true - }, - "entries": [ - "You choose a creature you can see within range and cover their body in a protective shell. Damage from all damage types except bludgeoning, piercing and slashing sources is reduced by your spell casting ability modifier." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 5th level or higher, you may protect one creature for each slot level above 4th." - ] - } - ] - }, - { - "name": "Stone", - "level": 0, - "school": "V", - "source": "FFXIV", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You conjure a cluster of aetheric stones and fires them toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes {@dice 1d8} bludgeoning damage, and its speed is reduced by 10 feet until the start of your next turn." - ], - "entriesHigherLevel": [ - { - "name": "At Higher Levels", + "components": { + "v": true, + "s": true + }, "entries": [ - "This spell's damage increases by {@dice 1d8} when you reach 5th level ({@dice 2d8}), 11th level ({@dice 3d8}), and 17th level ({@dice 4d8})." + "You choose a creature you can see within range and cover their body in a protective barrier. Damage from bludgeoning, piercing and slashing sources is reduced by your spell casting ability modifier." ], - "type": "entries" - } - ], - "damageInflict": [ - "bludgeoning" - ], - "areaTags": [ - "MT" - ], - "spellAttack": [ - "R" - ] - }, - { - "name": "Stonera (Stone II)", - "source": "FFXIV", - "page": 8, - "level": 1, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, you may protect one creature for each slot level above 4th." + ] + } + ] }, - "duration": [ - { + { + "name": "Refresh", + "source": "FFXIV", + "page": 8, + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { "type": "instant" } - ], - "entries": [ - "You manipulate earth aspected aether in the land at a location within range causing a cluster of stalagmites to burst upwards at the location. All creatures in a 5ft. radius circle must succeed on a Dexterity saving throw or take {@dice 3d8} bludgeoning damage and are knocked prone. On a success, an affected creature takes half the damage and is not knocked prone." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by {@dice 1d8} for each slot level above 1st." - ] - } - ], - "damageInflict": [ - "bludgeoning" - ], - "savingThrow": [ - "dexterity" - ] - }, - { - "name": "Stonega (Stone III)", - "source": "FFXIV", - "page": 8, - "level": 3, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 120 - } - }, - "components": { - "v": true, - "s": true + ], + "entries": [ + "Through magical means you share your pool of aetheric power with another creature. A creature you can see within range has one of their expended 1st level slots recovered." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the target creature recovers a spell slot one level lower than the one used to cast Refresh." + ] + } + ] }, - "duration": [ - { + { + "name": "Scathe", + "source": "FFXIV", + "page": 8, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { "type": "instant" } - ], - "entries": [ - "You manipulate earth aspected aether to create 4 spears of stone anywhere you can see within range. The 4 spears travel in a straight line converging on a point within range. Any creature between the a stone spear and the convergence point must succeed on a Dexterity saving throw or take {@dice 2d6} Bludgeoning damage, taking half as much on a success." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, you create one additional stone spear for each slot level above 3rd." - ] - } - ], - "damageInflict": [ - "bludgeoning" - ], - "savingThrow": [ - "dexterity" - ] - }, - { - "name": "Stoneja (Stone IV)", - "source": "FFXIV", - "page": 8, - "level": 5, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 120 - } - }, - "components": { - "v": true, - "s": true + ], + "entries": [ + "You cause an aethertic disruption at the location of a creature it can see within range. The creature makes a Dexterity Saving throw, taking {@dice 4d6} force damage on a failure and half as much on a success." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d6} for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "dexterity" + ] }, - "duration": [ - { + { + "name": "Shell", + "source": "FFXIV", + "page": 8, + "level": 4, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { "type": "timed", "duration": { "type": "minute", @@ -37750,77 +37544,75 @@ }, "concentration": true } - ], - "entries": [ - "You manipulate earth aspected aether cause the land in a 20ft. square to raise 20ft. into the air. You can select the speed of the ascension to change the effect of the spell. If you choose to raise the area slowly, creatures in the area are harmlessly raised to the platform's height.", - "If you choose to raise the area quickly, all creatures in the affected area must succeed on a Constitution saving throw or take {@dice 6d6} bludgeoning damage and be knocked prone, or take half as much damage and suffer no other effects on a success. You may maintain concentration to keep the platform raised, or return the ground to its original state afterwards." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by {@dice 2d6} for each slot level above 1st." - ] - } - ], - "damageInflict": [ - "force" - ], - "savingThrow": [ - "dexterity" - ] - }, - { - "name": "Thunder", - "level": 0, - "school": "V", - "source": "FFXIV", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } + ], + "components": { + "v": true, + "s": true + }, + "entries": [ + "You choose a creature you can see within range and cover their body in a protective shell. Damage from all damage types except bludgeoning, piercing and slashing sources is reduced by your spell casting ability modifier." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, you may protect one creature for each slot level above 4th." + ] + } + ] }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You conjures a mote of lightning aether and shoots it toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes {@dice 2d6} lightning damage." - ], - "entriesHigherLevel": [ - { - "name": "At Higher Levels", - "entries": [ - "This spell's damage increases by {@dice 1d6} when you reach 5th level ({@dice 2d6}), 11th level ({@dice 3d6}), and 17th level ({@dice 4d6})." - ], - "type": "entries" - } - ], - "damageInflict": [ - "thunder" + { + "name": "Stone", + "level": 0, + "school": "V", + "source": "FFXIV", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You conjure a cluster of aetheric stones and fires them toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes {@dice 1d8} bludgeoning damage, and its speed is reduced by 10 feet until the start of your next turn." + ], + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "This spell's damage increases by {@dice 1d8} when you reach 5th level ({@dice 2d8}), 11th level ({@dice 3d8}), and 17th level ({@dice 4d8})." + ], + "type": "entries" + } + ], + "damageInflict": [ + "bludgeoning" ], - "areaTags": [ + "areaTags": [ "MT" ], - "spellAttack": [ + "spellAttack": [ "R" ] }, { - "name": "Thundara (Thunder II)", + "name": "Stonera (Stone II)", + "source": "FFXIV", + "page": 8, "level": 1, "school": "V", - "source": "FFXIV", "time": [ { "number": 1, @@ -37834,35 +37626,1168 @@ "amount": 60 } }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You manipulate earth aspected aether in the land at a location within range causing a cluster of stalagmites to burst upwards at the location. All creatures in a 5ft. radius circle must succeed on a Dexterity saving throw or take {@dice 3d8} bludgeoning damage and are knocked prone. On a success, an affected creature takes half the damage and is not knocked prone." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Stonega (Stone III)", + "source": "FFXIV", + "page": 8, + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You manipulate earth aspected aether to create 4 spears of stone anywhere you can see within range. The 4 spears travel in a straight line converging on a point within range. Any creature between the a stone spear and the convergence point must succeed on a Dexterity saving throw or take {@dice 2d6} Bludgeoning damage, taking half as much on a success." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you create one additional stone spear for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Stoneja (Stone IV)", + "source": "FFXIV", + "page": 8, + "level": 5, + "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, + "upTo": true + }, + "concentration": true + } + ], + "entries": [ + "You manipulate earth aspected aether cause the land in a 20ft. square to raise 20ft. into the air. You can select the speed of the ascension to change the effect of the spell. If you choose to raise the area slowly, creatures in the area are harmlessly raised to the platform's height.", + "If you choose to raise the area quickly, all creatures in the affected area must succeed on a Constitution saving throw or take {@dice 6d6} bludgeoning damage and be knocked prone, or take half as much damage and suffer no other effects on a success. You may maintain concentration to keep the platform raised, or return the ground to its original state afterwards." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by {@dice 2d6} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Thunder", + "level": 0, + "school": "V", + "source": "FFXIV", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You conjures a mote of lightning aether and shoots it toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes {@dice 2d6} lightning damage." + ], + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "This spell's damage increases by {@dice 1d6} when you reach 5th level ({@dice 2d6}), 11th level ({@dice 3d6}), and 17th level ({@dice 4d6})." + ], + "type": "entries" + } + ], + "damageInflict": [ + "thunder" + ], + "areaTags": [ + "MT" + ], + "spellAttack": [ + "R" + ] + }, + { + "name": "Thundara (Thunder II)", + "level": 1, + "school": "V", + "source": "FFXIV", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You launch of bolt of lightning aspected aether at a target of your choice you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes {@dice 2d8} lightning damage on a failed save, or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, one additional bolt leaps from the first target to another target for each slot level above 2nd." + ], + "type": "entries" + } + ], + "damageInflict": [ + "thunder" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Thundaga (Thunder III)", + "level": 3, + "school": "V", + "source": "FFXIV", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You launch an unstable sphere of lightning aspected aether at a target of your choice you can see within range. Make a ranged spell attack. On a hit, the sphere deals {@dice 4d8} lightning damage. The sphere then explodes in a 10ft. radius sphere. All creatures in range must succeed on a Dexterity saving throw or take {@dice 4d8} lightning damage, and half as much on a success." + ], + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "This spell's damage increases by {@dice 1d6} when you reach 5th level ({@dice 2d6}), 11th level ({@dice 3d6}), and 17th level ({@dice 4d6})." + ], + "type": "entries" + } + ], + "damageInflict": [ + "thunder" + ], + "savingThrow": [ + "dexterity" + ], + "spellAttack": [ + "R" + ] + }, + { + "name": "Thundaja (Thunder IV)", + "level": 5, + "school": "V", + "source": "FFXIV", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You manipulate lightning aether to create a mass orb of electrical energy at a location you can see within range that hovers in place for the duration. Any creature hostile to you that moves to a space within 20 feet of the orb for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 lightning damage on a failed save and half as much on a successful one. The orb vanishes when it has dealt a total of 80 damage." + ], + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the maximum total damage of the orb increases by 20 for each slot level above 5th." + ], + "type": "entries" + } + ], + "damageInflict": [ + "thunder" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Tornado", + "source": "FFXIV", + "page": 8, + "level": 7, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You unleash a powerful gale at a location within range that you can see in a 40ft. radius, 80 feet tall cylinder. Each creature in the affected area must make a Constitution saving throw, taking {@dice 5d6} thunder damage and {@dice 5d6} force damage and become stunned until the end of their next turn on a failure, or half as much damage and not be stunned on a success." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 8th level or higher, the force damage increases by {@dice 2d6} for each slot level above 7th." + ] + } + ], + "damageInflict": [ + "thunder", + "force" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Veraero", + "source": "FFXIV", + "page": 174, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You fill your spell casting focus with wind aspected aether and cause the area around a creature you can see within range to burst. The creature must succeed on a Dexterity saving throw or take {@dice 2d6} thunder damage. If the target creature has already taken damage during your turn, it take an additional {@dice 2d6} force damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d6} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "thunder" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Vereroga (Veraero III)", + "source": "FFXIV", + "page": 174, + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You fill your spell casting focus with wind aspected aether and cause the area around a creature you can see within range to burst. The creature must succeed on a Dexterity saving throw or take {@dice 2d8} thunder damage. If the target creature has already taken damage during your turn, it take an additional {@dice 2d8} force damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "thunder" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Verfire", + "source": "FFXIV", + "page": 174, + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You fill your spell casting focus with fire aspected aether and let loose a streaking bolt of fire at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes {@dice 3d8} fire damage. If the target creature has already taken damage during your turn, it take an additional {@dice 2d6} force damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "fire" + ], + "areaTags": [ + "MT" + ], + "spellAttack": [ + "R" + ] + }, + { + "name": "Verflare", + "source": "FFXIV", + "page": 174, + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You recklessly manipulate aether and cause a localized explosion of fire aether in a 10ft. radius sphere at a location you can see within range. All creatures within the area must succeed on a Dexterity saving throw or take {@dice 4d8} fire damage. If any of the creatures have already taken damage this turn, it take an additional {@dice 2d8} damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Verholy", + "source": "FFXIV", + "page": 174, + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You recklessly manipulate aether and cause a localized explosion of fire aether in a 10ft. radius sphere at a location you can see within range. All creatures within the area must succeed on a Dexterity saving throw or take {@dice 4d8} fire damage. If any of the creatures have already taken damage this turn, it take an additional {@dice 2d8} force damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Verstone", + "source": "FFXIV", + "page": 174, + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You create two stone spears at two unoccupied locations within range. The spears then travel in a straight line toward a point within range. All creatures in the path of a stone spear must succeed on a Dexterity saving throw or take {@dice 1d12} bludgeoning damage.", + "If a creature is at the destination of the stone spears, they attempt one Dexterity saving throw for all of the stone spears but take damage from all stone spears you created. They take half the damage on a successful saving throw." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you create an additional spear for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "radiant" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Verthunder", + "source": "FFXIV", + "page": 174, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You hastily rain lightning aether down in a cylinder with a height of 30ft. and 5ft. radius you can see within range. All creatures in the affected area must succeed on a Dexterity saving throw or take {@dice 3d6} lightning damage, taking half as much on a succeed. If a creature has already taken damage on your turn, they take an additional {@dice 2d8} force damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "lightning" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Verthundaga (Verthunder III)", + "source": "FFXIV", + "page": 174, + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You release a burst of lightning aspected aether at a location you can see within range, exploding in a fulminous 20ft. radius sphere. Each creature in the affected area must make a Constitution saving throw, taking taking {@dice 6d8} lightning damage on a failure and half as much on a success." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the explosion increases by {@dice 1d8} for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "lightning" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Water", + "source": "FFXIV", + "page": 174, + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You conjure a globe of water and throws it towards a creature you can see within range. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take {@dice 1d6} bludgeoning damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "This spell's damage increases by {@dice 1d6} when you reach 5th level ({@dice 2d6}), 11th level ({@dice 3d6}), and 17th level ({@dice 4d6})." + ] + } + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Watera (Water II)", + "source": "FFXIV", + "page": 174, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You release a focused burst of water at a creature you can see within range. The target must succeed on a Strength saving throw or take {@dice 3d6} bludgeoning damage and fall prone or be pushed back 30ft (your choice). Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 30 feet away from you" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d6} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Waterga (Water III)", + "source": "FFXIV", + "page": 174, + "level": 3, + "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, + "upTo": true + }, + "concentration": true + } + ], + "entries": [ + "You create an aquatic prison around a large or smaller creature you can see within range. The target creature must succeed on a Dexterity saving throw or take {@dice 3d10} cold damage and be engulfed in a bubble which acts as a prison of water, taking half damage and suffering no other effects on a success. The engulfed creature can't breathe, is restrained, and takes 3d10 cold damage at the start of each of their turns.", + "An engulfed creature can try to escape by taking an action to attempt a Strength saving throw against your Spell save DC. On a success, the creature manages to pop the bubble, freeing itself." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d10} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "cold" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Waterja (Water IV)", + "source": "FFXIV", + "page": 174, + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You conjure a powerful geyser at a location you can see within range. The area is a 20ft. radius cylinder which stands 40ft. high. All creatures in the affected area must succeed on a Strength saving throw or take {@dice 6d8} bludgeoning damage and be thrown 20ft. straight back, from the closest edge of the geyser, and take half as much damage and suffer no other effects on a success." + ], + "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 {@dice 1d8} for each slot level above 5th." + ] + } + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Xenoglossy", + "source": "FFXIV", + "page": 8, + "level": 9, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You use forbidden magicks to ravage the a creature's body and soul you can see within range. The creature must succeed on a Charisma saving throw or take {@dice 40d10} force damage or half as much on a successful save.", + "If this damage reduces the target to 0 hit points, the creature dies and its soul is destroyed and cannot be restored by any means except by a Wish spell." + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "charisma" + ] + }, + { + "name": "Dark", + "source": "FFXIV", + "page": 8, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You form an orb of necrotic energy in the palm of your hand and fire it at a target within range, making a ranged spell attack. If the attack hits, the creature takes {@damage 3d8} necrotic damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "necrotic" + ] + }, + { + "name": "Assize", + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "An eruption of energy from your body soothes allies and wounds enemies. All allies within 60ft. recover {@dice 3d8} hit points and all enemies within 60ft. must make a Wisdom saving throw. They take {@damage 4d4} radiant damage, and half as much on a successful save. You may reverse which die affect healing and which die deal radiant damage, but must make this distinction before rolling." + ], + "source": "FFXIV", + "page": 103, + "components": { + "v": true, + "s": true + }, + "entriesHigherLevel": [ + { + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, increase the number of die for each effect for each slot level above 5th." + ], + "type": "entries" + } + ], + "damageInflict": [ + "radiant" + ], + "miscTags": [ + "HL" + ], + "savingThrow": [ + "wisdom" + ] + }, + { + "name": "Ruinra (Ruin II)", + "source": "FFXIV", + "page": 8, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You cause a burst of unaspected aether to ravage a 10ft. radius sphere at a location you can see within range. Each creature in the affected area must succeed on a Dexterity saving throw or take {@dice 2d10} force damage on a failure, or half as much on a success." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d10} for each slot level above 2nd." + ] + } + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "dexterity" + ] + }, + { + "name": "Ruinga (Ruin III)", + "source": "FFXIV", + "page": 8, + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, "duration": [ { "type": "instant" } ], "entries": [ - "You launch of bolt of lightning aspected aether at a target of your choice you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes {@dice 2d8} lightning damage on a failed save, or half as much damage on a successful one." + "You conjure 4 shining bolts of pure energy. You make a ranged spell attack against a target in range for each bolt. On a hit, a takes {@dice 2d8} force damage." ], "entriesHigherLevel": [ { + "type": "entries", "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, one additional bolt leaps from the first target to another target for each slot level above 2nd." - ], - "type": "entries" + "When you cast this spell using a spell slot of 4th level or higher, you create one additional bolt for each slot level above 3rd." + ] } ], "damageInflict": [ - "thunder" - ], + "force" + ], "savingThrow": [ - "dexterity" - ] + "dexterity" + ], + "spellAttack": [ + "R" + ] }, { - "name": "Thundaga (Thunder III)", - "level": 3, - "school": "V", + "name": "Ruinja (Ruin IV)", "source": "FFXIV", + "page": 8, + "level": 5, + "school": "V", "time": [ { "number": 1, @@ -37873,39 +38798,46 @@ "type": "point", "distance": { "type": "feet", - "amount": 120 + "amount": 60 } }, + "components": { + "v": true, + "s": true + }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1, + "upTo": true + }, + "concentration": true } ], "entries": [ - "You launch an unstable sphere of lightning aspected aether at a target of your choice you can see within range. Make a ranged spell attack. On a hit, the sphere deals {@dice 4d8} lightning damage. The sphere then explodes in a 10ft. radius sphere. All creatures in range must succeed on a Dexterity saving throw or take {@dice 4d8} lightning damage, and half as much on a success." + "You release a barrage of raining bolts of energy in a 20ft. radius circle at a location within range. All creatures within the affected area succeed on a Dexterity saving throw or take {@dice 4d8} force damage, taking half as much on a success. On each of your turns until the spell ends, you can use your action to call down the barrage in this way again, targeting the same point or a different one." ], "entriesHigherLevel": [ { + "type": "entries", "name": "At Higher Levels", "entries": [ - "This spell's damage increases by {@dice 1d6} when you reach 5th level ({@dice 2d6}), 11th level ({@dice 3d6}), and 17th level ({@dice 4d6})." - ], - "type": "entries" + "When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by {@dice 1d8} for each slot level above 1st." + ] } ], "damageInflict": [ - "thunder" - ], - "savingThrow": [ - "dexterity" + "force" ], - "spellAttack": [ - "R" - ] + "savingThrow": [ + "dexterity" + ] }, { - "name": "Thundaja (Thunder IV)", - "level": 5, + "name": "Ruin", + "level": 0, "school": "V", "source": "FFXIV", "time": [ @@ -37918,7 +38850,7 @@ "type": "point", "distance": { "type": "feet", - "amount": 120 + "amount": 60 } }, "duration": [ @@ -37927,978 +38859,27 @@ } ], "entries": [ - "You manipulate lightning aether to create a mass orb of electrical energy at a location you can see within range that hovers in place for the duration. Any creature hostile to you that moves to a space within 20 feet of the orb for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 lightning damage on a failed save and half as much on a successful one. The orb vanishes when it has dealt a total of 80 damage." + "You gather unaspected aether and throws it toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes {@dice 1d10} force damage." ], "entriesHigherLevel": [ { "name": "At Higher Levels", "entries": [ - "When you cast this spell using a spell slot of 6th level or higher, the maximum total damage of the orb increases by 20 for each slot level above 5th." + "This spell's damage increases by {@dice 1d10} when you reach 5th level ({@dice 2d10}), 11th level ({@dice 3d10}), and 17th level ({@dice 4d10})." ], "type": "entries" } ], "damageInflict": [ - "thunder" - ], - "savingThrow": [ - "dexterity" - ] - - }, - { - "name": "Tornado", - "source": "FFXIV", - "page": 8, - "level": 7, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 120 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You unleash a powerful gale at a location within range that you can see in a 40ft. radius, 80 feet tall cylinder. Each creature in the affected area must make a Constitution saving throw, taking {@dice 5d6} thunder damage and {@dice 5d6} force damage and become stunned until the end of their next turn on a failure, or half as much damage and not be stunned on a success." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 8th level or higher, the force damage increases by {@dice 2d6} for each slot level above 7th." - ] - } - ], - "damageInflict": [ - "thunder", - "force" - ], - "savingThrow": [ - "dexterity" - ] - }, - { - "name": "Veraero", - "source": "FFXIV", - "page": 174, - "level": 1, - "school": "V", - "time": [ - { - "number": 1, - "unit": "bonus action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You fill your spell casting focus with wind aspected aether and cause the area around a creature you can see within range to burst. The creature must succeed on a Dexterity saving throw or take {@dice 2d6} thunder damage. If the target creature has already taken damage during your turn, it take an additional {@dice 2d6} force damage." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d6} for each slot level above 1st." - ] - } - ], - "damageInflict": [ - "thunder" - ], - "savingThrow": [ - "dexterity" - ] - }, - { - "name": "Vereroga (Veraero III)", - "source": "FFXIV", - "page": 174, - "level": 3, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 120 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You fill your spell casting focus with wind aspected aether and cause the area around a creature you can see within range to burst. The creature must succeed on a Dexterity saving throw or take {@dice 2d8} thunder damage. If the target creature has already taken damage during your turn, it take an additional {@dice 2d8} force damage." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." - ] - } - ], - "damageInflict": [ - "thunder" - ], - "savingThrow": [ - "dexterity" - ] - - - }, - { - "name": "Verfire", - "source": "FFXIV", - "page": 174, - "level": 2, - "school": "V", - "time": [ - { - "number": 1, - "unit": "bonus action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You fill your spell casting focus with fire aspected aether and let loose a streaking bolt of fire at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes {@dice 3d8} fire damage. If the target creature has already taken damage during your turn, it take an additional {@dice 2d6} force damage." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." - ] - } - ], - "damageInflict": [ - "fire" - ], - "areaTags": [ - "MT" - ], - "spellAttack": [ - "R" - ] - }, - { - "name": "Verflare", - "source": "FFXIV", - "page": 174, - "level": 3, - "school": "V", - "time": [ - { - "number": 1, - "unit": "bonus action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You recklessly manipulate aether and cause a localized explosion of fire aether in a 10ft. radius sphere at a location you can see within range. All creatures within the area must succeed on a Dexterity saving throw or take {@dice 4d8} fire damage. If any of the creatures have already taken damage this turn, it take an additional {@dice 2d8} damage." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." - ] - } - ], - "damageInflict": [ - "fire" - ], - "savingThrow": [ - "dexterity" - ] - }, - { - "name": "Verholy", - "source": "FFXIV", - "page": 174, - "level": 3, - "school": "V", - "time": [ - { - "number": 1, - "unit": "bonus action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You recklessly manipulate aether and cause a localized explosion of fire aether in a 10ft. radius sphere at a location you can see within range. All creatures within the area must succeed on a Dexterity saving throw or take {@dice 4d8} fire damage. If any of the creatures have already taken damage this turn, it take an additional {@dice 2d8} force damage." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." - ] - } - ], - "damageInflict": [ - "radiant" - ], - "savingThrow": [ - "dexterity" - ] - }, - { - "name": "Verstone", - "source": "FFXIV", - "page": 174, - "level": 2, - "school": "V", - "time": [ - { - "number": 1, - "unit": "bonus action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You create two stone spears at two unoccupied locations within range. The spears then travel in a straight line toward a point within range. All creatures in the path of a stone spear must succeed on a Dexterity saving throw or take {@dice 1d12} bludgeoning damage.", - "If a creature is at the destination of the stone spears, they attempt one Dexterity saving throw for all of the stone spears but take damage from all stone spears you created. They take half the damage on a successful saving throw." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, you create an additional spear for each slot level above 1st." - ] - } - ], - "damageInflict": [ - "radiant" - ], - "savingThrow": [ - "dexterity" - ] - }, - { - "name": "Verthunder", - "source": "FFXIV", - "page": 174, - "level": 1, - "school": "V", - "time": [ - { - "number": 1, - "unit": "bonus action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You hastily rain lightning aether down in a cylinder with a height of 30ft. and 5ft. radius you can see within range. All creatures in the affected area must succeed on a Dexterity saving throw or take {@dice 3d6} lightning damage, taking half as much on a succeed. If a creature has already taken damage on your turn, they take an additional {@dice 2d8} force damage." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." - ] - } - ], - "damageInflict": [ - "lightning" - ], - "savingThrow": [ - "dexterity" - ] - }, - { - "name": "Verthundaga (Verthunder III)", - "source": "FFXIV", - "page": 174, - "level": 3, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You release a burst of lightning aspected aether at a location you can see within range, exploding in a fulminous 20ft. radius sphere. Each creature in the affected area must make a Constitution saving throw, taking taking {@dice 6d8} lightning damage on a failure and half as much on a success." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the explosion increases by {@dice 1d8} for each slot level above 3rd." - ] - } - ], - "damageInflict": [ - "lightning" - ], - "savingThrow": [ - "dexterity" - ] - }, - { - "name": "Water", - "source": "FFXIV", - "page": 174, - "level": 0, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You conjure a globe of water and throws it towards a creature you can see within range. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take {@dice 1d6} bludgeoning damage." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "This spell’s damage increases by {@dice 1d6} when you reach 5th level ({@dice 2d6}), 11th level ({@dice 3d6}), and 17th level ({@dice 4d6})." - ] - } - ], - "damageInflict": [ - "bludgeoning" - ], - "savingThrow": [ - "dexterity" - ] - }, - { - "name": "Watera (Water II)", - "source": "FFXIV", - "page": 174, - "level": 1, - "school": "V", - "time": [ - { - "number": 1, - "unit": "bonus action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You release a focused burst of water at a creature you can see within range. The target must succeed on a Strength saving throw or take {@dice 3d6} bludgeoning damage and fall prone or be pushed back 30ft (your choice). Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 30 feet away from you" - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d6} for each slot level above 1st." - ] - } - ], - "damageInflict": [ - "bludgeoning" - ], - "savingThrow": [ - "dexterity" - ] - }, - { - "name": "Waterga (Water III)", - "source": "FFXIV", - "page": 174, - "level": 3, - "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, - "upTo": true - }, - "concentration": true - } + "force" ], - "entries": [ - "You create an aquatic prison around a large or smaller creature you can see within range. The target creature must succeed on a Dexterity saving throw or take {@dice 3d10} cold damage and be engulfed in a bubble which acts as a prison of water, taking half damage and suffering no other effects on a success. The engulfed creature can't breathe, is restrained, and takes 3d10 cold damage at the start of each of their turns.", - "An engulfed creature can try to escape by taking an action to attempt a Strength saving throw against your Spell save DC. On a success, the creature manages to pop the bubble, freeing itself." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d10} for each slot level above 1st." - ] - } - ], - "damageInflict": [ - "cold" - ], - "savingThrow": [ - "dexterity" - ] - }, - { - "name": "Waterja (Water IV)", - "source": "FFXIV", - "page": 174, - "level": 5, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 120 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You conjure a powerful geyser at a location you can see within range. The area is a 20ft. radius cylinder which stands 40ft. high. All creatures in the affected area must succeed on a Strength saving throw or take {@dice 6d8} bludgeoning damage and be thrown 20ft. straight back, from the closest edge of the geyser, and take half as much damage and suffer no other effects on a success." - ], - "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 {@dice 1d8} for each slot level above 5th." - ] - } - ], - "damageInflict": [ - "bludgeoning" - ], - "savingThrow": [ - "dexterity" - ] - }, - { - "name": "Xenoglossy", - "source": "FFXIV", - "page": 8, - "level": 9, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 120 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You use forbidden magicks to ravage the a creature's body and soul you can see within range. The creature must succeed on a Charisma saving throw or take {@dice 40d10} force damage or half as much on a successful save.", - "If this damage reduces the target to 0 hit points, the creature dies and its soul is destroyed and cannot be restored by any means except by a Wish spell." - ], - "damageInflict": [ - "force" - ], - "savingThrow": [ - "charisma" - ] - }, - { - "name": "Dark", - "source": "FFXIV", - "page": 8, - "level": 1, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 90 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You form an orb of necrotic energy in the palm of your hand and fire it at a target within range, making a ranged spell attack. If the attack hits, the creature takes {@damage 3d8} necrotic damage." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d8} for each slot level above 1st." - ] - } - ], - "damageInflict": [ - "necrotic" - ] - }, - { - "name": "Assize", - "level": 5, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "radius", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "An eruption of energy from your body soothes allies and wounds enemies. All allies within 60ft. recover {@dice 3d8} hit points and all enemies within 60ft. must make a Wisdom saving throw. They take {@damage 4d4} radiant damage, and half as much on a successful save. You may reverse which die affect healing and which die deal radiant damage, but must make this distinction before rolling." - ], - "source": "FFXIV", - "page": 103, - "components": { - "v": true, - "s": true - }, - "entriesHigherLevel": [ - { - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 6th level or higher, increase the number of die for each effect for each slot level above 5th." - ], - "type": "entries" - } - ], - "damageInflict": [ - "radiant" - ], - "miscTags": [ - "HL" - ], - "savingThrow": [ - "wisdom" - ] - }, - { - "name": "Ruinra (Ruin II)", - "source": "FFXIV", - "page": 8, - "level": 1, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You cause a burst of unaspected aether to ravage a 10ft. radius sphere at a location you can see within range. Each creature in the affected area must succeed on a Dexterity saving throw or take {@dice 2d10} force damage on a failure, or half as much on a success." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d10} for each slot level above 2nd." - ] - } - ], - "damageInflict": [ - "force" - ], - "savingThrow": [ - "dexterity" - ] - }, - { - "name": "Ruinga (Ruin III)", - "source": "FFXIV", - "page": 8, - "level": 3, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 120 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You conjure 4 shining bolts of pure energy. You make a ranged spell attack against a target in range for each bolt. On a hit, a takes {@dice 2d8} force damage." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, you create one additional bolt for each slot level above 3rd." - ] - } - ], - "damageInflict": [ - "force" - ], - "savingThrow": [ - "dexterity" - ], - "spellAttack": [ + "areaTags": [ + "MT" + ], + "spellAttack": [ "R" ] - }, - { - "name": "Ruinja (Ruin IV)", - "source": "FFXIV", - "page": 8, - "level": 5, - "school": "V", - "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, - "upTo": true - }, - "concentration": true - } - ], - "entries": [ - "You release a barrage of raining bolts of energy in a 20ft. radius circle at a location within range. All creatures within the affected area succeed on a Dexterity saving throw or take {@dice 4d8} force damage, taking half as much on a success. On each of your turns until the spell ends, you can use your action to call down the barrage in this way again, targeting the same point or a different 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 dealt increases by {@dice 1d8} for each slot level above 1st." - ] - } - ], - "damageInflict": [ - "force" - ], - "savingThrow": [ - "dexterity" - ] - }, - { - "name": "Ruin", - "level": 0, - "school": "V", - "source": "FFXIV", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You gather unaspected aether and throws it toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes {@dice 1d10} force damage." - ], - "entriesHigherLevel": [ - { - "name": "At Higher Levels", - "entries": [ - "This spell's damage increases by {@dice 1d10} when you reach 5th level ({@dice 2d10}), 11th level ({@dice 3d10}), and 17th level ({@dice 4d10})." - ], - "type": "entries" - } - ], - "damageInflict": [ - "force" - ], - "areaTags": [ - "MT" - ], - "spellAttack": [ - "R" - ] - }, { "name": "Jolt", "level": 0, @@ -39974,21 +39955,20 @@ ] } ], - "feat": - [ + "feat": [ { "name": "Role of the Vanguard", "source": "FFXIV", "ability": [ - { - "choose": { - "from": [ - "str", - "con" - ], - "amount": 1 - } - } + { + "choose": { + "from": [ + "str", + "con" + ], + "amount": 1 + } + } ], "entries": [ { @@ -40021,15 +40001,15 @@ "name": "Heart of the Vanguard", "source": "FFXIV", "ability": [ - { - "choose": { - "from": [ - "str", - "con" - ], - "amount": 1 - } - } + { + "choose": { + "from": [ + "str", + "con" + ], + "amount": 1 + } + } ], "entries": [ { @@ -40058,19 +40038,19 @@ } ] }, - { + { "name": "Role of the Soothsayer", "source": "FFXIV", "ability": [ - { - "choose": { - "from": [ - "wis", - "cha" - ], - "amount": 1 - } - } + { + "choose": { + "from": [ + "wis", + "cha" + ], + "amount": 1 + } + } ], "entries": [ { @@ -40099,19 +40079,19 @@ } ] }, - { + { "name": "Heart of the Soothsayer", "source": "FFXIV", "ability": [ - { - "choose": { - "from": [ - "wis", - "cha" - ], - "amount": 1 - } - } + { + "choose": { + "from": [ + "wis", + "cha" + ], + "amount": 1 + } + } ], "entries": [ { @@ -40140,19 +40120,19 @@ } ] }, - { + { "name": "Role of the Destroyer", "source": "FFXIV", "ability": [ - { - "choose": { - "from": [ - "str", - "dex" - ], - "amount": 1 - } - } + { + "choose": { + "from": [ + "str", + "dex" + ], + "amount": 1 + } + } ], "entries": [ { @@ -40181,19 +40161,19 @@ } ] }, - { + { "name": "Heart of the Destroyer", "source": "FFXIV", "ability": [ - { - "choose": { - "from": [ - "str", - "dex" - ], - "amount": 1 - } - } + { + "choose": { + "from": [ + "str", + "dex" + ], + "amount": 1 + } + } ], "entries": [ { @@ -40222,20 +40202,20 @@ } ] }, - { + { "name": "Role of the Magus", "source": "FFXIV", "ability": [ - { - "choose": { - "from": [ - "int", - "wis", - "cha" - ], - "amount": 1 - } - } + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ], + "amount": 1 + } + } ], "entries": [ { @@ -40264,20 +40244,20 @@ } ] }, - { + { "name": "Heart of the Magus", "source": "FFXIV", "ability": [ - { - "choose": { - "from": [ - "int", - "wis", - "cha" - ], - "amount": 1 - } - } + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ], + "amount": 1 + } + } ], "entries": [ { @@ -40306,13 +40286,13 @@ } ] }, - { + { "name": "Role of the Sniper", "source": "FFXIV", "ability": [ - { - "dex": 1 - } + { + "dex": 1 + } ], "entries": [ { @@ -40341,13 +40321,13 @@ } ] }, - { + { "name": "Heart of the Sniper", "source": "FFXIV", "ability": [ - { - "dex": 1 - } + { + "dex": 1 + } ], "entries": [ { diff --git a/collection/Tyler Stokes; Belzor's Magical Manifesto.json b/collection/Tyler Stokes; Belzor's Magical Manifesto.json index 2dbcba89f..7684185da 100644 --- a/collection/Tyler Stokes; Belzor's Magical Manifesto.json +++ b/collection/Tyler Stokes; Belzor's Magical Manifesto.json @@ -5851,7 +5851,7 @@ "nature", "perception", "religion", - "slight of hand", + "sleight of hand", "stealth" ], "count": 2 diff --git a/collection/Vincenzo Guzzardo; The realms of Ardhalyce.json b/collection/Vincenzo Guzzardo; The realms of Ardhalyce.json index 13f619233..5467f951f 100644 --- a/collection/Vincenzo Guzzardo; The realms of Ardhalyce.json +++ b/collection/Vincenzo Guzzardo; The realms of Ardhalyce.json @@ -573,7 +573,7 @@ ], "skillProficiencies": [ { - "athletic": true + "athletics": true } ], "darkvision": 60, diff --git a/collection/Yorviing; Yorviing's Arcane Grimoire.json b/collection/Yorviing; Yorviing's Arcane Grimoire.json index ab57696f9..096ed630c 100644 --- a/collection/Yorviing; Yorviing's Arcane Grimoire.json +++ b/collection/Yorviing; Yorviing's Arcane Grimoire.json @@ -3817,7 +3817,7 @@ "skillProficiencies": [ { "history": true, - "investigaton": true + "investigation": true } ], "toolProficiencies": [ diff --git a/race/Blackbandos Homebrew; Races.json b/race/Blackbandos Homebrew; Races.json index 94c8634cc..9293dc96b 100644 --- a/race/Blackbandos Homebrew; Races.json +++ b/race/Blackbandos Homebrew; Races.json @@ -157,7 +157,7 @@ "max": 80 }, "darkvision": 60, - "skillProficiencies": [ + "toolProficiencies": [ { "cook's utensils": true } diff --git a/race/thoroughlysketchy; Detect Greater Balance.json b/race/thoroughlysketchy; Detect Greater Balance.json index 376d86bef..5ec4213f1 100644 --- a/race/thoroughlysketchy; Detect Greater Balance.json +++ b/race/thoroughlysketchy; Detect Greater Balance.json @@ -1031,9 +1031,7 @@ "speed": 30, "skillProficiencies": [ { - "choose": { - "count": 1 - } + "any": 1 } ], "traitTags": [ @@ -1106,9 +1104,7 @@ "speed": 30, "skillProficiencies": [ { - "choose": { - "count": 1 - } + "any": 1 } ], "traitTags": [ diff --git a/subclass/Jagans_eye; Haste Knight.json b/subclass/Jagans_eye; Haste Knight.json index 147d4bf24..2aabe2e37 100644 --- a/subclass/Jagans_eye; Haste Knight.json +++ b/subclass/Jagans_eye; Haste Knight.json @@ -81,11 +81,6 @@ "Your movement speed is increased by 10 feet as long as you are not wearing heavy armor." ] } - ], - "skillProficiencies": [ - { - "initiative": true - } ] }, { From cdc32c8db6bffbac21183f7d9f71d837ff39d7a6 Mon Sep 17 00:00:00 2001 From: TheGiddyLimit Date: Mon, 2 Dec 2024 20:21:48 +0000 Subject: [PATCH 26/40] chore: clean --- _generated/index-props.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/_generated/index-props.json b/_generated/index-props.json index 0c5494aaa..6ec0a1131 100644 --- a/_generated/index-props.json +++ b/_generated/index-props.json @@ -1 +1 @@ -{"action":{"action/Sample - Giddy; Extinguish.json":"action","book/MCDM Productions; Arcadia Issue 1.json":"book","book/MCDM Productions; Arcadia Issue 27.json":"book","class/Dusk Zargoth; Barbarian Rework.json":"class","class/Dusk Zargoth; 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Giddy; Houserules.json":{"a":0,"m":1731886430},"variantrule/VaranSL; Brewer's Supplies.json":{"a":1630940312,"m":1729630006},"variantrule/Web Community; Community Homebrew Variant Rules.json":{"a":1604252046,"m":1729630006},"vehicle/Sample - Giddy; Coracle.json":{"a":0,"m":1731886430}} \ No newline at end of file diff --git a/book/Ghostfire Gaming; Grim Hollow Campaign Guide.json b/book/Ghostfire Gaming; Grim Hollow Campaign Guide.json index 90e3d4415..5a2e4f330 100644 --- a/book/Ghostfire Gaming; Grim Hollow Campaign Guide.json +++ b/book/Ghostfire Gaming; Grim Hollow Campaign Guide.json @@ -49,8 +49,8 @@ "BGT:S": "Background Talent; Seafarer" }, "dateAdded": 1618022160, - "dateLastModified": 1730324372, - "_dateLastModifiedHash": "f74710c8a3", + "dateLastModified": 1733169901, + "_dateLastModifiedHash": "4fcaee300b", "edition": "classic" }, "spell": [ diff --git a/book/MCDM Productions; Arcadia Issue 9.json b/book/MCDM Productions; Arcadia Issue 9.json index 3938a9b1a..aa00a8954 100644 --- a/book/MCDM Productions; Arcadia Issue 9.json +++ b/book/MCDM Productions; Arcadia Issue 9.json @@ -20,9 +20,9 @@ } ], "dateAdded": 1721603400, - "dateLastModified": 1729630006, + "dateLastModified": 1733169901, "status": "ready", - "_dateLastModifiedHash": "4779ba175b", + "_dateLastModifiedHash": "ef3aa6f738", "edition": "classic" }, "book": [ diff --git a/book/grzart; Planshifted Guide to Kamigawa.json b/book/grzart; Planshifted Guide to Kamigawa.json index 097261582..3464fbdaa 100644 --- a/book/grzart; Planshifted Guide to Kamigawa.json +++ b/book/grzart; Planshifted Guide to Kamigawa.json @@ -20,8 +20,8 @@ "ProgressEngine": "https://rawcdn.githack.com/TheGiddyLimit/homebrew/41eafec44a50d7ca462e80a37e3f797e1f3e2822/_font/PlaneShiftKamigawa/ProgressEngine.otf" }, "dateAdded": 1697590116, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "7f821a1d0b", + "dateLastModified": 1733169901, + "_dateLastModifiedHash": "3070486aa5", "edition": "classic" }, "vehicle": [ diff --git a/class/Avaricium; Herrscher of the Void.json b/class/Avaricium; Herrscher of the Void.json index 147d56469..226e48c5d 100644 --- a/class/Avaricium; Herrscher of the Void.json +++ b/class/Avaricium; Herrscher of the Void.json @@ -20,8 +20,8 @@ "HA:HotV": "Herrscher Abilities" }, "dateAdded": 1668071991, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "f7621b0d50", + "dateLastModified": 1733169901, + "_dateLastModifiedHash": "8565e189cb", "edition": "classic" }, "class": [ diff --git a/class/KibblesTasty; Psion.json b/class/KibblesTasty; Psion.json index 83a3eed0c..19052f106 100644 --- a/class/KibblesTasty; Psion.json +++ b/class/KibblesTasty; Psion.json @@ -29,8 +29,8 @@ }, "status": "ready", "dateAdded": 1559943252, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "51b0618289", + "dateLastModified": 1733169901, + "_dateLastModifiedHash": "a7abf0082d", "edition": "classic" }, "skill": [ diff --git a/class/KibblesTasty; Spellblade (Alpha).json b/class/KibblesTasty; Spellblade (Alpha).json index b9d2f5384..820204922 100644 --- a/class/KibblesTasty; Spellblade (Alpha).json +++ b/class/KibblesTasty; Spellblade (Alpha).json @@ -28,8 +28,8 @@ "SB_A_5th": "5th level Aegis" }, "dateAdded": 1682415851, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "2fdc366c04", + "dateLastModified": 1733169901, + "_dateLastModifiedHash": "54cd1f142b", "edition": "classic" }, "spell": [ diff --git a/class/LaserLlama; Alternate Monk.json b/class/LaserLlama; Alternate Monk.json index d9dbd1fe3..745902198 100644 --- a/class/LaserLlama; Alternate Monk.json +++ b/class/LaserLlama; Alternate Monk.json @@ -37,7 +37,7 @@ } ], "dateAdded": 1649140894, - "dateLastModified": 1729630006, + "dateLastModified": 1733169901, "optionalFeatureTypes": { "LLAM:T": "Alternate Monk; Techniques", "LLAM:T:B": "Alternate Monk; Techniques; Boulder", @@ -67,7 +67,7 @@ "llspell" ] }, - "_dateLastModifiedHash": "b7f28067fa", + "_dateLastModifiedHash": "cdfa31da0a", "edition": "classic" }, "class": [ diff --git a/class/LaserLlama; Alternate Paladin.json b/class/LaserLlama; Alternate Paladin.json index 46bfe1d8b..5d21454ab 100644 --- a/class/LaserLlama; Alternate Paladin.json +++ b/class/LaserLlama; Alternate Paladin.json @@ -17,7 +17,7 @@ } ], "dateAdded": 1647980495, - "dateLastModified": 1729630006, + "dateLastModified": 1733169901, "dependencies": { "spell": [ "llspell" @@ -27,7 +27,7 @@ "LLAF:E" ] }, - "_dateLastModifiedHash": "f696d50d47", + "_dateLastModifiedHash": "fd79cf4816", "edition": "classic" }, "class": [ diff --git a/class/LaserLlama; Magus Class.json b/class/LaserLlama; Magus Class.json index d82ed6d58..7673c4280 100644 --- a/class/LaserLlama; Magus Class.json +++ b/class/LaserLlama; Magus Class.json @@ -44,8 +44,8 @@ ] }, "dateAdded": 1647980495, - "dateLastModified": 1732487823, - "_dateLastModifiedHash": "1dfece0fca", + "dateLastModified": 1733169901, + "_dateLastModifiedHash": "434b28b51b", "edition": "classic" }, "class": [ diff --git a/class/MCDM Productions; The Talent and Psionics.json b/class/MCDM Productions; The Talent and Psionics.json index 840f38955..90a205445 100644 --- a/class/MCDM Productions; The Talent and Psionics.json +++ b/class/MCDM Productions; The Talent and Psionics.json @@ -52,9 +52,9 @@ } }, "dateAdded": 0, - "dateLastModified": 1729630006, + "dateLastModified": 1733169901, "status": "ready", - "_dateLastModifiedHash": "d10bd5b81e", + "_dateLastModifiedHash": "fc6bd6be6a", "edition": "classic" }, "book": [ diff --git a/class/Spawn3601; Dream Weaver.json b/class/Spawn3601; Dream Weaver.json index f4d309f80..2fbcb019a 100644 --- a/class/Spawn3601; Dream Weaver.json +++ b/class/Spawn3601; Dream Weaver.json @@ -17,8 +17,8 @@ } ], "dateAdded": 1615753596, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "0cfe4cd82e", + "dateLastModified": 1733169901, + "_dateLastModifiedHash": "4023d559b3", "edition": "classic" }, "class": [ diff --git a/class/Usocolo123; Votarist.json b/class/Usocolo123; Votarist.json index 1ee9599fa..fbef32402 100644 --- a/class/Usocolo123; Votarist.json +++ b/class/Usocolo123; Votarist.json @@ -23,8 +23,8 @@ "V:MI": "Votarist: Method of Inquiry" }, "dateAdded": 1646493156, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "051e7474ce", + "dateLastModified": 1733169901, + "_dateLastModifiedHash": "e2859d11a1", "edition": "classic" }, "class": [ diff --git a/collection/Anthony Turco; Korranberg Chronicle Adventurers Almanac.json b/collection/Anthony Turco; Korranberg Chronicle Adventurers Almanac.json index 431e4c3ee..b4f6c4506 100644 --- a/collection/Anthony Turco; Korranberg Chronicle Adventurers Almanac.json +++ b/collection/Anthony Turco; Korranberg Chronicle Adventurers Almanac.json @@ -39,8 +39,8 @@ "FS:SM": "Fighting Style, Swordmage" }, "dateAdded": 1547956312, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "44c544036e", + "dateLastModified": 1733169901, + "_dateLastModifiedHash": "e9c23c771b", "edition": "classic" }, "subrace": [ diff --git a/collection/DMsGuild; The Border Kingdoms.json b/collection/DMsGuild; The Border Kingdoms.json index 98ccd485e..8579144ed 100644 --- a/collection/DMsGuild; The Border Kingdoms.json +++ b/collection/DMsGuild; The Border Kingdoms.json @@ -19,8 +19,8 @@ } ], "dateAdded": 1652374503, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "eaad2a2a38", + "dateLastModified": 1733169901, + "_dateLastModifiedHash": "1c1a539ecc", "edition": "classic" }, "background": [ diff --git a/collection/DMsGuild; Xanathar's Lost Notes to Everything Else.json b/collection/DMsGuild; Xanathar's Lost Notes to Everything Else.json index 82aa8d3ad..20a7f8907 100644 --- a/collection/DMsGuild; Xanathar's Lost Notes to Everything Else.json +++ b/collection/DMsGuild; Xanathar's Lost Notes to Everything Else.json @@ -29,8 +29,8 @@ "F:RA": "Fighter; Runic Augmentations" }, "dateAdded": 1613675300, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "4531fb32d2", + "dateLastModified": 1733169901, + "_dateLastModifiedHash": "251ecfab0d", "edition": "classic" }, "book": [ diff --git a/collection/Godfall; Godfall.json b/collection/Godfall; Godfall.json index 2263a9eba..0fe9cea7e 100644 --- a/collection/Godfall; Godfall.json +++ b/collection/Godfall; Godfall.json @@ -18,8 +18,8 @@ } ], "dateAdded": 1554154456, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "124257b0da", + "dateLastModified": 1733169901, + "_dateLastModifiedHash": "856ad2a971", "edition": "classic" }, "itemType": [ diff --git a/collection/JasonNewby; Durnan's Guide to Tavernkeeping.json b/collection/JasonNewby; Durnan's Guide to Tavernkeeping.json index 21e9c0bb5..9bed5d4df 100644 --- a/collection/JasonNewby; Durnan's Guide to Tavernkeeping.json +++ b/collection/JasonNewby; Durnan's Guide to Tavernkeeping.json @@ -24,8 +24,8 @@ } ], "dateAdded": 1551657158, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "ee28b736b3", + "dateLastModified": 1733169901, + "_dateLastModifiedHash": "7cb3039cc5", "edition": "classic" }, "book": [ diff --git a/collection/JoeyJoestar; Good and Evil.json b/collection/JoeyJoestar; Good and Evil.json index 0fbfd79d9..eac476627 100644 --- a/collection/JoeyJoestar; Good and Evil.json +++ b/collection/JoeyJoestar; Good and Evil.json @@ -596,7 +596,7 @@ } ], "dateAdded": 1652153430, - "dateLastModified": 1732050890, + "dateLastModified": 1733169901, "optionalFeatureTypes": { "BM": "Barbarian Mutation", "CS": "Cosmic Knight Strikes", @@ -607,7 +607,7 @@ "OS": "Origin Spells", "TE": "Warlord Tactical Exploits" }, - "_dateLastModifiedHash": "2c3fc167f0", + "_dateLastModifiedHash": "dc657888db", "includes": { "class": [ "llmc" diff --git a/collection/Kobold Press; Tome of Heroes.json b/collection/Kobold Press; Tome of Heroes.json index 359e956d2..28db2253b 100644 --- a/collection/Kobold Press; Tome of Heroes.json +++ b/collection/Kobold Press; Tome of Heroes.json @@ -23,8 +23,8 @@ }, "status": "ready", "dateAdded": 1689979881, - "dateLastModified": 1732050890, - "_dateLastModifiedHash": "dd3d322c02", + "dateLastModified": 1733169901, + "_dateLastModifiedHash": "1c9b6abd6d", "edition": "classic" }, "variantrule": [ diff --git a/collection/Mage Hand Press; Dark Matter.json b/collection/Mage Hand Press; Dark Matter.json index 75cf77961..dad0a269f 100644 --- a/collection/Mage Hand Press; Dark Matter.json +++ b/collection/Mage Hand Press; Dark Matter.json @@ -19,11 +19,11 @@ } ], "dateAdded": 1630837790, - "dateLastModified": 1729630006, + "dateLastModified": 1733169901, "optionalFeatureTypes": { "T:WM": "Warmage Trick" }, - "_dateLastModifiedHash": "2f5bc5e789", + "_dateLastModifiedHash": "bca587b169", "edition": "classic" }, "sense": [ diff --git a/collection/Mage Hand Press; Valda's Spire of Secrets.json b/collection/Mage Hand Press; Valda's Spire of Secrets.json index bae9a6393..341490e8c 100644 --- a/collection/Mage Hand Press; Valda's Spire of Secrets.json +++ b/collection/Mage Hand Press; Valda's Spire of Secrets.json @@ -36,8 +36,8 @@ "Trap": "Trap" }, "dateAdded": 1647295221, - "dateLastModified": 1732050890, - "_dateLastModifiedHash": "970c4abe39", + "dateLastModified": 1733169901, + "_dateLastModifiedHash": "7b8b2dd24f", "status": "ready", "edition": "classic" }, diff --git a/collection/Mogrit; The Technomancer's Textbook.json b/collection/Mogrit; The Technomancer's Textbook.json index c77cf7a15..a262da245 100644 --- a/collection/Mogrit; The Technomancer's Textbook.json +++ b/collection/Mogrit; The Technomancer's Textbook.json @@ -18,11 +18,11 @@ } ], "dateAdded": 1549715846, - "dateLastModified": 1729630006, + "dateLastModified": 1733169901, "optionalFeatureTypes": { "Prgm": "Program" }, - "_dateLastModifiedHash": "e799cd9fb6", + "_dateLastModifiedHash": "9a5a82447f", "edition": "classic" }, "skill": [ diff --git a/collection/Nedrapter; Nedrapter's Expanded Dangers.json b/collection/Nedrapter; Nedrapter's Expanded Dangers.json index 9c7c7454d..2fab06d0d 100644 --- a/collection/Nedrapter; Nedrapter's Expanded Dangers.json +++ b/collection/Nedrapter; Nedrapter's Expanded Dangers.json @@ -38,8 +38,8 @@ }, "status": "ready", "dateAdded": 1673971471, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "6ca80b1d27", + "dateLastModified": 1733169901, + "_dateLastModifiedHash": "5ffc2ed5cb", "edition": "classic" }, "feat": [ diff --git a/collection/Niels de Jong; Children of the Dragon.json b/collection/Niels de Jong; Children of the Dragon.json index c5a74d3fc..2addfc037 100644 --- a/collection/Niels de Jong; Children of the Dragon.json +++ b/collection/Niels de Jong; Children of the Dragon.json @@ -22,8 +22,8 @@ "DS:DC": "Dragon Student; Dragon Companion" }, "dateAdded": 1603914343, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "36791dcb99", + "dateLastModified": 1733169901, + "_dateLastModifiedHash": "d48073e7aa", "edition": "classic" }, "book": [ diff --git a/collection/Niels de Jong; Legacy of the Dragon.json b/collection/Niels de Jong; Legacy of the Dragon.json index f8bcc9908..b351d59cc 100644 --- a/collection/Niels de Jong; Legacy of the Dragon.json +++ b/collection/Niels de Jong; Legacy of the Dragon.json @@ -24,8 +24,8 @@ "OF:LEGDRAG:DS": "Dragon Student" }, "dateAdded": 1604252046, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "d694c38a7f", + "dateLastModified": 1733169901, + "_dateLastModifiedHash": "a212909dbf", "edition": "classic" }, "legendaryGroup": [ diff --git a/collection/Pimplup; Pale Knight.json b/collection/Pimplup; Pale Knight.json index 9f2241f89..ffe777e77 100644 --- a/collection/Pimplup; Pale Knight.json +++ b/collection/Pimplup; Pale Knight.json @@ -17,8 +17,8 @@ } ], "dateAdded": 0, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "655d2fcba5", + "dateLastModified": 1733169901, + "_dateLastModifiedHash": "fd2e994447", "edition": "classic" }, "class": [ diff --git a/collection/Plus Three Press; Crystalpunk Campaign Guide.json b/collection/Plus Three Press; Crystalpunk Campaign Guide.json index 5221ac2ac..76bc8bb6a 100644 --- a/collection/Plus Three Press; Crystalpunk Campaign Guide.json +++ b/collection/Plus Three Press; Crystalpunk Campaign Guide.json @@ -26,8 +26,8 @@ "SEA": "Soulshaper Emotional Aspect" }, "dateAdded": 1659960938, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "a23eb5e239", + "dateLastModified": 1733169901, + "_dateLastModifiedHash": "229f129a1e", "edition": "classic" }, "race": [ diff --git a/collection/SilentSoren; 5th Edition D&D x Final Fantasy XIV - Classes and Races Compendium.json b/collection/SilentSoren; 5th Edition D&D x Final Fantasy XIV - Classes and Races Compendium.json index 0a1dd1609..885a7a578 100644 --- a/collection/SilentSoren; 5th Edition D&D x Final Fantasy XIV - Classes and Races Compendium.json +++ b/collection/SilentSoren; 5th Edition D&D x Final Fantasy XIV - Classes and Races Compendium.json @@ -34,8 +34,8 @@ "VPR:VS": "Viper; Viper Strikes" }, "dateAdded": 1595181963, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "b334ce5796", + "dateLastModified": 1733169901, + "_dateLastModifiedHash": "e745139ba9", "edition": "classic" }, "book": [ diff --git a/collection/Tyler Stokes; Belzor's Magical Manifesto.json b/collection/Tyler Stokes; Belzor's Magical Manifesto.json index 7684185da..9a8939fc2 100644 --- a/collection/Tyler Stokes; Belzor's Magical Manifesto.json +++ b/collection/Tyler Stokes; Belzor's Magical Manifesto.json @@ -32,8 +32,8 @@ "SB_A_5th": "Spellblade Aegis Effect; 5th Level" }, "dateAdded": 1579289769, - "dateLastModified": 1732050890, - "_dateLastModifiedHash": "15bef357c4", + "dateLastModified": 1733169901, + "_dateLastModifiedHash": "5e7c88603d", "edition": "classic" }, "background": [ diff --git a/collection/Vincenzo Guzzardo; The realms of Ardhalyce.json b/collection/Vincenzo Guzzardo; The realms of Ardhalyce.json index 5467f951f..5030531f8 100644 --- a/collection/Vincenzo Guzzardo; The realms of Ardhalyce.json +++ b/collection/Vincenzo Guzzardo; The realms of Ardhalyce.json @@ -27,8 +27,8 @@ ] }, "dateAdded": 1604252046, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "8e1a24f973", + "dateLastModified": 1733169901, + "_dateLastModifiedHash": "a22cd07c77", "edition": "classic" }, "item": [ diff --git a/collection/Yorviing; Yorviing's Arcane Grimoire.json b/collection/Yorviing; Yorviing's Arcane Grimoire.json index 096ed630c..9b5185c19 100644 --- a/collection/Yorviing; Yorviing's Arcane Grimoire.json +++ b/collection/Yorviing; Yorviing's Arcane Grimoire.json @@ -27,8 +27,8 @@ "WCG": "Witchcraft Grand Crafts" }, "dateAdded": 1638801788, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "78d4d8b67b", + "dateLastModified": 1733169901, + "_dateLastModifiedHash": "8d3057407a", "edition": "classic" }, "book": [ diff --git a/race/Blackbandos Homebrew; Races.json b/race/Blackbandos Homebrew; Races.json index 9293dc96b..e0b9dd3e0 100644 --- a/race/Blackbandos Homebrew; Races.json +++ b/race/Blackbandos Homebrew; Races.json @@ -27,8 +27,8 @@ ], "edition": "classic", "dateAdded": 1537874753, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "0a96337764" + "dateLastModified": 1733169901, + "_dateLastModifiedHash": "c86afcfac8" }, "race": [ { diff --git a/race/thoroughlysketchy; Detect Greater Balance.json b/race/thoroughlysketchy; Detect Greater Balance.json index 5ec4213f1..dbd7c9f2b 100644 --- a/race/thoroughlysketchy; Detect Greater Balance.json +++ b/race/thoroughlysketchy; Detect Greater Balance.json @@ -20,8 +20,8 @@ } ], "dateAdded": 1679977911, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "bb2097fa8a", + "dateLastModified": 1733169901, + "_dateLastModifiedHash": "a81ec7574f", "edition": "classic" }, "race": [ diff --git a/subclass/Jagans_eye; Haste Knight.json b/subclass/Jagans_eye; Haste Knight.json index 2aabe2e37..123dec43c 100644 --- a/subclass/Jagans_eye; Haste Knight.json +++ b/subclass/Jagans_eye; Haste Knight.json @@ -20,8 +20,8 @@ ], "status": "ready", "dateAdded": 1707448569, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "49e0813763", + "dateLastModified": 1733169901, + "_dateLastModifiedHash": "6f5d13e103", "edition": "classic" }, "subclass": [ From e0a855373c6b5b78bcfdeb573690d7a5d2ba9c9b Mon Sep 17 00:00:00 2001 From: TheGiddyLimit Date: Mon, 2 Dec 2024 20:31:25 +0000 Subject: [PATCH 28/40] chore: bump dep ver --- package-lock.json | 14 +++++++------- package.json | 2 +- 2 files changed, 8 insertions(+), 8 deletions(-) diff --git a/package-lock.json b/package-lock.json index 00e15c43b..97c3d532c 100644 --- a/package-lock.json +++ b/package-lock.json @@ -9,16 +9,16 @@ "version": "1.0.0", "license": "MIT", "devDependencies": { - "5etools-utils": "^0.12.55", + "5etools-utils": "^0.12.56", "commander": "^9.4.1", "he": "^1.2.0", "sanitize-html": "^2.12.1" } }, "node_modules/5etools-utils": { - "version": "0.12.55", - "resolved": "https://registry.npmjs.org/5etools-utils/-/5etools-utils-0.12.55.tgz", - "integrity": "sha512-3zdyzqB7PSIuaZ9nD/emgiZrQc6vdOmd8zV+hasTk0445/r6TNHG556TJiZG0fRCjVhzIWzP3IJ9EJN7ScknRg==", + "version": "0.12.56", + "resolved": "https://registry.npmjs.org/5etools-utils/-/5etools-utils-0.12.56.tgz", + "integrity": "sha512-DBmLbNJvOiKe0lsFYEWq5nGU0UJZGKbyCT/J/RoFABbLRGttnQjYhbc4AOCh11hk0Hlfx351a2XNNosYfkOqPw==", "dev": true, "dependencies": { "ajv": "^8.12.0", @@ -386,9 +386,9 @@ }, "dependencies": { "5etools-utils": { - "version": "0.12.55", - "resolved": "https://registry.npmjs.org/5etools-utils/-/5etools-utils-0.12.55.tgz", - "integrity": "sha512-3zdyzqB7PSIuaZ9nD/emgiZrQc6vdOmd8zV+hasTk0445/r6TNHG556TJiZG0fRCjVhzIWzP3IJ9EJN7ScknRg==", + "version": "0.12.56", + "resolved": "https://registry.npmjs.org/5etools-utils/-/5etools-utils-0.12.56.tgz", + "integrity": "sha512-DBmLbNJvOiKe0lsFYEWq5nGU0UJZGKbyCT/J/RoFABbLRGttnQjYhbc4AOCh11hk0Hlfx351a2XNNosYfkOqPw==", "dev": true, "requires": { "ajv": "^8.12.0", diff --git a/package.json b/package.json index 0037a9ea0..0b4d16f39 100644 --- a/package.json +++ b/package.json @@ -29,7 +29,7 @@ }, "homepage": "https://github.com/TheGiddyLimit/homebrew#readme", "devDependencies": { - "5etools-utils": "^0.12.55", + "5etools-utils": "^0.12.56", "commander": "^9.4.1", "he": "^1.2.0", "sanitize-html": "^2.12.1" From 7a1198f88bb975dc2f89b4b797fd2051e97963d0 Mon Sep 17 00:00:00 2001 From: TheGiddyLimit Date: Tue, 3 Dec 2024 20:16:47 +0000 Subject: [PATCH 29/40] chore: bump dep ver --- package-lock.json | 14 +++++++------- package.json | 2 +- 2 files changed, 8 insertions(+), 8 deletions(-) diff --git a/package-lock.json b/package-lock.json index 97c3d532c..e0b89c7ab 100644 --- a/package-lock.json +++ b/package-lock.json @@ -9,16 +9,16 @@ "version": "1.0.0", "license": "MIT", "devDependencies": { - "5etools-utils": "^0.12.56", + "5etools-utils": "^0.12.57", "commander": "^9.4.1", "he": "^1.2.0", "sanitize-html": "^2.12.1" } }, "node_modules/5etools-utils": { - "version": "0.12.56", - "resolved": "https://registry.npmjs.org/5etools-utils/-/5etools-utils-0.12.56.tgz", - "integrity": "sha512-DBmLbNJvOiKe0lsFYEWq5nGU0UJZGKbyCT/J/RoFABbLRGttnQjYhbc4AOCh11hk0Hlfx351a2XNNosYfkOqPw==", + "version": "0.12.57", + "resolved": "https://registry.npmjs.org/5etools-utils/-/5etools-utils-0.12.57.tgz", + "integrity": "sha512-FSxKoxIWoj4hh4S3CCEpchgzEdDTGlMM1XSi8Kw1/Eh2AsH8qRzHSRcmlbvn09oCJTnBIPXtF6iOR6Qk1kQUCw==", "dev": true, "dependencies": { "ajv": "^8.12.0", @@ -386,9 +386,9 @@ }, "dependencies": { "5etools-utils": { - "version": "0.12.56", - "resolved": "https://registry.npmjs.org/5etools-utils/-/5etools-utils-0.12.56.tgz", - "integrity": "sha512-DBmLbNJvOiKe0lsFYEWq5nGU0UJZGKbyCT/J/RoFABbLRGttnQjYhbc4AOCh11hk0Hlfx351a2XNNosYfkOqPw==", + "version": "0.12.57", + "resolved": "https://registry.npmjs.org/5etools-utils/-/5etools-utils-0.12.57.tgz", + "integrity": "sha512-FSxKoxIWoj4hh4S3CCEpchgzEdDTGlMM1XSi8Kw1/Eh2AsH8qRzHSRcmlbvn09oCJTnBIPXtF6iOR6Qk1kQUCw==", "dev": true, "requires": { "ajv": "^8.12.0", diff --git a/package.json b/package.json index 0b4d16f39..e1b405b51 100644 --- a/package.json +++ b/package.json @@ -29,7 +29,7 @@ }, "homepage": "https://github.com/TheGiddyLimit/homebrew#readme", "devDependencies": { - "5etools-utils": "^0.12.56", + "5etools-utils": "^0.12.57", "commander": "^9.4.1", "he": "^1.2.0", "sanitize-html": "^2.12.1" From 3edd4956bafb94ca8f7134fd3fc03e04ea9e7686 Mon Sep 17 00:00:00 2001 From: TheGiddyLimit Date: Tue, 3 Dec 2024 21:38:26 +0000 Subject: [PATCH 30/40] fix: typos --- ... Swordmage, A True Arcane Half-Caster.json | 2 +- class/LaserLlama; Alternate Blood Hunter.json | 2 +- class/LaserLlama; Alternate Fighter.json | 2 +- class/LaserLlama; Warlord.json | 2 +- ...Thr33; Creature Cohorts, the Beholder.json | 2 +- class/Tortoxicion; The Vessel.json | 19 ++--- class/morethanwordscansay; Zoologist.json | 85 +++++++++---------- 7 files changed, 56 insertions(+), 58 deletions(-) diff --git a/class/Arcane Athenaeum; Swordmage, A True Arcane Half-Caster.json b/class/Arcane Athenaeum; Swordmage, A True Arcane Half-Caster.json index b7b12a458..d559a2e66 100644 --- a/class/Arcane Athenaeum; Swordmage, A True Arcane Half-Caster.json +++ b/class/Arcane Athenaeum; Swordmage, A True Arcane Half-Caster.json @@ -128,7 +128,7 @@ "armor": [ "light" ], - "weapon": [ + "weapons": [ "martial" ] } diff --git a/class/LaserLlama; Alternate Blood Hunter.json b/class/LaserLlama; Alternate Blood Hunter.json index 17220f1bf..a9364af35 100644 --- a/class/LaserLlama; Alternate Blood Hunter.json +++ b/class/LaserLlama; Alternate Blood Hunter.json @@ -181,7 +181,7 @@ "medium", "shield" ], - "weapon": [ + "weapons": [ "simple", "martial" ], diff --git a/class/LaserLlama; Alternate Fighter.json b/class/LaserLlama; Alternate Fighter.json index 977c058b4..1b71bad63 100644 --- a/class/LaserLlama; Alternate Fighter.json +++ b/class/LaserLlama; Alternate Fighter.json @@ -218,7 +218,7 @@ "medium", "shield" ], - "weapon": [ + "weapons": [ "simple", "martial" ] diff --git a/class/LaserLlama; Warlord.json b/class/LaserLlama; Warlord.json index 58854458b..c61a6a83a 100644 --- a/class/LaserLlama; Warlord.json +++ b/class/LaserLlama; Warlord.json @@ -330,7 +330,7 @@ "medium", "shield" ], - "weapon": [ + "weapons": [ "simple" ] } diff --git a/class/MisterThr33; Creature Cohorts, the Beholder.json b/class/MisterThr33; Creature Cohorts, the Beholder.json index 465425285..b601a904a 100644 --- a/class/MisterThr33; Creature Cohorts, the Beholder.json +++ b/class/MisterThr33; Creature Cohorts, the Beholder.json @@ -141,7 +141,7 @@ "faces": 8 }, "startingProficiencies": { - "skill": [ + "skills": [ { "choose": { "from": [ diff --git a/class/Tortoxicion; The Vessel.json b/class/Tortoxicion; The Vessel.json index 7066391d4..72a7bef8e 100644 --- a/class/Tortoxicion; The Vessel.json +++ b/class/Tortoxicion; The Vessel.json @@ -1,5 +1,4 @@ { - "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", "_meta": { "sources": [ { @@ -195,16 +194,16 @@ "count": 2 } } + ] + }, + "startingEquipment": { + "default": [ + "(a) {@item leather armor|PHB} or (b) {@item padded armor|PHB}", + "(a) a {@item light crossbow|PHB} and {@item Crossbow Bolts (20)|PHB|20 bolts} or (b) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}", + "(a) a {@item dungeoneer's pack|PHB}, (b) a {@item scholar's pack|PHB}, or (c) any two {@table tools|PHB}" ], - "startingEquipment": { - "default": [ - "(a) {@item leather armor|PHB} or (b) {@item padded armor|PHB}", - "(a) a {@item light crossbow|PHB} and {@item Crossbow Bolts (20)|PHB|20 bolts} or (b) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}", - "(a) a {@item dungeoneer's pack|PHB}, (b) a {@item scholar's pack|PHB}, or (c) any two {@table tools|PHB}" - ], - "additionalFromBackground": true, - "goldAlternative": "{@dice 4d4 × 10|4d4 × 10|Starting Gold}" - } + "additionalFromBackground": true, + "goldAlternative": "{@dice 4d4 × 10|4d4 × 10|Starting Gold}" }, "multiclassing": { "requirements": { diff --git a/class/morethanwordscansay; Zoologist.json b/class/morethanwordscansay; Zoologist.json index a3d4eb226..179b6c1af 100644 --- a/class/morethanwordscansay; Zoologist.json +++ b/class/morethanwordscansay; Zoologist.json @@ -1,5 +1,4 @@ { - "$schema": "https://raw.githubusercontent.com/TheGiddyLimit/5etools-utils/master/schema/brew-fast/homebrew.json", "_meta": { "sources": [ { @@ -152,54 +151,54 @@ "count": 1 } } - ], - "fluff": [ + ] + } + }, + "fluff": [ + { + "name": "Zoologist", + "type": "section", + "source": "ZL", + "page": 2, + "entries": [ + "A rugged dwarf trudges through snowbanks nearly as high as she is tall, walking in the furrows plowed by the giant badger a few steps ahead. A shimmering crystal feather lets them know they're still on the trail of the elusive ice phoenix.", + "An elf slinks through forest shadows to check the traps she's laid, while a circling hawk keeps watch for predators and poachers. Just a few more samples and they can take a break, but the trick is getting to the traps before the local predators do.", + "Perching carefully on a giant lily pad, a halfling studies the behavior of the fish in the lagoon as they are herded back and forth by a massive serpent. With any luck, the data they collect will help the fisherfolk in the nearby village build better boats and save their dying industry.", + "A zoologist will brave any environment in order to seek out rare animals and discover ones previously unknown. While most respect the natural world, it typically doesn't hold the same reverence for them as for druids; instead, they tend to view it as a massive laboratory full of living experiments to study\u2014and, in many cases, befriend.", + { + "type": "entries", + "name": "Exploration and Discovery", + "entries": [ + "Zoologists occupy a unique role in the adventuring world. Less prone to fanatacism than druids, more engaged with society than rangers, and more practical than wizards, they use their scholastic knowledge to blaze a trail through the dangers of the world in pursuit of knowledge. The greatest joy for a zoologist comes from the discovery of a previously unknown species.", + "Their knowledge, however, is not always benevolent. While nearly every zoologist professes to love animals, some really like the way they taste! A zoologist's extensive knowledge can come in handy for finding new uses for creatures, such as distilling a new poison or medicine from its secretions, or merely figuring out how to make that strange creature edible. There is no singular guiding moral principle for these adventurous scholars\u2014although the balance does tip in favor of animal conservation." + ] + }, + { + "type": "entries", + "name": "Creature Collectors", + "entries": [ + "For many zoologists, their most prized possession is the bestiary they create over the course of their careers. Some keep loose, hastily scribbled notes while others produce gorgeously illustrated manuscripts. No matter what it looks like, this knowledge represents their life's work. Every danger they face, hazard they overcome, and wound they dress is all in service of their passion for animals.", + "Many zoologists aren't satisfied with just collecting notes, however. In order to learn all they can, they often capture animals in the wild. Some release them after close inspection, while others specialize in finding buyers for the rare specimens they collect. A few end their adventures and instead use their knowledge to oversee various applications of animal husbandry." + ] + }, + { + "type": "entries", + "name": "Creating a Zoologist", + "entries": [ + "Consider what it is about the scholar-adventurer life of a zoologist that called you to this path. Perhaps you were you raised by rangers, but lack their physical prowess and found a different way to share their interests. Maybe a blight on local herds sparked an interest in animal husbandry. Was your first and best friend an animal? Did you see an exotic creature in a traveling carnival and resolve to spend your life in search of other living wonders?", + "As you travel the world, what is your primary goal? Do you seek to discover the creatures of the wilds to keep them safe, or is your interest purely academic? Do you use your skills to procure specimens for arcane research or another exotic animal trade? How will you use the knowledge you gain?" + ] + }, { - "name": "Zoologist", - "type": "section", - "source": "ZL", - "page": 2, + "type": "entries", + "name": "Quick Build", "entries": [ - "A rugged dwarf trudges through snowbanks nearly as high as she is tall, walking in the furrows plowed by the giant badger a few steps ahead. A shimmering crystal feather lets them know they're still on the trail of the elusive ice phoenix.", - "An elf slinks through forest shadows to check the traps she's laid, while a circling hawk keeps watch for predators and poachers. Just a few more samples and they can take a break, but the trick is getting to the traps before the local predators do.", - "Perching carefully on a giant lily pad, a halfling studies the behavior of the fish in the lagoon as they are herded back and forth by a massive serpent. With any luck, the data they collect will help the fisherfolk in the nearby village build better boats and save their dying industry.", - "A zoologist will brave any environment in order to seek out rare animals and discover ones previously unknown. While most respect the natural world, it typically doesn't hold the same reverence for them as for druids; instead, they tend to view it as a massive laboratory full of living experiments to study\u2014and, in many cases, befriend.", - { - "type": "entries", - "name": "Exploration and Discovery", - "entries": [ - "Zoologists occupy a unique role in the adventuring world. Less prone to fanatacism than druids, more engaged with society than rangers, and more practical than wizards, they use their scholastic knowledge to blaze a trail through the dangers of the world in pursuit of knowledge. The greatest joy for a zoologist comes from the discovery of a previously unknown species.", - "Their knowledge, however, is not always benevolent. While nearly every zoologist professes to love animals, some really like the way they taste! A zoologist's extensive knowledge can come in handy for finding new uses for creatures, such as distilling a new poison or medicine from its secretions, or merely figuring out how to make that strange creature edible. There is no singular guiding moral principle for these adventurous scholars\u2014although the balance does tip in favor of animal conservation." - ] - }, - { - "type": "entries", - "name": "Creature Collectors", - "entries": [ - "For many zoologists, their most prized possession is the bestiary they create over the course of their careers. Some keep loose, hastily scribbled notes while others produce gorgeously illustrated manuscripts. No matter what it looks like, this knowledge represents their life's work. Every danger they face, hazard they overcome, and wound they dress is all in service of their passion for animals.", - "Many zoologists aren't satisfied with just collecting notes, however. In order to learn all they can, they often capture animals in the wild. Some release them after close inspection, while others specialize in finding buyers for the rare specimens they collect. A few end their adventures and instead use their knowledge to oversee various applications of animal husbandry." - ] - }, - { - "type": "entries", - "name": "Creating a Zoologist", - "entries": [ - "Consider what it is about the scholar-adventurer life of a zoologist that called you to this path. Perhaps you were you raised by rangers, but lack their physical prowess and found a different way to share their interests. Maybe a blight on local herds sparked an interest in animal husbandry. Was your first and best friend an animal? Did you see an exotic creature in a traveling carnival and resolve to spend your life in search of other living wonders?", - "As you travel the world, what is your primary goal? Do you seek to discover the creatures of the wilds to keep them safe, or is your interest purely academic? Do you use your skills to procure specimens for arcane research or another exotic animal trade? How will you use the knowledge you gain?" - ] - }, - { - "type": "entries", - "name": "Quick Build", - "entries": [ - "You can make a zoologist quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the sage background." - ] - } + "You can make a zoologist quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the sage background." ] } ] } - } + ] } ], "classFeature": [ From 89008179dee92b3b390c76e7537b486aed0643ba Mon Sep 17 00:00:00 2001 From: TheGiddyLimit Date: Wed, 4 Dec 2024 12:34:29 +0000 Subject: [PATCH 31/40] fix: typos --- ...&D Wiki; Featured Quality Backgrounds.json | 4 +- ...re Gaming; Grim Hollow Player's Guide.json | 6 +- ...grzart; Planshifted Guide to Kamigawa.json | 4 +- class/LaserLlama; Commoner.json | 6 +- ...hen; Shovel Knight, Shovels & Shields.json | 2 +- collection/Aeron Drake; Modern Handbook.json | 22 ++--- ...shley May; Festival, Feats, and Fairs.json | 4 +- collection/DMsGuild; Rashemen.json | 4 +- ...ulay; The Griffon's Saddlebag, Book 1.json | 7 +- ...mley533; Player's Guide to Insectopia.json | 4 +- ... Yang; Hamund's Harvesting Handbook I.json | 6 +- ...ang; Hamund's Harvesting Handbook III.json | 4 +- ...ewby; Durnan's Guide to Tavernkeeping.json | 6 +- .../Keith Baker; Morgrave Miscellany.json | 2 +- collection/Kobold Press; Deep Magic.json | 4 +- collection/Kobold Press; Tome of Heroes.json | 88 +++++++++---------- collection/Mage Hand Press; Dark Matter.json | 8 +- ...inous Merriments (Games and Gambling).json | 4 +- .../Mogrit; The Technomancer's Textbook.json | 8 +- .../MonkeyDM; Northern Lights Compendium.json | 2 +- ...einhardt's Guide to the Eldritch Hunt.json | 4 +- .../Niels de Jong; Legacy of the Dragon.json | 22 ++--- collection/Nord Games; Treacherous Traps.json | 2 +- collection/Sokan; Yastah.json | 4 +- ...er Stokes; Belzor's Magical Manifesto.json | 4 +- .../Yorviing; Yorviing's Arcane Grimoire.json | 6 +- race/PoinyHat; The Felis.json | 3 - 27 files changed, 114 insertions(+), 126 deletions(-) diff --git a/background/D&D Wiki; Featured Quality Backgrounds.json b/background/D&D Wiki; Featured Quality Backgrounds.json index f3d95edd6..ff607d7eb 100644 --- a/background/D&D Wiki; Featured Quality Backgrounds.json +++ b/background/D&D Wiki; Featured Quality Backgrounds.json @@ -1418,8 +1418,8 @@ ], "toolProficiencies": [ { - "land vehicle": true, - "farm implement": true + "vehicles (land)": true, + "farm implement|dndwiki-bestbackgrounds": true } ], "entries": [ diff --git a/book/Ghostfire Gaming; Grim Hollow Player's Guide.json b/book/Ghostfire Gaming; Grim Hollow Player's Guide.json index 5542a9a33..2de7588d9 100644 --- a/book/Ghostfire Gaming; Grim Hollow Player's Guide.json +++ b/book/Ghostfire Gaming; Grim Hollow Player's Guide.json @@ -12189,7 +12189,7 @@ ], "toolProficiencies": [ { - "setGaming": true + "anyGamingSet": 1 } ], "languageProficiencies": [ @@ -12420,7 +12420,7 @@ ], "toolProficiencies": [ { - "setGaming": true + "anyGamingSet": 1 } ], "languageProficiencies": [ @@ -12640,7 +12640,7 @@ ], "toolProficiencies": [ { - "setGaming": true + "anyGamingSet": 1 } ], "languageProficiencies": [ diff --git a/book/grzart; Planshifted Guide to Kamigawa.json b/book/grzart; Planshifted Guide to Kamigawa.json index 3464fbdaa..167e4a6a9 100644 --- a/book/grzart; Planshifted Guide to Kamigawa.json +++ b/book/grzart; Planshifted Guide to Kamigawa.json @@ -1750,8 +1750,8 @@ ], "toolProficiencies": [ { - "hacking tools": true, - "thieves' tools": true + "thieves' tools": true, + "hacking tools|ps-kg": true } ], "startingEquipment": [ diff --git a/class/LaserLlama; Commoner.json b/class/LaserLlama; Commoner.json index 14d21c895..9759c86cb 100644 --- a/class/LaserLlama; Commoner.json +++ b/class/LaserLlama; Commoner.json @@ -429,8 +429,8 @@ "page": 7, "toolProficiencies": [ { - "fishing tackle": true, - "vehicles (water)": true + "vehicles (water)": true, + "fishing tackle|llc": true } ], "entries": [ @@ -731,7 +731,7 @@ ], "toolProficiencies": [ { - "farmer's tools": true + "farmer's tools|llc": true } ], "entries": [ diff --git a/collection/Adam Cohen; Shovel Knight, Shovels & Shields.json b/collection/Adam Cohen; Shovel Knight, Shovels & Shields.json index aa9e80a25..97adf6fae 100644 --- a/collection/Adam Cohen; Shovel Knight, Shovels & Shields.json +++ b/collection/Adam Cohen; Shovel Knight, Shovels & Shields.json @@ -1203,7 +1203,7 @@ ], "toolProficiencies": [ { - "fishing tools": true + "fishing tools|shovelsandshields": true } ], "startingEquipment": [ diff --git a/collection/Aeron Drake; Modern Handbook.json b/collection/Aeron Drake; Modern Handbook.json index 80d20ffd4..59352c67e 100644 --- a/collection/Aeron Drake; Modern Handbook.json +++ b/collection/Aeron Drake; Modern Handbook.json @@ -689,8 +689,8 @@ "level": 6, "toolProficiencies": [ { - "engineering kit|MH": true, - "mechanic tools|MH": true + "engineering kit|mh": true, + "mechanic tools|mh": true } ], "expertise": [ @@ -1376,7 +1376,7 @@ "toolProficiencies": [ { "disguise kit": true, - "hacking tools|MH": true + "hacking tools|mh": true } ], "header": 2, @@ -1724,13 +1724,13 @@ "level": 2, "toolProficiencies": [ { - "engineering kit|MH": true + "engineering kit|mh": true }, { - "hacking tools|MH": true + "hacking tools|mh": true }, { - "mechanic tools|MH": true + "mechanic tools|mh": true } ], "header": 2, @@ -2054,7 +2054,7 @@ ], "toolProficiencies": [ { - "hacking tools|MH": true + "hacking tools|mh": true } ], "entries": [ @@ -2080,7 +2080,7 @@ ], "toolProficiencies": [ { - "hacking tools|MH": true + "hacking tools|mh": true } ], "entries": [ @@ -2101,7 +2101,7 @@ "page": 16, "toolProficiencies": [ { - "mechanic tools|MH": true + "mechanic tools|mh": true } ], "entries": [ @@ -2150,8 +2150,8 @@ "choose": { "count": 1, "from": [ - "engineering kit|MH", - "mechanic tools|MH" + "engineering kit|mh", + "mechanic tools|mh" ] } } diff --git a/collection/Ashley May; Festival, Feats, and Fairs.json b/collection/Ashley May; Festival, Feats, and Fairs.json index 24ff415e5..f1dc6cb52 100644 --- a/collection/Ashley May; Festival, Feats, and Fairs.json +++ b/collection/Ashley May; Festival, Feats, and Fairs.json @@ -1835,8 +1835,8 @@ ], "toolProficiencies": [ { - "Disguise kit": true, - "musical instrument": true + "musical instrument": true, + "disguise kit": true } ], "startingEquipment": [ diff --git a/collection/DMsGuild; Rashemen.json b/collection/DMsGuild; Rashemen.json index 56d9f612d..c9efb1333 100644 --- a/collection/DMsGuild; Rashemen.json +++ b/collection/DMsGuild; Rashemen.json @@ -57,8 +57,8 @@ { "choose": { "from": [ - "Dice set", - "Playing card set" + "dice set", + "playing card set" ], "count": 1 } diff --git a/collection/Griffin Macaulay; The Griffon's Saddlebag, Book 1.json b/collection/Griffin Macaulay; The Griffon's Saddlebag, Book 1.json index 09236c0b8..55901e6c7 100644 --- a/collection/Griffin Macaulay; The Griffon's Saddlebag, Book 1.json +++ b/collection/Griffin Macaulay; The Griffon's Saddlebag, Book 1.json @@ -23723,12 +23723,7 @@ "languageProficiencies": [ { "common": true, - "choose": { - "from": [ - "other" - ], - "count": 1 - } + "any": 1 } ] } diff --git a/collection/Grimley533; Player's Guide to Insectopia.json b/collection/Grimley533; Player's Guide to Insectopia.json index ac8e0cdeb..aaa1ddff1 100644 --- a/collection/Grimley533; Player's Guide to Insectopia.json +++ b/collection/Grimley533; Player's Guide to Insectopia.json @@ -6166,13 +6166,15 @@ } ], "skillProficiencies": [ + {}, { "insight": true } ], "expertise": [ + {}, { - "proficientSkill": "Insight" + "insight": true } ] }, diff --git a/collection/Jasmine Yang; Hamund's Harvesting Handbook I.json b/collection/Jasmine Yang; Hamund's Harvesting Handbook I.json index d45a76997..bad3cb9b9 100644 --- a/collection/Jasmine Yang; Hamund's Harvesting Handbook I.json +++ b/collection/Jasmine Yang; Hamund's Harvesting Handbook I.json @@ -244,7 +244,7 @@ ], "toolProficiencies": [ { - "harvesting kit|HHHVI": true + "harvesting kit|hhhvi": true } ], "startingEquipment": [ @@ -484,8 +484,8 @@ "page": 146, "toolProficiencies": [ { - "harvesting kit": true, - "herbalism kit": true + "herbalism kit": true, + "harvesting kit|hhhvi": true } ], "entries": [ diff --git a/collection/Jasmine Yang; Hamund's Harvesting Handbook III.json b/collection/Jasmine Yang; Hamund's Harvesting Handbook III.json index 70268bfed..20f64ac40 100644 --- a/collection/Jasmine Yang; Hamund's Harvesting Handbook III.json +++ b/collection/Jasmine Yang; Hamund's Harvesting Handbook III.json @@ -523,7 +523,7 @@ ], "toolProficiencies": [ { - "harvesting kit|HHHVI": true + "harvesting kit|hhhvi": true } ], "header": 2, @@ -625,7 +625,7 @@ ], "toolProficiencies": [ { - "harvesting kit|HHHVI": true + "harvesting kit|hhhvi": true } ], "header": 2, diff --git a/collection/JasonNewby; Durnan's Guide to Tavernkeeping.json b/collection/JasonNewby; Durnan's Guide to Tavernkeeping.json index 9bed5d4df..070af4bb8 100644 --- a/collection/JasonNewby; Durnan's Guide to Tavernkeeping.json +++ b/collection/JasonNewby; Durnan's Guide to Tavernkeeping.json @@ -6575,8 +6575,8 @@ ], "toolProficiencies": [ { - "Brewer's supplies": true, - "One type of gaming set": true + "brewer's supplies": true, + "anyGamingSet": 1 } ], "fluff": { @@ -6866,7 +6866,7 @@ ], "toolProficiencies": [ { - "One type of gaming set": true + "anyGamingSet": 1 } ], "fluff": { diff --git a/collection/Keith Baker; Morgrave Miscellany.json b/collection/Keith Baker; Morgrave Miscellany.json index 93ab2ae48..e906cfe47 100644 --- a/collection/Keith Baker; Morgrave Miscellany.json +++ b/collection/Keith Baker; Morgrave Miscellany.json @@ -6043,7 +6043,7 @@ "toolProficiencies": [ { "thieves' tools": true, - "tinkers tools": true + "tinker's tools": true } ], "fluff": { diff --git a/collection/Kobold Press; Deep Magic.json b/collection/Kobold Press; Deep Magic.json index c3d2524e4..598f647de 100644 --- a/collection/Kobold Press; Deep Magic.json +++ b/collection/Kobold Press; Deep Magic.json @@ -4399,8 +4399,8 @@ ], "toolProficiencies": [ { - "musical Instrument": true, - "gaming set": true + "gaming set": true, + "musical instrument": true } ], "languageProficiencies": [ diff --git a/collection/Kobold Press; Tome of Heroes.json b/collection/Kobold Press; Tome of Heroes.json index 28db2253b..f54ae981e 100644 --- a/collection/Kobold Press; Tome of Heroes.json +++ b/collection/Kobold Press; Tome of Heroes.json @@ -8412,13 +8412,9 @@ ], "speed": 30, "languageProficiencies": [ + {}, { - "choose": { - "from": [ - "elvish" - ], - "count": 1 - } + "elvish": true } ], "skillProficiencies": [ @@ -9496,13 +9492,10 @@ ], "expertise": [ { - "choose": { - "from": [ - "glassblower's tools", - "smith's tools" - ], - "count": 1 - } + "glassblower's tools": true + }, + { + "smith's tools": true } ], "languageProficiencies": [ @@ -10717,7 +10710,7 @@ { "from": [ "acrobatics", - "animal Handling", + "animal handling", "medicine", "performance", "persuasion", @@ -14680,14 +14673,16 @@ } ], "expertise": [ + {}, { - "choose": { - "from": [ - "history", - "performance" - ], - "count": 2 - } + "history": true + }, + { + "performance": true + }, + { + "history": true, + "performance": true } ] }, @@ -15647,7 +15642,7 @@ "choose": { "from": [ "alchemist's supplies", - "gunsmith's tools" + "gunsmith's tools|toh" ], "count": 1 } @@ -17984,8 +17979,8 @@ ], "toolProficiencies": [ { - "gunsmith's tools": true, - "vehicles (water)": true + "vehicles (water)": true, + "gunsmith's tools|toh": true } ] }, @@ -19134,16 +19129,19 @@ ], "expertise": [ { - "choose": { - "from": [ - "stealth", - "insight", - "intimidation", - "deception", - "history" - ], - "count": 1 - } + "stealth": true + }, + { + "insight": true + }, + { + "intimidation": true + }, + { + "deception": true + }, + { + "history": true } ], "resist": [ @@ -21097,13 +21095,9 @@ } ], "expertise": [ + {}, { - "choose": { - "from": [ - "animal handling" - ], - "count": 1 - } + "animal handling": true } ] }, @@ -23194,7 +23188,7 @@ "choose": { "from": [ "alchemist's supplies", - "gunsmith's tools" + "gunsmith's tools|toh" ], "count": 1 } @@ -25743,7 +25737,7 @@ "choose": { "from": [ "alchemist's supplies", - "gunsmith's tools" + "gunsmith's tools|toh" ] } } @@ -28207,7 +28201,7 @@ ], "toolProficiencies": [ { - "herbalist kit": true + "herbalism kit": true } ], "languageProficiencies": [ @@ -29581,8 +29575,8 @@ ], "toolProficiencies": [ { - "navigator's tool": true, - "vehicle (water)": true + "navigator's tools": true, + "vehicles (water)": true } ], "startingEquipment": [ @@ -32258,7 +32252,7 @@ "toolProficiencies": [ { "gaming set": true, - "thiethes' tools": true + "thieves' tools": true } ], "startingEquipment": [ @@ -32785,7 +32779,7 @@ "toolProficiencies": [ { "leatherworker's tools": true, - "vehicle (land)": true + "vehicles (land)": true } ], "startingEquipment": [ diff --git a/collection/Mage Hand Press; Dark Matter.json b/collection/Mage Hand Press; Dark Matter.json index dad0a269f..ae9c1881a 100644 --- a/collection/Mage Hand Press; Dark Matter.json +++ b/collection/Mage Hand Press; Dark Matter.json @@ -80,7 +80,7 @@ ], "toolProficiencies": [ { - "ship maintenance tools": true + "ship maintenance tools|darkmatter": true } ], "entries": [ @@ -1385,7 +1385,7 @@ "toolProficiencies": [ { "alchemist's supplies": true, - "herbalist's kit": true + "herbalism kit": true } ], "entries": [ @@ -1676,8 +1676,8 @@ ], "toolProficiencies": [ { - "mechanist's tools": true, - "artisan's tools": true + "artisan's tools": true, + "mechanist's tools|darkmatter": true } ], "entries": [ diff --git a/collection/Modnar; Modnars Multitudinous Merriments (Games and Gambling).json b/collection/Modnar; Modnars Multitudinous Merriments (Games and Gambling).json index 64140bd69..30596347f 100644 --- a/collection/Modnar; Modnars Multitudinous Merriments (Games and Gambling).json +++ b/collection/Modnar; Modnars Multitudinous Merriments (Games and Gambling).json @@ -8952,8 +8952,8 @@ ], "toolProficiencies": [ { - "Disguise kit": true, - "musical instrument": true + "musical instrument": true, + "disguise kit": true } ], "startingEquipment": [ diff --git a/collection/Mogrit; The Technomancer's Textbook.json b/collection/Mogrit; The Technomancer's Textbook.json index a262da245..6e40e6388 100644 --- a/collection/Mogrit; The Technomancer's Textbook.json +++ b/collection/Mogrit; The Technomancer's Textbook.json @@ -26466,8 +26466,8 @@ "from": [ "vehicles (land)", "vehicles (water)", - "vehicle (air)", - "hacking tools" + "vehicles (air)", + "hacking tools|ttt" ], "count": 1 } @@ -27027,8 +27027,8 @@ ], "toolProficiencies": [ { - "hacking tools": true, - "gaming set": true + "gaming set": true, + "hacking tools|ttt": true } ], "startingEquipment": [ diff --git a/collection/MonkeyDM; Northern Lights Compendium.json b/collection/MonkeyDM; Northern Lights Compendium.json index 82d11b649..c81799fef 100644 --- a/collection/MonkeyDM; Northern Lights Compendium.json +++ b/collection/MonkeyDM; Northern Lights Compendium.json @@ -229,7 +229,7 @@ "carpenter's tools", "cartographer's tools", "cobbler's tools", - "cook's ustensils", + "cook's utensils", "glassblower's tools", "jeweler's tools", "leatherworker's tools", diff --git a/collection/MonkeyDM; Steinhardt's Guide to the Eldritch Hunt.json b/collection/MonkeyDM; Steinhardt's Guide to the Eldritch Hunt.json index db2d3c223..6c7fe642b 100644 --- a/collection/MonkeyDM; Steinhardt's Guide to the Eldritch Hunt.json +++ b/collection/MonkeyDM; Steinhardt's Guide to the Eldritch Hunt.json @@ -4297,7 +4297,7 @@ ], "toolProficiencies": [ { - "torture tools|SGttEH": true + "torture tools|sgtteh": true } ], "header": 2, @@ -8905,7 +8905,7 @@ ], "toolProficiencies": [ { - "torture tools|SGttEH": true + "torture tools|sgtteh": true } ], "startingEquipment": [ diff --git a/collection/Niels de Jong; Legacy of the Dragon.json b/collection/Niels de Jong; Legacy of the Dragon.json index b351d59cc..c7f59ed51 100644 --- a/collection/Niels de Jong; Legacy of the Dragon.json +++ b/collection/Niels de Jong; Legacy of the Dragon.json @@ -229,7 +229,7 @@ ], "toolProficiencies": [ { - "jeweler's Tools": true + "jeweler's tools": true } ], "languageProficiencies": [ @@ -492,7 +492,7 @@ ], "toolProficiencies": [ { - "smith's Tools": true + "smith's tools": true } ], "languageProficiencies": [ @@ -754,7 +754,7 @@ ], "toolProficiencies": [ { - "disguise Kit": true + "disguise kit": true } ], "languageProficiencies": [ @@ -1271,7 +1271,7 @@ ], "toolProficiencies": [ { - "mason's Tools": true + "mason's tools": true } ], "languageProficiencies": [ @@ -1795,7 +1795,7 @@ ], "toolProficiencies": [ { - "herbalism Kit": true + "herbalism kit": true } ], "languageProficiencies": [ @@ -2319,7 +2319,7 @@ ], "toolProficiencies": [ { - "jeweler's Tools": true + "jeweler's tools": true } ], "languageProficiencies": [ @@ -2582,7 +2582,7 @@ ], "toolProficiencies": [ { - "thieve's tools": true + "thieves' tools": true } ], "languageProficiencies": [ @@ -2844,7 +2844,7 @@ ], "toolProficiencies": [ { - "jeweler's Tools": true + "jeweler's tools": true } ], "languageProficiencies": [ @@ -4679,7 +4679,7 @@ ], "toolProficiencies": [ { - "jeweler's Tools": true + "jeweler's tools": true } ], "languageProficiencies": [ @@ -4941,7 +4941,7 @@ ], "toolProficiencies": [ { - "cook's Utensils": true + "cook's utensils": true } ], "languageProficiencies": [ @@ -5727,7 +5727,7 @@ ], "toolProficiencies": [ { - "jeweler's Tools": true + "jeweler's tools": true } ], "languageProficiencies": [ diff --git a/collection/Nord Games; Treacherous Traps.json b/collection/Nord Games; Treacherous Traps.json index b1b87c040..c26c27c07 100644 --- a/collection/Nord Games; Treacherous Traps.json +++ b/collection/Nord Games; Treacherous Traps.json @@ -13146,7 +13146,7 @@ "toolProficiencies": [ { "thieves' tools": true, - "trapmaker's tools": true + "trapmaker's tools|tretra": true } ], "entries": [ diff --git a/collection/Sokan; Yastah.json b/collection/Sokan; Yastah.json index dfc4c7b1b..bca66596e 100644 --- a/collection/Sokan; Yastah.json +++ b/collection/Sokan; Yastah.json @@ -54814,7 +54814,7 @@ ], "toolProficiencies": [ { - "tinkerer's tools": true + "tinker's tools": true } ], "entries": [ @@ -55207,7 +55207,7 @@ ], "toolProficiencies": [ { - "glassblower's supplies": true + "glassblower's tools": true } ], "entries": [ diff --git a/collection/Tyler Stokes; Belzor's Magical Manifesto.json b/collection/Tyler Stokes; Belzor's Magical Manifesto.json index 9a8939fc2..8d2a26268 100644 --- a/collection/Tyler Stokes; Belzor's Magical Manifesto.json +++ b/collection/Tyler Stokes; Belzor's Magical Manifesto.json @@ -1106,8 +1106,8 @@ ], "toolProficiencies": [ { - "land vehicle": true, - "farm implement": true + "vehicles (land)": true, + "farm implement|belzormm": true } ], "entries": [ diff --git a/collection/Yorviing; Yorviing's Arcane Grimoire.json b/collection/Yorviing; Yorviing's Arcane Grimoire.json index 9b5185c19..8a4f0be15 100644 --- a/collection/Yorviing; Yorviing's Arcane Grimoire.json +++ b/collection/Yorviing; Yorviing's Arcane Grimoire.json @@ -3220,8 +3220,8 @@ ], "toolProficiencies": [ { - "healer's kit": true, - "vehicles (land)": true + "vehicles (land)": true, + "healer's kit|yag": true } ], "startingEquipment": [ @@ -6006,7 +6006,7 @@ { "choose": { "from": [ - "alchemist supplies", + "alchemist's supplies", "herbalism kit", "poisoner's kit", "woodcarver's tools" diff --git a/race/PoinyHat; The Felis.json b/race/PoinyHat; The Felis.json index 19d6af99d..9ca802735 100644 --- a/race/PoinyHat; The Felis.json +++ b/race/PoinyHat; The Felis.json @@ -41,9 +41,6 @@ "traitTags": [ "Skill Proficiency" ], - "weaponProficiencies": [ - {} - ], "languageProficiencies": [ { "common": true, From beef1ed8858fe3cb83fc61b1e9c110f056de7521 Mon Sep 17 00:00:00 2001 From: TheGiddyLimit Date: Wed, 4 Dec 2024 12:36:01 +0000 Subject: [PATCH 32/40] chore: bump dep ver --- package-lock.json | 14 +++++++------- package.json | 2 +- 2 files changed, 8 insertions(+), 8 deletions(-) diff --git a/package-lock.json b/package-lock.json index e0b89c7ab..98c5cfac2 100644 --- a/package-lock.json +++ b/package-lock.json @@ -9,16 +9,16 @@ "version": "1.0.0", "license": "MIT", "devDependencies": { - "5etools-utils": "^0.12.57", + "5etools-utils": "^0.12.58", "commander": "^9.4.1", "he": "^1.2.0", "sanitize-html": "^2.12.1" } }, "node_modules/5etools-utils": { - "version": "0.12.57", - "resolved": "https://registry.npmjs.org/5etools-utils/-/5etools-utils-0.12.57.tgz", - "integrity": "sha512-FSxKoxIWoj4hh4S3CCEpchgzEdDTGlMM1XSi8Kw1/Eh2AsH8qRzHSRcmlbvn09oCJTnBIPXtF6iOR6Qk1kQUCw==", + "version": "0.12.58", + "resolved": "https://registry.npmjs.org/5etools-utils/-/5etools-utils-0.12.58.tgz", + "integrity": "sha512-CEFlRuUcBxd2e6coJoYgSDXhmpNiCtObFjAcOG5PyI86x7qZ2iPGaEKc9NWsj40vOyYsUpcNO2ecQm6gXDLj6g==", "dev": true, "dependencies": { "ajv": "^8.12.0", @@ -386,9 +386,9 @@ }, "dependencies": { "5etools-utils": { - "version": "0.12.57", - "resolved": "https://registry.npmjs.org/5etools-utils/-/5etools-utils-0.12.57.tgz", - "integrity": "sha512-FSxKoxIWoj4hh4S3CCEpchgzEdDTGlMM1XSi8Kw1/Eh2AsH8qRzHSRcmlbvn09oCJTnBIPXtF6iOR6Qk1kQUCw==", + "version": "0.12.58", + "resolved": "https://registry.npmjs.org/5etools-utils/-/5etools-utils-0.12.58.tgz", + "integrity": "sha512-CEFlRuUcBxd2e6coJoYgSDXhmpNiCtObFjAcOG5PyI86x7qZ2iPGaEKc9NWsj40vOyYsUpcNO2ecQm6gXDLj6g==", "dev": true, "requires": { "ajv": "^8.12.0", diff --git a/package.json b/package.json index e1b405b51..63baab0fd 100644 --- a/package.json +++ b/package.json @@ -29,7 +29,7 @@ }, "homepage": "https://github.com/TheGiddyLimit/homebrew#readme", "devDependencies": { - "5etools-utils": "^0.12.57", + "5etools-utils": "^0.12.58", "commander": "^9.4.1", "he": "^1.2.0", "sanitize-html": "^2.12.1" From 54584fe08df7f05eaa28a2275d4eaebf551fc7a5 Mon Sep 17 00:00:00 2001 From: "Lyra [he/him]" <52298102+revilowaldow@users.noreply.github.com> Date: Thu, 5 Dec 2024 22:47:37 +0000 Subject: [PATCH 33/40] fix(BDPC): Fix typo (#2309) --- ...3000; Blazing Dawn Player's Companion.json | 3 - collection/Various; Lyra's Legendarium.json | 160 +++++++++++++++++- 2 files changed, 159 insertions(+), 4 deletions(-) diff --git a/collection/Jonoman3000; Blazing Dawn Player's Companion.json b/collection/Jonoman3000; Blazing Dawn Player's Companion.json index 714cb132b..ae58c9404 100644 --- a/collection/Jonoman3000; Blazing Dawn Player's Companion.json +++ b/collection/Jonoman3000; Blazing Dawn Player's Companion.json @@ -351,9 +351,6 @@ } } ], - "subclassSpells": [ - "" - ], "subSubclassSpells": { "Avian": [ "zephyr strike|XGE", diff --git a/collection/Various; Lyra's Legendarium.json b/collection/Various; Lyra's Legendarium.json index 82f63ca9e..1885b658c 100644 --- a/collection/Various; Lyra's Legendarium.json +++ b/collection/Various; Lyra's Legendarium.json @@ -30,12 +30,170 @@ "url": "https://github.com/TheGiddyLimit/homebrew" } ], - "edition": "classic", + "dependencies": { + "subclass": [ + "druid" + ], + "subclassFeature":[ + "druid" + ] + }, + "internalCopies": [ + "suclass" + ], + "edition": "one", "status": "ready", "dateAdded": 1640194653, "dateLastModified": 1731886430, "_dateLastModifiedHash": "0f8c8f2a05" }, + "subclass": [ + { + "name": "Circle of the Stars", + "shortName": "Stars", + "source": "ASRT", + "className": "Druid", + "classSource": "XPHB", + "_copy": { + "name": "Circle of the Stars", + "source": "XPHB", + "shortName": "Stars", + "className": "Druid", + "classSource": "XPHB", + "_preserve": { + "page": true + } + }, + "subclassFeatures": [ + "Circle of the Stars|Druid|XPHB|Stars|ASRT|3", + "Cosmic Omen|Druid|XPHB|Stars|XPHB|6", + "Twinkling Constellations|Druid|XPHB|Stars|ASRT|10", + "Full of Stars|Druid|XPHB|Stars|XPHB|14" + ] + }, + { + "name": "Circle of the Stars", + "shortName": "Stars", + "source": "ASRT", + "className": "Druid", + "classSource": "PHB", + "_copy": { + "name": "Circle of the Stars", + "source": "ASRT", + "shortName": "Stars", + "className": "Druid", + "classSource": "XPHB", + "_preserve": { + "page": true + } + } + } + ], + "subclassFeature": [ + { + "name": "Circle of the Stars", + "source": "ASRT", + "page": 88, + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Stars", + "subclassSource": "ASRT", + "level": 3, + "entries": [ + "{@i Harness Secrets Hidden in Constellations}", + "The Circle of the Stars has tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By understanding these secrets, the Druids of this circle seek to harness the powers of the cosmos.", + { + "type": "refSubclassFeature", + "subclassFeature": "Star Map|Druid|XPHB|Stars|XPHB|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Starry Form|Druid|XPHB|Stars|ASRT|3" + } + ] + }, + { + "name": "Starry Form", + "source": "ASRT", + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Stars", + "subclassSource": "ASRT", + "level": 3, + "_copy": { + "name": "Starry Form", + "source": "XPHB", + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Stars", + "subclassSource": "XPHB", + "level": 3, + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "homebrew", + "entries": [ + { + "type": "entries", + "name": "Blink Dog", + "entries": [ + "A constellation of a {@creature Blink Dog} appears on you. When you activate this form and as a {@variantrule Bonus Action|XPHB} on your subsequent turns while it lasts, you can {@variantrule Teleportation|XPHB|Teleport} up to 20 feet to an unoccupied space." + ] + }, + { + "type": "entries", + "name": "Girallon", + "entries": [ + "A constellation of a {@creature Girallon|MPMM} appears on you, with two additional ethereal arms extending from your torso. When you activate this form and as a {@variantrule Bonus Action|XPHB} on your subsequent turns while it lasts, you can make a melee spell attack with your additional limbs targeting one creature within 5 feet of yourself. On a hit, the attack deals Radiant damage equal to {@dice 1d8} plus your Wisdom modifier." + ] + } + ] + } + ] + } + }, + "_preserve": { + "page": true + } + } + }, + { + "name": "Twinkling Constellations", + "source": "ASRT", + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Stars", + "subclassSource": "ASRT", + "level": 10, + "_copy": { + "name": "Twinkling Constellations", + "source": "XPHB", + "className": "Druid", + "classSource": "XPHB", + "subclassShortName": "Stars", + "subclassSource": "XPHB", + "level": 10, + "_mod": { + "entries": { + "mode": "appendArr", + "items": [ + { + "type": "homebrew", + "entries": [ + "While the {@creature Girallon|MPMM} is active you can make two melee spell attacks as a {@variantrule Bonus Action|XPHB} rather than one. When you use the {@variantrule Teleportation|XPHB} feature of the {@creature Blink Dog} you can bring one willing creature with you, if the creature is unwilling it must make a Constitution save against your Spell Save DC." + ] + } + ] + } + }, + "_preserve": { + "page": true + } + } + } + ], "feat": [ { "name": "Speak of the Devil", From 52717121e643fc43bc830d44761d516e76ba1f95 Mon Sep 17 00:00:00 2001 From: "Lyra [he/him]" <52298102+revilowaldow@users.noreply.github.com> Date: Sun, 8 Dec 2024 21:17:53 +0000 Subject: [PATCH 34/40] Overhaul Ar6 (#2297) --- _img/JennysHomebrewStuff/README.md | 1 + book/MCDM Productions; Arcadia Issue 2.json | 2 +- book/MCDM Productions; Arcadia Issue 3.json | 2 +- book/MCDM Productions; Arcadia Issue 5.json | 7 +- book/MCDM Productions; Arcadia Issue 6.json | 6186 +++++++++++++------ book/MCDM Productions; Arcadia Issue 7.json | 4 +- collection/Various; Lyra's Legendarium.json | 2 +- 7 files changed, 4288 insertions(+), 1916 deletions(-) diff --git a/_img/JennysHomebrewStuff/README.md b/_img/JennysHomebrewStuff/README.md index ffcd1b879..99cc61e26 100644 --- a/_img/JennysHomebrewStuff/README.md +++ b/_img/JennysHomebrewStuff/README.md @@ -4,6 +4,7 @@ Some files in this directory correspond to a homebrew which has been overhauled. - Arcadia Issue 2 Images - Arcadia Issue 4 Images - Arcadia Issue 5 Images +- Arcadia Issue 6 Images ### Root Files - Coverpage.png diff --git a/book/MCDM Productions; Arcadia Issue 2.json b/book/MCDM Productions; Arcadia Issue 2.json index c6a72b235..60bcc6238 100644 --- a/book/MCDM Productions; Arcadia Issue 2.json +++ b/book/MCDM Productions; Arcadia Issue 2.json @@ -19694,7 +19694,7 @@ "width": 401, "height": 534 }, - "{@b Makenzie De Armas} is an award-winning game designer and writer. In addition to her work for ARCADIA, she has also served as the lead writer for {@i The Islands of Sina Una} and co-designer for MCDM's {@i Kingdoms & Warfare}. She now works full-time as an Associate Game Designer for D&D at Wizards of the Coast. You can usually find her rambling into the void on Twitter at @MakenzieLaneDA." + "{@b Makenzie De Armas} is an award-winning game designer and writer. In addition to her work for ARCADIA, she has also served as the lead writer for {@i The Islands of Sina Una} and co-designer for MCDM's {@loader Kingdoms & Warfare|book/MCDM Productions; Kingdoms & Warfare.json}. She now works full-time as an Associate Game Designer for D&D at Wizards of the Coast. You can usually find her rambling into the void on Twitter at @MakenzieLaneDA." ] }, { diff --git a/book/MCDM Productions; Arcadia Issue 3.json b/book/MCDM Productions; Arcadia Issue 3.json index 294a0b86b..25d6ece8f 100644 --- a/book/MCDM Productions; Arcadia Issue 3.json +++ b/book/MCDM Productions; Arcadia Issue 3.json @@ -15322,7 +15322,7 @@ "width": 480, "height": 376 }, - "{@b Sam Mannell} is a writer and designer based in Tamaki Makaurau, Aotearoa, a distant place known to some as Auckland, New Zealand. When not running or playing games, Sam is writing, making coffee, drinking club mate, or eating Thai food. He aspires to publish books, and if many of them happen to be roleplaying games, so be it. You can find more of Sam's work in MCDM's upcoming {@book Kingdoms & Warfare|KaW}, and you can be made aware of his location and movements by keeping an eye on {@link crypticparlour.com}, or following him on Twitter {@link @crypticparlour|https://twitter.com/crypticparlour}." + "{@b Sam Mannell} is a writer and designer based in Tamaki Makaurau, Aotearoa, a distant place known to some as Auckland, New Zealand. When not running or playing games, Sam is writing, making coffee, drinking club mate, or eating Thai food. He aspires to publish books, and if many of them happen to be roleplaying games, so be it. You can find more of Sam's work in MCDM's upcoming {@loader Kingdoms & Warfare|book/MCDM Productions; Kingdoms & Warfare.json}, and you can be made aware of his location and movements by keeping an eye on {@link crypticparlour.com}, or following him on Twitter {@link @crypticparlour|https://twitter.com/crypticparlour}." ] }, { diff --git a/book/MCDM Productions; Arcadia Issue 5.json b/book/MCDM Productions; Arcadia Issue 5.json index 8e6c6604f..e1cac7691 100644 --- a/book/MCDM Productions; Arcadia Issue 5.json +++ b/book/MCDM Productions; Arcadia Issue 5.json @@ -17,7 +17,8 @@ ], "version": "1.0", "url": "https://shop.mcdmproductions.com/collections/arcadia/products/arcadia-complete-bundle-issues-1-30", - "color": "22503d" + "color": "22503d", + "dateReleased": "2021-06-23" } ], "dependencies": { @@ -3173,7 +3174,7 @@ "type": "external", "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar5/cover.webp" }, - "published": "2021-06-01", + "published": "2021-06-23", "author": "James Introcaso, Leon Barillaro, Carlos Cisco, Sam Mannell", "contents": [ { @@ -4447,7 +4448,7 @@ "height": 406 }, "{@b Sam Mannell} is a writer and designer based in Tamaki Makaurau, Aotearoa, a distant place known to some as Auckland, New Zealand. When not running or playing games, Sam is writing, making coffee, drinking club mate, or eating Thai food. He aspires to publish books, and if many of them happen to be roleplaying games, so be it.", - "You can find more of Sam's work in MCDM's {@i Kingdoms & Warfare}, and you can be made aware of his location and movements by keeping an eye on {@link crypticparlour.com|https://crypticparlour.com/} or following him on Twitter {@link @crypticparlour|https://twitter.com/crypticparlour}." + "You can find more of Sam's work in MCDM's {@loader Kingdoms & Warfare|book/MCDM Productions; Kingdoms & Warfare.json}, and you can be made aware of his location and movements by keeping an eye on {@link crypticparlour.com|https://crypticparlour.com/} or following him on Twitter {@link @crypticparlour|https://twitter.com/crypticparlour}." ] } ] diff --git a/book/MCDM Productions; Arcadia Issue 6.json b/book/MCDM Productions; Arcadia Issue 6.json index 645fafb5e..9a20adf58 100644 --- a/book/MCDM Productions; Arcadia Issue 6.json +++ b/book/MCDM Productions; Arcadia Issue 6.json @@ -6,385 +6,934 @@ "abbreviation": "Ar6", "full": "Arcadia Issue 6", "authors": [ + "James Introcaso", "H.H. Carlan", - " Gabe Hicks", - " Michael E. Shea" + "Gabe Hicks", + "Michael E. Shea" ], "convertedBy": [ - "Somebody" + "Somebody", + "Lyra [he/him]" ], "version": "1.0", - "targetSchema": "1.2" + "url": "https://shop.mcdmproductions.com/collections/arcadia/products/arcadia-complete-bundle-issues-1-30", + "color": "24315b", + "dateReleased": "2021-07-28" } ], + "dependencies": { + "monster": [ + "MM" + ], + "monsterFluff": [ + "MM" + ] + }, + "internalCopies": [ + "itemFluff", + "monsterFluff" + ], + "edition": "classic", + "status": "ready", "dateAdded": 1629652942, "dateLastModified": 1729630006, - "_dateLastModifiedHash": "4b08788058", - "edition": "classic" + "_dateLastModifiedHash": "4b08788058" }, - "legendaryGroup": [ + "item": [ { - "name": "Fawning Summerset Lair", + "name": "Zevellon's Gaze", "source": "Ar6", - "lairActions": [ - "On initiative count 20 (losing initiative ties), Fawning can take one lair action to cause one of the following effects; she can't use the same lair action two rounds in a row:", - "{@b {@i Faerie Lights.}} The crystals in the grove produce a burst of brilliant purple light. Each creature within 5 feet of a Medium or larger crystal must make a DC 14 Dexterity saving throw. Fawning automatically succeeds on this save. On a failed save, the creature sheds dim purple light in a 10-foot radius until initiative count 20 of the next round. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being {@condition invisible}.", - "{@b {@i Fertilize.}} Fawning uses {@condition prone} bodies to grow new crystals. All {@condition prone} creatures in the Crystal Grove of Fawning's choice must make a DC 14 Constitution saving throw as necrotic crystal powder grows on their exposed skin. On a failed save, a creature takes 11 ({@damage 2d10}) necrotic damage.", - "{@b {@i Shake.}} Fawning's lair shakes and crystals on the ceiling of the cavern come crashing down. Each creature Fawning chooses in the Crystal Grove must succeed on a DC 14 Dexterity saving throw or take 5 ({@damage 1d10}) bludgeoning damage and be pushed 5 feet in a direction of Fawning's choice." + "page": 15, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "bonusAc": "+1", + "recharge": "dawn", + "charges": 3, + "entries": [ + "This helmet molds to your face and fits comfortably and slightly bolsters your voice's volume when you speak. It appears to be a winged helm of shimmering steel with a gold lining, and a soft yellow glow that emanates from the eyes. However, the helmet's true form is made of fiery red steel with black horns and eyes fuming with smoke.", + "Zevellon's Gaze has 3 charges. You can spend charges to create the following effects:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Spell Reversal", + "entry": "When a creature you can see within 60 feet of you targets you with a spell or magical effect, you can spend 1 charge as a reaction and force the creature to target itself instead. If the spell or magical effect forces a saving throw, the chosen creature must make the saving throw against its own spell save DC. If the spell or magical effect is an attack, the attack roll is rerolled against the creature." + }, + { + "type": "item", + "name": "Kneel Before Me", + "entry": "As a bonus action, you can spend 2 charges to force each creature of your choice within 30 feet of you that you can see to make a {@dc 18} Wisdom saving throw. On a failed save, a target takes {@damage 4d10} psychic damage and falls {@condition prone}. On a successful save, a target takes half as much damage and doesn't fall {@condition prone}." + }, + { + "type": "item", + "name": "Gaze of Annihilation", + "entry": "As an action, you can spend 3 charges to send searing pain coursing through a creature that you can see within 30 feet of you. The target must make a {@dc 18} Constitution saving throw. It takes {@damage 7d8 + 30} necrotic damage on a failed save, or half as much damage on a successful one." + } + ], + "style": "list-hang-notitle" + }, + "The helmet regains all spent charges daily at dawn." + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Zevellon's Grasp", + "source": "Ar6", + "page": 16, + "type": "M", + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "dmg1": "4d6", + "dmgType": "N", + "bonusAc": "+1", + "entries": [ + "These gauntlets are warm to the touch. In their illusory form, they appear shiny, gold, and sturdy. In their true form, the fiery gauntlets are tipped with claws.", + "While you wear both gauntlets and have at least one free hand, you can use a bonus action to create a sword of green flame. While the sword is active, tiny screams sound in the crackling of the fire.", + "The sword is a one-handed melee weapon that deals {@damage 4d6} damage on a hit. Each time you create the sword, you decide if it deals fire or necrotic damage.", + "This weapon is dismissed if you are knocked {@condition unconscious} or when you use a bonus action to dispel it.", + "You can't let go of the sword until you dismiss it. You can only have one sword at a time.", + "When you hit a creature with a melee weapon attack while wearing the gauntlets and you don't have a flame sword active, you can choose to deal an extra {@damage 2d6} fire damage." + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Zevellon's Scourge", + "source": "Ar6", + "page": 16, + "baseItem": "plate armor|phb", + "type": "HA", + "rarity": "legendary", + "reqAttune": true, + "weight": 65, + "ac": 18, + "strength": "15", + "bonusAc": "+1", + "recharge": "dawn", + "rechargeAmount": 5, + "charges": 5, + "stealth": true, + "entries": [ + "This plate mail hums with tangible power. In its illusory form, the silvery plate features a large gold cross emblazoned on the chest, and beautiful golden patterns adorning the shoulders. The armor's true form has an open hand with a dagger through it and thorn-covered vines emblazoned on the crimson steel.", + "As a bonus action, you can activate {@condition invisible} thorny tendrils that only you can see to extend from the armor until the start of your next turn. While the tendrils are active, attacks against you are made with disadvantage.", + "In addition, while the tendrils are active, you can make up to three melee weapon attacks with the tendrils as an action. The tendrils have a {@hit +10} bonus to attack rolls, a reach of 10 feet and deal {@damage 2d10} psychic damage on a hit.", + "You can activate the tendrils five times, regaining all uses each day at dawn." + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Zevellon's Steps", + "source": "Ar6", + "page": 16, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "bonusAc": "+1", + "modifySpeed": { + "bonus": { + "*": 10 + } + }, + "entries": [ + "While you wear these boots, every step you take reverberates with power and grace, and your movement speed increases by 10 feet. The boots subtly increase your height, giving you a more powerful presence. In their illusory form, a radiant glow emanates from the bottom of these silver boots. In their true form, the boots resemble the clawed feet of an Abyssal creature.", + "In addition, you can use an action or a bonus action to teleport up to 60 feet to an unoccupied space you can see. If you use this property as a bonus action, you must make a {@dc 17} Intelligence saving throw.", + "On a failure, you take {@damage 2d10} necrotic damage but still teleport to your chosen space." + ], + "hasFluff": true, + "hasFluffImages": true + } + ], + "itemGroup": [ + { + "name": "Armor of Zevellon", + "source": "Ar6", + "page": 15, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "bonusAc": "+4", + "entries": [ + "The Armor of Zevellon is composed of four pieces, each implanted with the magic and lifeforce of the demigod himself. The armor consists of gauntlets, a helmet, the body, and boots. An illusion makes the armor look like silvery holy relics, but {@sense truesight} and similar abilities that can pierce illusion magic reveal the suit's fiery red appearance.", + "The first time you attune to a piece of the armor, you gain the following flaw, \"I must seek out the other pieces of this armor at all cost.\" While you are attuned to and wearing at least one piece of the armor, you gain a +1 bonus to AC for each piece you wear.", + "All pieces of the armor count as a single item for the purposes of your magic item attunement limit. Once you attune to any piece of the armor, it can't be removed and you can't unattune from it unless you die or the {@spell wish} spell is cast to remove it.", + { + "type": "statblock", + "tag": "table", + "source": "Ar6", + "name": "Armor Pieces", + "page": 19, + "style": "inset" + } + ], + "items": [ + "Zevellon's Gaze|Ar6", + "Zevellon's Scourge|Ar6", + "Zevellon's Grasp|Ar6", + "Zevellon's Steps|Ar6" + ], + "itemsHidden": true, + "hasFluff": true, + "hasFluffImages": true + } + ], + "itemFluff": [ + { + "name": "Armor of Zevellon", + "source": "Ar6", + "entries": [ + "The {@item Armor of Zevellon|Ar6} is composed of four pieces, each implanted with the magic and lifeforce of the demigod himself. The armor consists of gauntlets, a helmet, the body, and boots. An illusion makes the armor look like silvery holy relics, but {@sense truesight} and similar abilities that can pierce illusion magic reveal the suit's fiery red appearance.", + "The first time you attune to a piece of the armor, you gain the following flaw, \"I must seek out the other pieces of this armor at all cost.\" While you are attuned to and wearing at least one piece of the armor, you gain a +1 bonus to AC for each piece you wear.", + "All pieces of the armor count as a single item for the purposes of your magic item attunement limit. Once you attune to any piece of the armor, it can't be removed and you can't unattune from it unless you die or the {@spell wish} spell is cast to remove it." + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00065.webp" + }, + "credit": "Grace Cheung" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00071.webp" + }, + "credit": "Grace Cheung" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00073.webp" + }, + "credit": "Grace Cheung" + } ] + }, + { + "name": "Zevellon's Gaze", + "source": "Ar6", + "_copy": { + "name": "Armor of Zevellon", + "source": "Ar6" + } + }, + { + "name": "Zevellon's Grasp", + "source": "Ar6", + "_copy": { + "name": "Armor of Zevellon", + "source": "Ar6" + } + }, + { + "name": "Zevellon's Scourge", + "source": "Ar6", + "_copy": { + "name": "Armor of Zevellon", + "source": "Ar6" + } + }, + { + "name": "Zevellon's Steps", + "source": "Ar6", + "_copy": { + "name": "Armor of Zevellon", + "source": "Ar6" + } + } + ], + "itemType": [ + { + "name": "Armor (Plate)", + "abbreviation": "AP", + "source": "Ar6", + "page": 16 } ], "monster": [ { + "name": "Athlonia, the Moon's Eclipse", + "shortName": "Athlonia", + "alias": [ + "The Knight of the New Moon", + "The Shadow's Touch", + "The Sorrow" + ], + "group": [ + "The Grim Accord" + ], + "isNamedCreature": true, "source": "Ar6", - "name": "Irae Firetouched", - "type": "humanoid", + "page": 8, "size": [ - "S" + "M" ], + "type": { + "type": "humanoid", + "tags": [ + "elf" + ] + }, "alignment": [ "N", "E" ], "ac": [ { - "ac": 12 - }, - { - "ac": 15, - "condition": "{@spell mage armor}" + "ac": 18, + "from": [ + "{@item plate armor|PHB|plate}" + ] } ], "hp": { - "average": 49, - "formula": "9d6 + 18" + "average": 76, + "formula": "9d8 + 36" }, "speed": { - "walk": 25 + "walk": 30 }, - "str": 8, - "dex": 14, - "con": 14, - "int": 12, + "str": 18, + "dex": 11, + "con": 18, + "int": 11, "wis": 14, - "cha": 18, + "cha": 15, "save": { - "con": "+4", - "cha": "+6" + "wis": "+4", + "cha": "+4" }, "skill": { - "arcana": "+3", - "history": "+3", - "intimidation": "+6", - "persuasion": "+6" + "athletics": "+6", + "history": "+2", + "arcana": "+2", + "perception": "+4" }, - "resist": [ - "fire" + "senses": [ + "darkvision 60 ft." ], - "passive": 12, + "passive": 14, "languages": [ "Common", - "Halfling", - "Ignan", - "Undercommon" + "Elvish", + "Sylvan" ], "cr": "4", "trait": [ { - "name": "Firetouched", - "entries": [ - "When reduced to half of her hit points or fewer, Irae becomes wreathed in flames. Whenever a creature within 5 feet of Irae hits her with a melee attack, it takes 9 ({@damage 2d8}) fire damage." - ] - }, - { - "name": "Quickened Fireball (3rd-Level Spell; Requires a Spell Slot)", + "name": "Blinding Shadows", "entries": [ - "As a bonus action, Irae creates a fiery explosion centered on a point she can see within 150 feet of her. Each creature in a 20-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw, taking 28 ({@damage 8d6}) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried." + "When reduced to 0 hit points, but just before she drops {@condition unconscious} or dies, tendrils of shadow erupt from Athlonia's body to her enemies. Each creature of Athlonia's choice within 60 feet of her must succeed on a {@dc 12} Constitution saving throw or be {@condition blinded} for 1 minute. A {@condition blinded} creature can repeat this saving throw at the end of each of its turns, ending the condition on itself on a success." ] }, { - "name": "Shape Spell", + "name": "Second Wind (Recharges after a Short or Long Rest)", "entries": [ - "When Irae casts a spell that requires a saving throw and deals fire damage, she can choose any number of creatures in the spell's area of effect. Chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save." + "As a bonus action, Athlonia can regain 25 hit points." ] }, { - "name": "Wrathful Destruction", + "name": "Shadowblade", "entries": [ - "When Irae is reduced to 0 hit points, flames arc out of her body toward her enemies. Each enemy within 20 feet of her must make a DC 14 Dexterity saving throw, taking 28 ({@damage 8d6}) fire damage on a failed save, or half as much damage on a successful one." + "Athlonia's weapon attacks are magical and deal an extra 3 ({@damage 1d6}) necrotic damage (included in the attack)." ] } ], - "spellcasting": [ - { - "ability": "cha", - "name": "", - "type": "spellcasting", - "headerEntries": [ - { - "type": "entries", - "name": "Spellcasting", - "entries": [ - "Irae is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She knows the following sorcerer spells:" - ] - } - ], - "spells": { - "0": { - "spells": [ - "{@spell control flames|xge}", - "{@spell dancing lights}", - "{@spell fire bolt}", - "{@spell friends}" - ] - }, - "1": { - "spells": [ - "{@spell burning hands}", - "{@spell charm person}", - "{@spell mage armor}", - "{@spell shield}" - ] - }, - "2": { - "spells": [ - "{@spell misty step}", - "{@spell scorching ray}" - ] - }, - "3": { - "spells": [ - "{@spell counterspell}", - "{@spell fireball}" - ] - }, - "4": { - "spells": [ - "{@spell greater invisibility}" - ] - } - } - } - ], "action": [ { - "name": "Scimitar of Flame", + "name": "Multiattack", "entries": [ - "{@atk ms} {@hit 6} to hit, reach 5 ft., one target. {@h 11} ({@damage 2d6+4}) fire damage." + "Athlonia makes two attacks with either her greatsword or Shadowbolt." ] }, { - "name": "Fire Bolt (Cantrip)", + "name": "Greatsword", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage and 3 ({@damage 1d6}) necrotic damage." + ] + }, + { + "name": "Shadowbolt", "entries": [ - "{@atk rs} {@hit 6} to hit, range 120 ft., one target. {@h 11} ({@damage 2d10}) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried." + "{@atk rs} {@hit 4} to hit, range 120 ft., one target. {@h}13 ({@damage 3d8}) necrotic damage." ] } ], "reaction": [ { - "name": "Shield (1st-Level Spell; Requires a Spell Slot)", + "name": "Defensive Shadowstep", "entries": [ - "When Irae is hit by an attack or targeted by a magic missile spell, she calls forth an {@condition invisible} barrier of magical force that protects her. Until the start of her next turn, Irae has a +5 bonus to AC, including against the triggering attack, and she takes no damage from magic missile." + "When an allied creature within 60 feet of Athlonia is hit with a melee attack, Athlonia can teleport to an unoccupied space she can see within 5 feet of the creature that made the attack and force the attacker to reroll the attack. The attacker must use the new result, and Athlonia can make one melee weapon attack against the target as part of the reaction." ] } ], - "damageTagsSpell": [ - "F" + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Athlonia.webp" + }, + "tokenCredit": "Zuzanna Wuzyk", + "attachedItems": [ + "greatsword|phb" ], - "miscTags": [ - "AOE", - "MLW" + "senseTags": [ + "D" ], - "savingThrowForcedSpell": [ - "dexterity", - "wisdom" + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "E", + "S" + ], + "damageTags": [ + "N", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RA" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrowForced": [ + "constitution" + ], + "hasToken": true, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Bearded Devil Skeleton", + "source": "Ar6", + "page": 20, + "_copy": { + "name": "Skeleton", + "source": "MM", + "_mod": { + "trait": { + "mode": "appendArr", + "items": { + "name": "Chaos Brands", + "entries": [ + "When a skeleton hits a character with an attack, the character must make a {@dc 18} Wisdom saving throw. On a failure, a red tattoo shaped like a skull with a snake through the eyes appears on the character's body. At your discretion, these brands might appear under clothing and not initially be obvious to the characters. A {@spell detect magic} spell reveals that the tattoos radiate conjuration magic. Attempting to dispel the tattoos with {@spell dispel magic} causes the brands to release a psychic pulse. The caster takes 11 ({@damage 2d10}) psychic damage and the spell fails. A {@spell remove curse} spell, however, does remove the brand.", + "A character who succeeds on a {@dc 20} Intelligence ({@skill Religion}) check knows the symbol is one used by Zevellon, an ancient and dead demigod of chaos and magic." + ] + } + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Bearded Devil Skeleton.webp" + } + }, + { + "name": "Calliope Daydream", + "shortName": "Calliope", + "isNpc": true, + "isNamedCreature": true, + "source": "Ar6", + "page": 24, + "_copy": { + "name": "Scout", + "source": "MM", + "_templates": [ + { + "name": "Wood Elf", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The scout", + "with": "Calliope", + "flags": "i" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Calliope Daydream.webp" + }, + "foundryTokenSubjectHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Calliope Daydream Dynamic.webp" + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Cave Fish", + "source": "Ar6", + "page": 29, + "_copy": { + "name": "Quipper", + "source": "MM", + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "quipper", + "with": "cave fish", + "flags": "i" + } + } + }, + "senses": [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Cave Fish.webp" + }, + "senseTags": [ + "B" ] }, { + "name": "Climbing Gelatinous Cube", "source": "Ar6", - "name": "Kryx Bloodgnash", - "type": { - "type": "humanoid", - "tags": [ - "gnoll" - ] + "page": 31, + "_copy": { + "name": "Gelatinous Cube", + "source": "MM" + }, + "speed": { + "walk": 15, + "climb": 15 + }, + "token": { + "name": "Gelatinous Cube", + "source": "MM" + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Derek Nestly", + "shortName": "Derek", + "isNpc": true, + "isNamedCreature": true, + "source": "Ar6", + "page": 24, + "_copy": { + "name": "Commoner", + "source": "MM", + "_templates": [ + { + "name": "Wood Elf", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The commoner", + "with": "Derek", + "flags": "i" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Derek Nestly.webp" + }, + "hasFluff": true + }, + { + "name": "Drell Reedsnip", + "shortName": "Drell", + "isNpc": true, + "isNamedCreature": true, + "source": "Ar6", + "page": 24, + "_copy": { + "name": "Commoner", + "source": "MM", + "_templates": [ + { + "name": "Human", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The commoner", + "with": "Drell", + "flags": "i" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Drell Reedsnip.webp" + }, + "hasFluff": true + }, + { + "name": "Everly Westmore", + "shortName": "Everly", + "isNpc": true, + "isNamedCreature": true, + "source": "Ar6", + "page": 24, + "_copy": { + "name": "Commoner", + "source": "MM", + "_templates": [ + { + "name": "Human", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The commoner", + "with": "Everly", + "flags": "i" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Everly Westmore.webp" }, + "hasFluff": true + }, + { + "name": "Fawning Summerset", + "shortName": "Fawning", + "isNpc": true, + "isNamedCreature": true, + "source": "Ar6", + "page": 35, "size": [ - "M" + "L" ], + "type": "construct", "alignment": [ - "C", - "E" + "U" ], "ac": [ { - "ac": 14, + "ac": 15, "from": [ - "{@item hide armor}" + "natural armor" ] } ], "hp": { - "average": 60, - "formula": "8d8 +24" + "average": 149, + "formula": "13d10 + 78" }, "speed": { - "walk": { - "number": 30, - "condition": "(40 ft. if hyena)" - } + "walk": 40, + "climb": 40 }, - "str": 16, - "dex": 14, - "con": 16, - "int": 8, + "str": 17, + "dex": 15, + "con": 22, + "int": 12, "wis": 16, - "cha": 9, + "cha": 10, "save": { - "dex": "+4", - "wis": "+5" + "int": "+4", + "wis": "+6" }, "skill": { - "nature": "+1", - "perception": "+5", - "survival": "+5" + "intimidation": "+3", + "nature": "+4", + "perception": "+6" }, "senses": [ - "darkvision 60ft." + "darkvision 120 ft.", + "tremorsense 60 ft." ], - "passive": 15, - "languages": [ - "Common", - "Gnoll" + "passive": 16, + "resist": [ + "cold", + "fire", + "thunder" ], - "cr": "4", - "trait": [ - { - "name": "Change Shape", - "entries": [ - "Kryx can use his bonus action to polymorph into a giant hyena, or back into his true form, which is humanoid. His statistics, other than his movement speed, are the same in each form. Kryx does not provoke opportu nity attacks when moving while in hyena form. Any equipment he is wearing or carrying is absorbed by his new form. He reverts to his true form if he dies." - ] - }, - { - "name": "Fury of the Beast (1/Day)", - "entries": [ - "If Kryx is reduced to 0 hit points but doesn't die outright, he is reduced to 1 hit point instead, gains temporary hit points equal to his hit point maximum, and polymorphs into his giant hyena form (see Change Shape). These temporary hit points last for 1 hour. While he has these temporary hit points, Kryx can't revert to his humanoid form, and he gains one additional melee attack as part of his Multiattack action." - ] - } + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "deafened", + "petrified", + "poisoned" + ], + "languages": [ + "understands Common and Druidic but can't speak" ], + "cr": "7", "spellcasting": [ { + "name": "Innate Spellcasting", "type": "spellcasting", - "name": "Spellcasting (Humanoid Form Only)", - "ability": "wis", "headerEntries": [ - { - "type": "entries", - "name": "", - "entries": [ - "Kryx is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13; +5 to hit with spell attacks). He has the following druid spells prepared:" - ] - } + "Fawning's innate spellcasting ability is Wisdom (spell save {@dc 14}). She can innately cast the following spells, requiring no material components:" ], - "spells": { - "0": { - "spells": [ - "{@spell guidance}", - "{@spell poison spray}", - "{@spell produce flame}" - ] - }, - "1": { - "spells": [ - "{@spell entangle}", - "{@spell faerie fire}" - ] - }, - "2": { - "spells": [ - "{@spell heat metal}", - "{@spell pass without trace}", - "{@spell spike growth}" - ] - }, - "3": { - "spells": [ - "{@spell call lightning}", - "{@spell dispel magic}" - ] - } - } + "will": [ + "{@spell mirror image}" + ], + "daily": { + "1e": [ + "{@spell dispel magic}", + "{@spell moonbeam}", + "{@spell spike growth}" + ] + }, + "ability": "wis", + "hidden": [ + "will" + ] } ], - "action": [ + "trait": [ { - "name": "Multiattack", + "name": "Blinding Light (1/Day)", "entries": [ - "Kryx makes two attacks with his claws. If Fury of the Beast is active, he makes three attacks: two with his claws and one with his bite." + "As a bonus action, Fawning fills the Crystal Grove with dazzling light created by her crystals. Each creature of her choice in the grove must succeed on a {@dc 13} Dexterity saving throw or be {@condition blinded} until the start of her next turn. In addition, Fawning casts the {@spell mirror image} spell, requiring no components." ] }, { - "name": "Claws", + "name": "Crystal Stride (1/Turn)", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h 6} ({@damage 1d6+3}) slashing damage." + "Fawning can use 10 feet of her movement to enter a crystal within her reach and appear in an unoccupied space of her choice within 5 feet of another crystal in the grove. Both crystals must be Medium or larger." ] }, { - "name": "Bite (Hyena Form Only)", + "name": "False Appearance", "entries": [ - "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h 10} ({@damage 2d6+3}) piercing damage." + "While Fawning remains motionless, she is indistinguishable from a normal crystal." ] }, { - "name": "Produce Flame (Cantrip; Humanoid Form Only)", + "name": "Immutable Form", "entries": [ - "{@atk rs} {@hit 5} to hit, range 30 ft., one target. {@h 9} ({@damage 2d8}) fire damage." + "Fawning is immune to any spell or effect that would alter her form." ] }, { - "name": "Heat Metal (2nd-Level Spell; Requires a Spell Slot)", + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Fawning fails a saving throw, she can choose to succeed instead." + ] + } + ], + "action": [ + { + "name": "Multiattack", "entries": [ - "Kryx chooses a manufactured metal object, such as a metal weap on or a suit of heavy or medium metal armor, that he can see within 60 feet of him. For the next minute, any creature in physical contact with the object takes 9 ({@damage 2d8}) fire damage when Kryx casts the spell. Until the spell ends, Kryx can use a bonus action on each of his subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a DC 13 Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of Kryx's next turn. Kryx must concentrate on the spell. " + "Fawning makes two slam attacks." ] }, { - "name": "Call Lightning (3rd Level Spell; Requires a Spell Slot)", + "name": "Slam", "entries": [ - "A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point Kryx can see within range directly above him. The spell fails if Kryx can't see a point in the air where the storm cloud could appear (for example, if he is in a room that can't accommodate the cloud).", - "When Kryx casts the spell, he chooses a point he can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a DC 13 Dexterity saving throw. A creature takes 16 ({@damage 3d10}) lightning damage on a failed save, or half as much damage on a successful one. On each of Kryx's turns until the spell ends, he can use his action to call down lightning in this way again, targeting the same point or a different one. The spell lasts 10 minutes, and Kryx must concentrate on it.", - "If Kryx is outdoors in stormy conditions when he casts this spell, the spell gives him control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 5 ({@damage 1d10})." + "{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage and the target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}." ] } ], - "damageTagsSpell": [ - "F", - "I", - "L", - "P" - ], - "miscTags": [ - "MW", - "AOE" - ], - "actionTags": [ - "Multiattack" + "legendary": [ + { + "name": "Move", + "entries": [ + "Fawning moves up to half her speed." + ] + }, + { + "name": "Slam", + "entries": [ + "Fawning makes one slam attack." + ] + }, + { + "name": "Spell (Costs 2 Actions)", + "entries": [ + "Fawning casts a spell." + ] + } ], - "savingThrowForcedSpell": [ - "constitution", + "legendaryGroup": { + "name": "Fawning Summerset", + "source": "Ar6" + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Fawning Summerset.webp" + }, + "traitTags": [ + "False Appearance", + "Immutable Form", + "Legendary Resistances" + ], + "senseTags": [ + "SD", + "T" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CS", + "DU" + ], + "damageTags": [ + "B" + ], + "damageTagsSpell": [ + "P", + "R" + ], + "spellcastingTags": [ + "I" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "prone" + ], + "savingThrowForced": [ "dexterity", "strength" - ] + ], + "savingThrowForcedSpell": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true }, { + "name": "Fern Woodsmith", + "shortName": "Fern", + "isNpc": true, + "isNamedCreature": true, "source": "Ar6", - "name": "Athlonia, the Moon's Eclipse", + "page": 24, + "_copy": { + "name": "Commoner", + "source": "MM", + "_templates": [ + { + "name": "Human", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The commoner", + "with": "Fern", + "flags": "i" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Fern Woodsmith.webp" + }, + "hasFluff": true + }, + { + "name": "Gavadon the Gallant", + "shortName": "Gavadon", + "isNpc": true, + "isNamedCreature": true, + "source": "Ar6", + "page": 19, + "_copy": { + "name": "Priest", + "source": "MM", + "_templates": [ + { + "name": "Human", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The priest", + "with": "Gavadon", + "flags": "i" + } + } + }, + "alignment": [ + "L", + "E" + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Gavadon the Gallant.webp" + } + }, + { + "name": "Horned Devil Skeleton", + "source": "Ar6", + "page": 20, + "_copy": { + "name": "Minotaur Skeleton", + "source": "MM", + "_mod": { + "trait": { + "mode": "appendArr", + "items": { + "name": "Chaos Brands", + "entries": [ + "When a skeleton hits a character with an attack, the character must make a {@dc 18} Wisdom saving throw. On a failure, a red tattoo shaped like a skull with a snake through the eyes appears on the character's body. At your discretion, these brands might appear under clothing and not initially be obvious to the characters. A {@spell detect magic} spell reveals that the tattoos radiate conjuration magic. Attempting to dispel the tattoos with {@spell dispel magic} causes the brands to release a psychic pulse. The caster takes 11 ({@damage 2d10}) psychic damage and the spell fails. A {@spell remove curse} spell, however, does remove the brand.", + "A character who succeeds on a {@dc 20} Intelligence ({@skill Religion}) check knows the symbol is one used by Zevellon, an ancient and dead demigod of chaos and magic." + ] + } + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Horned Devil Skeleton.webp" + } + }, + { + "name": "Irae Firetouched", + "alias": [ + "Irae Ashbringer", + "The Scourge of Willowset", + "Spellstorm" + ], + "group": [ + "The Grim Accord" + ], + "isNamedCreature": true, + "source": "Ar6", + "page": 4, "size": [ - "M" + "S" ], "type": { "type": "humanoid", "tags": [ - "elf" + "halfling" ] }, "alignment": [ @@ -392,115 +941,294 @@ "E" ], "ac": [ + 12, { - "ac": 18, - "from": [ - "plate" - ] + "ac": 15, + "condition": "with {@spell mage armor}", + "braces": true } ], "hp": { - "average": 76, - "formula": "9d8+36" + "average": 49, + "formula": "9d6 + 18" }, "speed": { - "walk": 30 + "walk": 25 }, - "str": 18, - "dex": 11, - "con": 18, - "int": 11, + "str": 8, + "dex": 14, + "con": 14, + "int": 12, "wis": 14, - "cha": 15, + "cha": 18, "save": { - "wis": "+4", - "cha": "+4" + "con": "+4", + "cha": "+6" }, "skill": { - "athletics": "+6", - "history": "+2", - "arcana": "+2", - "perception": "+4" + "arcana": "+3", + "history": "+3", + "intimidation": "+6", + "persuasion": "+6" }, - "senses": [ - "darkvision 60ft." + "passive": 12, + "resist": [ + "fire" ], - "passive": 14, "languages": [ "Common", - "Elvish", - "Sylvan" + "Halfling", + "Ignan", + "Undercommon" ], "cr": "4", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "Irae is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). She knows the following sorcerer spells:" + ], + "will": [ + { + "entry": "{@spell Fire Bolt}", + "hidden": true + } + ], + "spells": { + "0": { + "spells": [ + "{@spell control flames|XGE}", + "{@spell dancing lights}", + "{@spell fire bolt}", + "{@spell friends}" + ] + }, + "1": { + "slots": 4, + "spells": [ + "{@spell burning hands}", + "{@spell charm person}", + "{@spell mage armor}", + "{@spell shield}" + ] + }, + "2": { + "slots": 3, + "spells": [ + "{@spell misty step}", + "{@spell scorching ray}" + ] + }, + "3": { + "slots": 3, + "spells": [ + "{@spell counterspell}", + "{@spell fireball}" + ] + }, + "4": { + "slots": 2, + "spells": [ + "{@spell greater invisibility}" + ] + } + }, + "ability": "cha" + } + ], "trait": [ { - "name": "Blinding Shadows", + "name": "Firetouched", "entries": [ - "When reduced to 0 hit points, but just before she drops {@condition unconscious} or dies, tendrils of shadow erupt from Athlonia's body to her enemies. Each creature of Athlonia's choice within 60 feet of her must succeed on a DC 12 Constitution saving throw or be {@condition blinded} for 1 minute. A {@condition blinded} creature can repeat this saving throw at the end of each of its turns, ending the condition on itself on a success." + "When reduced to half of her hit points or fewer, Irae becomes wreathed in flames. Whenever a creature within 5 feet of Irae hits her with a melee attack, it takes 9 ({@damage 2d8}) fire damage." ] }, { - "name": "Second Wind (Recharges after a Short or Long Rest)", + "name": "Quickened Fireball (3rd-Level Spell; Requires a Spell Slot)", "entries": [ - "As a bonus action, Athlonia can regain 25 hit points." + "As a bonus action, Irae creates a fiery explosion centered on a point she can see within 150 feet of her. Each creature in a 20-foot-radius sphere centered on that point must make a {@dc 14} Dexterity saving throw, taking 28 ({@damage 8d6}) fire damage on a failed save, or half as much damage on a successful one.", + "The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried." ] }, { - "name": "Shadowblade", + "name": "Shape Spell", "entries": [ - "Athlonia's weapon attacks are magical and deal an extra 3 ({@damage 1d6}) necrotic damage (included in the attack)." + "When Irae casts a spell that requires a saving throw and deals fire damage, she can choose any number of creatures in the spell's area of effect. Chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save." ] - } - ], - "action": [ + }, { - "name": "Multiattack", + "name": "Wrathful Destruction", "entries": [ - "Athlonia makes two attacks with either her greatsword or Shadowbolt." + "When Irae is reduced to 0 hit points, flames arc out of her body toward her enemies. Each enemy within 20 feet of her must make a {@dc 14} Dexterity saving throw, taking 28 ({@damage 8d6}) fire damage on a failed save, or half as much damage on a successful one." ] - }, + } + ], + "action": [ { - "name": "Greatsword", + "name": "Scimitar of Flame", "entries": [ - "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h 11} ({@damage 2d6+4}) slashing damage and 3 ({@damage 1d6}) necrotic damage." + "{@atk ms} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) fire damage." ] }, { - "name": "Shadowbolt", + "name": "Fire Bolt (Cantrip)", "entries": [ - "{@atk rs} {@hit 4} to hit, range 120 ft., one target. {@h 13} ({@damage 3d8}) necrotic damage." + "{@atk rs} {@hit 6} to hit, range 120 ft., one target. {@h}11 ({@damage 2d10}) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried." ] } ], "reaction": [ { - "name": "Defensive Shadowstep", + "name": "Shield (1st-Level Spell; Requires a Spell Slot)", "entries": [ - "When an allied creature within 60 feet of Athlonia is hit with a melee attack, Athlonia can teleport to an unoccupied space she can see within 5 feet of the creature that made the attack and force the attacker to reroll the attack. The attacker must use the new result, and Athlonia can make one melee weapon attack against the target as part of the reaction." + "When Irae is hit by an attack or targeted by a {@spell magic missile} spell, she calls forth an {@condition invisible} barrier of magical force that protects her. Until the start of her next turn, Irae has a +5 bonus to AC, including against the triggering attack, and she takes no damage from magic missile." ] } ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Irae Firetouched.webp" + }, + "tokenCredit": "Zuzanna Wuzyk", + "foundryTokenSubjectHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Irae Firetouched Dynamic.webp" + }, + "languageTags": [ + "C", + "H", + "IG", + "U" + ], + "damageTags": [ + "F" + ], + "damageTagsSpell": [ + "F" + ], + "spellcastingTags": [ + "CS" + ], "miscTags": [ - "MW", - "MLW" + "AOE", + "MA", + "MLW", + "RA" ], - "actionTags": [ - "Multiattack" + "conditionInflictSpell": [ + "charmed", + "invisible" ], - "attachedItems": [ - "greatsword|phb" + "savingThrowForced": [ + "dexterity" + ], + "savingThrowForcedSpell": [ + "constitution", + "dexterity", + "wisdom" + ], + "hasToken": true, + "hasFluff": true, + "hasFluffImages": true, + "_versions": [ + { + "name": "Irae Firetouched (Magus Protector)", + "source": "Ar6", + "_mod": { + "trait": { + "mode": "appendArr", + "items": { + "name": "Magus Protector", + "entries": [ + "When a creature within 15 feet of Irae is hit with an attack or targeted by a {@spell magic missile} spell, she can use her reaction to cast the {@spell shield} spell using a spell slot of 1st-level or higher. The {@spell shield} spell affects the creature instead of Irae.", + "Additionally, during a short or long rest, Irae can bolster herself or another creature's defenses with magic. The target gains 10 temporary hit points." + ] + } + } + }, + "page": 13 + } ] }, { + "name": "Keevial", + "isNpc": true, + "isNamedCreature": true, "source": "Ar6", - "name": "Uldun of Parts Unknown", + "page": 21, + "_copy": { + "name": "Chain Devil", + "source": "MM", + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The devil", + "with": "Keevial", + "flags": "i" + } + } + }, + "legendaryGroup": { + "name": "Keevial", + "source": "Ar6" + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Keevial.webp" + } + }, + { + "name": "Knox Twell", + "shortName": "Knox", + "isNpc": true, + "isNamedCreature": true, + "source": "Ar6", + "page": 24, + "_copy": { + "name": "Commoner", + "source": "MM", + "_templates": [ + { + "name": "Human", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The commoner", + "with": "Knox", + "flags": "i" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Knox Twell.webp" + }, + "hasFluff": true + }, + { + "name": "Kryx Bloodgnash", + "alias": [ + "The Beast of the Dark Wood", + "Blood of the Underworld", + "Old Redfang" + ], + "group": [ + "The Grim Accord" + ], + "isNamedCreature": true, + "source": "Ar6", + "page": 6, "size": [ "M" ], "type": { "type": "humanoid", "tags": [ - "orc" + "gnoll" ] }, "alignment": [ @@ -509,33 +1237,41 @@ ], "ac": [ { - "ac": 16, + "ac": 14, "from": [ - "studded leather" + "{@item hide armor|PHB}" ] } ], "hp": { - "average": 52, - "formula": "8d8+16" + "average": 60, + "formula": "8d8 + 24" }, "speed": { - "walk": 30 + "walk": 30, + "alternate": { + "walk": [ + { + "number": 40, + "condition": "in hyena form" + } + ] + } }, - "str": 11, - "dex": 18, - "con": 14, - "int": 10, - "wis": 12, - "cha": 8, + "str": 16, + "dex": 14, + "con": 16, + "int": 8, + "wis": 16, + "cha": 9, "save": { - "dex": "+6", - "wis": "+3" + "dex": "+4", + "wis": "+5" }, "skill": { - "acrobatics": "+6", + "nature": "+1", "perception": "+5", - "stealth": "+6" + "survival": "+5" }, "senses": [ "darkvision 60 ft." @@ -543,700 +1279,1695 @@ "passive": 15, "languages": [ "Common", - "Orc" + "Gnoll" ], "cr": "4", + "spellcasting": [ + { + "name": "Spellcasting (Humanoid Form Only)", + "type": "spellcasting", + "headerEntries": [ + "Kryx is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 13}; {@hit 5} to hit with spell attacks). He has the following druid spells prepared:" + ], + "spells": { + "0": { + "spells": [ + "{@spell guidance}", + "{@spell poison spray}", + "{@spell produce flame}" + ] + }, + "1": { + "slots": 4, + "spells": [ + "{@spell entangle}", + "{@spell faerie fire}" + ] + }, + "2": { + "slots": 3, + "spells": [ + "{@spell heat metal}", + "{@spell pass without trace}", + "{@spell spike growth}" + ] + }, + "3": { + "slots": 3, + "spells": [ + "{@spell call lightning}", + "{@spell dispel magic}" + ] + } + }, + "ability": "wis" + } + ], "trait": [ { - "name": "Cunning Action", + "name": "Change Shape", "entries": [ - "On each of his turns, Uldun can use his bonus action to take the Dash, Disengage, or Hide action." + "Kryx can use his bonus action to polymorph into a {@creature giant hyena}, or back into his true form, which is humanoid. His statistics, other than his movement speed, are the same in each form. Kryx does not provoke {@action opportunity attack||opportunity attacks} when moving while in hyena form. Any equipment he is wearing or carrying is absorbed by his new form. He reverts to his true form if he dies." ] }, { - "name": "Evasion", + "name": "Fury of the Beast (1/Day)", "entries": [ - "If Uldun is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails." + "If Kryx is reduced to 0 hit points but doesn't die outright, he is reduced to 1 hit point instead, gains temporary hit points equal to his hit point maximum, and polymorphs into his {@creature giant hyena} form (see Change Shape). These temporary hit points last for 1 hour. While he has these temporary hit points, Kryx can't revert to his humanoid form, and he gains one additional melee attack as part of his Multiattack action." ] - }, + } + ], + "action": [ { - "name": "Roar of the Ancient Ones", + "name": "Multiattack", "entries": [ - "When Uldun is reduced to 0 hit points, he roars out to his ancient ancestors. Each hostile creature within 120 feet of Uldun who can hear him must succeed on a DC 11 Wisdom saving throw or be plagued by the ancients until the end of its next turn. While plagued, a creature has disadvantage on attack rolls and saving throws, and attacks made against it have advantage." + "Kryx makes two attacks with his claws. If Fury of the Beast is active, he makes three attacks: two with his claws and one with his bite." ] }, { - "name": "Sneak Attack (1/Turn)", + "name": "Claws", "entries": [ - "Uldun deals an extra 14 ({@damage 4d6}) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Uldun that isn't {@condition incapacitated} and Uldun doesn't have disadvantage on the attack roll." + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage." ] - } - ], - "action": [ + }, { - "name": "Multiattack", + "name": "Bite (Hyena Form Only)", "entries": [ - "Uldun makes three shortsword or longbow attacks." + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage." ] }, { - "name": "Shortsword", + "name": "Produce Flame (Cantrip; Humanoid Form Only)", "entries": [ - "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h 7} ({@damage 1d6+4}) piercing damage." + "{@atk rs} {@hit 5} to hit, range 30 ft., one target. {@h}9 ({@damage 2d8}) fire damage." ] }, { - "name": "Longbow", + "name": "Heat Metal (2nd-Level Spell; Requires a Spell Slot)", "entries": [ - "{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h 8} ({@damage 1d8+4}) piercing damage." + "Kryx chooses a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that he can see within 60 feet of him. For the next minute, any creature in physical contact with the object takes 9 ({@damage 2d8}) fire damage when Kryx casts the spell. Until the spell ends, Kryx can use a bonus action on each of his subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a {@dc 13} Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of Kryx's next turn. Kryx must {@status concentration||concentrate} on the spell." ] - } - ], - "reaction": [ + }, { - "name": "Defensive Fade (1/Day)", + "name": "Call Lightning (3rd Level Spell; Requires a Spell Slot)", "entries": [ - "When Uldun takes damage, he can teleport 60 feet to an unoccupied space that he can see and becomes {@condition invisible} until the end of his next turn." + "A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point Kryx can see within range directly above him. The spell fails if Kryx can't see a point in the air where the storm cloud could appear (for example, if he is in a room that can't accommodate the cloud).", + "When Kryx casts the spell, he chooses a point he can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a {@dc 13} Dexterity saving throw. A creature takes 16 ({@damage 3d10}) lightning damage on a failed save, or half as much damage on a successful one. On each of Kryx's turns until the spell ends, he can use his action to call down lightning in this way again, targeting the same point or a different one. The spell lasts 10 minutes, and Kryx must {@status concentration||concentrate} on it.", + "If Kryx is outdoors in stormy conditions when he casts this spell, the spell gives him control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 5 ({@dice 1d10})." ] } ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Kryx Bloodgnash.webp" + }, + "tokenCredit": "Zuzanna Wuzyk", + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "OTH" + ], + "damageTags": [ + "F", + "L", + "P", + "S" + ], + "damageTagsSpell": [ + "F", + "I", + "L", + "P" + ], + "spellcastingTags": [ + "CD", + "F" + ], "miscTags": [ + "AOE", "MW", - "RW", - "RNG", - "MLW" + "RA" ], - "traitTags": [ - "Sneak Attack" + "conditionInflictSpell": [ + "restrained" ], - "actionTags": [ - "Multiattack" + "savingThrowForced": [ + "constitution", + "dexterity" ], - "attachedItems": [ - "longbow|phb", - "shortsword|phb" + "savingThrowForcedSpell": [ + "constitution", + "dexterity", + "strength" + ], + "hasToken": true, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ogin Reedsnip", + "shortName": "Ogin", + "isNpc": true, + "isNamedCreature": true, + "source": "Ar6", + "page": 24, + "_copy": { + "name": "Commoner", + "source": "MM", + "_templates": [ + { + "name": "Human", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The commoner", + "with": "Ogin", + "flags": "i" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Ogin Reedsnip.webp" + }, + "hasFluff": true + }, + { + "name": "Poli Twell", + "shortName": "Poli", + "isNpc": true, + "isNamedCreature": true, + "source": "Ar6", + "page": 24, + "_copy": { + "name": "Commoner", + "source": "MM", + "_templates": [ + { + "name": "Human", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The commoner", + "with": "Poli", + "flags": "i" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Poli Twell.webp" + }, + "hasFluff": true + }, + { + "name": "Swarm of Cave Fish", + "source": "Ar6", + "page": 29, + "_copy": { + "name": "Swarm of Quippers", + "source": "MM", + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "quipper", + "with": "cave fish", + "flags": "i" + } + } + }, + "senses": [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Swarm of Cave Fish.webp" + }, + "senseTags": [ + "B" ] }, { + "name": "Syrah Twell", + "shortName": "Syrah", + "isNpc": true, + "isNamedCreature": true, "source": "Ar6", - "name": "Fawning Summerset", + "page": 24, + "_copy": { + "name": "Commoner", + "source": "MM", + "_templates": [ + { + "name": "Human", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The commoner", + "with": "Syrah", + "flags": "i" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Syrah Twell.webp" + }, + "hasFluff": true + }, + { + "name": "Uldun of Parts Unknown", + "shortName": "Uldun", + "alias": [ + "The Crownhunter", + "The Silent Death", + "Vengeance of the Mountain" + ], + "group": [ + "The Grim Accord" + ], + "isNamedCreature": true, + "source": "Ar6", + "page": 10, "size": [ - "L" + "M" ], - "type": "construct", + "type": { + "type": "humanoid", + "tags": [ + "orc" + ] + }, "alignment": [ - "U" + "C", + "E" ], "ac": [ { - "ac": 15, + "ac": 16, "from": [ - "natural armor" + "{@item studded leather armor|PHB|studded leather}" ] } ], "hp": { - "average": 149, - "formula": "13d10+78" + "average": 52, + "formula": "8d8 + 16" }, "speed": { - "walk": 40, - "climb": 40 + "walk": 30 }, - "str": 17, - "dex": 15, - "con": 22, - "int": 12, - "wis": 16, - "cha": 10, + "str": 11, + "dex": 18, + "con": 14, + "int": 10, + "wis": 12, + "cha": 8, "save": { - "int": "+4", - "wis": "+6" + "dex": "+6", + "wis": "+3" }, "skill": { - "intimidation": "+3", - "nature": "+4", - "perception": "+6" + "acrobatics": "+6", + "perception": "+5", + "stealth": "+6" }, - "resist": [ - "cold", - "fire", - "thunder" - ], - "immune": [ - "necrotic", - "poison" - ], - "conditionImmune": [ - "charmed", - "deafened", - "petrified", - "poisoned" - ], "senses": [ - "darkvision 120ft.", - "tremorsense 60ft." + "darkvision 60 ft." ], - "passive": 16, + "passive": 15, "languages": [ - "understands Common and Druidic but can't speak" + "Common", + "Orc" ], - "cr": "7", + "cr": "4", "trait": [ { - "name": "Blinding Light (1/Day)", + "name": "Cunning Action", "entries": [ - "As a bonus action, Fawning fills the Crystal Grove with dazzling light created by her crystals. Each creature of her choice in the grove must succeed on a DC 13 Dexterity saving throw or be {@condition blinded} until the start of her next turn. In addition, Fawning casts the mirror image spell, requiring no components." + "On each of his turns, Uldun can use his bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action." ] }, { - "name": "Crystal Stride (1/Turn)", + "name": "Evasion", "entries": [ - "Fawning can use 10 feet of her movement to enter a crystal within her reach and appear in an unoccupied space of her choice within 5 feet of another crystal in the grove. Both crystals must be Medium or larger." + "If Uldun is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails." ] }, { - "name": "False Appearance", + "name": "Roar of the Ancient Ones", "entries": [ - "While Fawning remains motionless, she is indistinguishable from a normal crystal." + "When Uldun is reduced to 0 hit points, he roars out to his ancient ancestors. Each hostile creature within 120 feet of Uldun who can hear him must succeed on a {@dc 11} Wisdom saving throw or be plagued by the ancients until the end of its next turn. While plagued, a creature has disadvantage on attack rolls and saving throws, and attacks made against it have advantage." ] }, { - "name": "Immutable Form", + "name": "Sneak Attack (1/Turn)", "entries": [ - "Fawning is immune to any spell or effect that would alter her form." + "Uldun deals an extra 14 ({@damage 4d6}) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Uldun that isn't incapacitated and Uldun doesn't have disadvantage on the attack roll." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Uldun makes three shortsword or longbow attacks." ] }, { - "name": "Innate Spellcasting", + "name": "Shortsword", "entries": [ - "Fawning's innate spellcasting ability is Wisdom (spell save DC 14). She can innately cast the following spells, requiring no material components:", - "1/day each: {@spell dispel magic}, {@spell moonbeam}, {@spell spike growth}" + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage." ] }, { - "name": "Legendary Resistance (3/Day)", + "name": "Longbow", "entries": [ - "If Fawning fails a saving throw, she can choose to succeed instead." + "{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage." ] } ], - "action": [ - { - "name": "Multiattack", - "entries": [ - "Fawning makes two slam attacks." - ] - }, + "reaction": [ { - "name": "Slam", + "name": "Defensive Fade (1/Day)", "entries": [ - "{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h 10} ({@damage 2d6+3}) bludgeoning damage and the target must succeed on a DC 14 Strength saving throw or be knocked {@condition prone}." + "When Uldun takes damage, he can teleport 60 feet to an unoccupied space that he can see and becomes {@condition invisible} until the end of his next turn." ] } ], - "legendaryActions": 3, - "legendary": [ + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Uldun of Parts Unknown.webp" + }, + "tokenCredit": "Zuzanna Wuzyk", + "foundryTokenSubjectHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Uldun of Parts Unknown Dynamic.webp" + }, + "attachedItems": [ + "longbow|phb", + "shortsword|phb" + ], + "traitTags": [ + "Sneak Attack" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "O" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RNG", + "RW" + ], + "savingThrowForced": [ + "wisdom" + ], + "hasToken": true, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Virna Twell", + "shortName": "Virna", + "isNpc": true, + "isNamedCreature": true, + "source": "Ar6", + "page": 24, + "_copy": { + "name": "Commoner", + "source": "MM", + "_templates": [ + { + "name": "Human", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The commoner", + "with": "Virna", + "flags": "i" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Virna Twell.webp" + }, + "hasFluff": true + }, + { + "name": "Vold Reedsnip", + "shortName": "Vold", + "isNpc": true, + "isNamedCreature": true, + "source": "Ar6", + "page": 24, + "_copy": { + "name": "Commoner", + "source": "MM", + "_templates": [ + { + "name": "Human", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The commoner", + "with": "Vold", + "flags": "i" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Vold Reedsnip.webp" + }, + "hasFluff": true + }, + { + "name": "Waylon Bonesforth", + "shortName": "Waylon", + "isNpc": true, + "isNamedCreature": true, + "source": "Ar6", + "page": 23, + "_copy": { + "name": "Veteran", + "source": "MM", + "_templates": [ + { + "name": "Human", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The veteran", + "with": "Waylon", + "flags": "i" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Waylon Bonesforth.webp" + }, + "hasFluff": true + }, + { + "name": "Young Roper", + "source": "Ar6", + "page": 29, + "_copy": { + "name": "Roper", + "source": "MM" + }, + "hp": { + "average": 60, + "formula": "60" + }, + "token": { + "name": "Roper", + "source": "MM" + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Zarah Reedsnip", + "shortName": "Zarah", + "isNpc": true, + "isNamedCreature": true, + "source": "Ar6", + "page": 24, + "_copy": { + "name": "Commoner", + "source": "MM", + "_templates": [ + { + "name": "Human", + "source": "PHB" + } + ], + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "The commoner", + "with": "Zarah", + "flags": "i" + } + } + }, + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/Zarah Reedsnip.webp" + }, + "hasFluff": true + } + ], + "monsterFluff": [ + { + "name": "Athlonia, the Moon's Eclipse", + "source": "Ar6", + "entries": [ { - "name": "Move", + "type": "inset", + "page": 7, "entries": [ - "Fawning moves up to half her speed." + { + "type": "quote", + "entries": [ + "A heart once beating with eternal love now lies black in her chest. Her spirit once walked in the light but now walks in the shadows." + ], + "by": "Elven carving on the last remaining stone of the temple of the Gray Reaches" + } ] }, { - "name": "Slam", + "type": "entries", "entries": [ - "Fawning makes one slam attack." + { + "type": "entries", + "name": "Nicknames:", + "page": 7, + "entries": [ + "The Knight of the New Moon, the Shadow's Touch, the Sorrow" + ] + }, + "Athlonia lives in the shadows of the world. When she fell in love with Kallis Redfall, the human king, she severed her connection with her elf family. As Kallis' wife and queen, she watched her soulmate and children die as age took them one by one until the entire kingdom turned to dust and bones. Athlonia soon found the world held nothing for her. As she walked in the shadowy ruins of the former elven court of the Gray Reaches, Athlonia discovered a hidden gateway to the dark world of the unseelie fey. The unseelie lords on the other side bonded with Athlonia, and she found herself embracing the very shadows in which she hid. Her heart became cold.", + "With new power and hardened soul, Athlonia turned to bounty hunting for money and sport. Caring nothing for their lives, she cut her quarry down with her black blade. Soon she found a like-minded soul in the gnoll shapeshifter Kryx. The duo hunted at the borders between civilization and the wilds until they found a new path illuminated by the fiery charisma of Irae Firetouched. Athlonia once wore a locket around her neck with a picture of her husband and children, dead for centuries. It is said she tore it from her neck and threw it into the deep woods of the Gray Reaches, hoping to forget the life she once had. She failed to forget, however, and she secretly yearns for its return.", + { + "type": "entries", + "name": "Ideal:", + "page": 7, + "entries": [ + "\"A quick death from the shadow's heart is the best you can hope for in this world.\"" + ] + }, + { + "type": "entries", + "name": "Bond:", + "page": 7, + "entries": [ + "\"I travel with the most unexpected companions who share my nihilistic view of the world.\"" + ] + }, + { + "type": "entries", + "name": "Flaw:", + "page": 7, + "entries": [ + "\"A spark of love and loss still resides in my cold heart.\"" + ] + } ] }, { - "name": "Spell (Costs 2 Actions)", + "type": "entries", + "name": "Tactics", + "page": 7, "entries": [ - "Fawning casts a spell." + "Althonia is the front line of the Accord, standing silently at the Irae's side, her grim visage a contrast to Irae's blazing personality. Althonia uses her ability to step through the shadows to block those who would threaten Irae. When pressed, the knight surrounds herself with the shadowy power of the unseelie fey." ] } ], - "legendaryHeader": [ - "Fawning can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Fawning regains spent legendary actions at the start of her turn." - ], - "legendaryGroup": { - "name": "Fawning Summerset Lair", - "source": "Ar6" - }, - "miscTags": [ - "MW", - "RCH" - ], - "traitTags": [ - "False Appearance", - "Immutable Form", - "Legendary Resistances" - ], - "actionTags": [ - "Multiattack" + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00034.webp" + }, + "credit": "Zuzanna Wuzyk" + } ] - } - ], - "itemType": [ - { - "abbreviation": "AP", - "source": "Ar6", - "name": "Armor (Plate)", - "page": 16 - } - ], - "item": [ + }, { + "name": "Calliope Daydream", "source": "Ar6", - "name": "Zevellon's Gaze", - "wondrous": true, - "rarity": "legendary", - "reqAttune": true, "entries": [ - "This helmet molds to your face and fits comfortably and slightly bolsters your voice's volume when you speak. It appears to be a winged helm of shimmering steel with a gold lining, and a soft yellow glow that emanates from the eyes. However, the helmet's true form is made of fiery red steel with black horns and eyes fuming with smoke. Zevellon's Gaze has 3 charges. You can spend charges to create the following effects:", + "{@i She/Her}", + "An aged elf {@creature scout}, Calliope is a long-term resident of Pirn. She knows more about the local area than anyone in town, as she frequently spelunks the caverns and explores the woods. Calliope usually spends her nights at the Brewmaster's Table and her days teaching survival classes to tourists and locals. \"The mountains and caverns are just as alive as the trees. Maybe more so.\"" + ], + "images": [ { - "type": "list", - "items": [ - "{@b {@i Spell Reversal.}} When a creature you can see within 60 feet of you targets you with a spell or magical effect, you can spend 1 charge as a reaction and force the creature to target itself instead. If the spell or magical effect forces a saving throw, the chosen creature must make the saving throw against its own spell save DC. If the spell or magical effect is an attack, the attack roll is rerolled against the creature.", - "{@b {@i Kneel Before Me.}} As a bonus action, you can spend 2 charges to force each creature of your choice within 30 feet of you that you can see to make a DC 18 Wisdom saving throw. On a failed save, a target takes {@damage 4d10} psychic damage and falls {@condition prone}. On a successful save, a target takes half as much damage and doesn't fall {@condition prone}.", - "{@b {@i Gaze of Annihilation.}} As an action, you can spend 3 charges to send searing pain coursing through a creature that you can see within 30 feet of you. The target must make a DC 18 Constitution saving throw. It takes {@damage 7d8 + 30} necrotic damage on a failed save, or half as much damage on a successful one. The helmet regains all spent charges daily at dawn." - ] + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00095.webp" + }, + "credit": "Elisa Serio" } ] }, { + "name": "Climbing Gelatinous Cube", "source": "Ar6", - "rarity": "legendary", - "reqAttune": true, - "type": "AP", - "name": "Zevellon's Scourge", - "entries": [ - "This plate mail hums with tangible power. In its illusory form, the silvery plate features a large gold cross emblazoned on the chest, and beautiful golden patterns adorning the shoulders. The armor's true form has an open hand with a dagger through it and thorn-covered vines emblazoned on the crimson steel. As a bonus action, you can activate {@condition invisible} thorny tendrils that only you can see to extend from the armor until the start of your next turn. While the tendrils are active, attacks against you are made with disadvantage.", - "In addition, while the tendrils are active, you can make up to three melee weapon attacks with the tendrils as an action. The tendrils have a +10 bonus to attack rolls, a reach of 10 feet and deal {@damage 2d10} psychic damage on a hit.", - "You can activate the tendrils five times, regaining all uses each day at dawn." - ] + "_copy": { + "name": "Gelatinous Cube", + "source": "MM" + } }, { - "name": "Zevellon's Grasp", - "wondrous": true, + "name": "Derek Nestly", "source": "Ar6", - "rarity": "legendary", - "reqAttune": true, "entries": [ - "These gauntlets are warm to the touch. In their illusory form, they appear shiny, gold, and sturdy. In their true form, the fiery gauntlets are tipped with claws.", - "While you wear both gauntlets and have at least one free hand, you can use a bonus action to create a sword of green flame. While the sword is active, tiny screams sound in the crackling of the fire.", - "The sword is a one-handed melee weapon that deals {@damage 4d6} damage on a hit. Each time you create the sword, you decide if it deals fire or necrotic damage. This weapon is dismissed if you are knocked {@condition unconscious} or when you use a bonus action to dispel it. You can't let go of the sword until you dismiss it. You can only have one sword at a time.", - "When you hit a creature with a melee weapon attack while wearing the gauntlets and you don't have a flame sword active, you can choose to deal an extra {@damage 2d6} fire damage." + "{@i He/Him}", + "This elf {@creature commoner} owns Derek's Tackle and Supplies, a general store that sells spelunking and camping supplies. Derek is kind but always looking to sell more inventory. He happily trades gems or rare items if someone doesn't have coin to spend. \"You never know when you need a tent and torches!\"" ] }, { + "name": "Drell Reedsnip", + "source": "Ar6", + "_copy": { + "name": "Zarah Reedsnip", + "source": "Ar6" + } + }, + { + "name": "Everly Westmore", "source": "Ar6", - "name": "Zevellon's Steps", - "rarity": "legendary", - "wondrous": true, - "reqAttune": true, "entries": [ - "While you wear these boots, every step you take reverberates with power and grace, and your movement speed increases by 10 feet. The boots subtly increase your height, giving you a more powerful presence. In their illusory form, a radiant glow emanates from the bottom of these silver boots. In their true form, the boots resemble the clawed feet of an Abyssal creature.", - "In addition, you can use an action or a bonus action to teleport up to 60 feet to an unoccupied space you can see. If you use this property as a bonus action, you must make a DC 17 Intelligence saving throw. On a failure, you take {@damage 2d10} necrotic damage but still teleport to your chosen space." + "{@i She/Her}", + "A human {@creature commoner}, Everly is the manager of the Long Knight's Sleep and chainsmokes violet cigarettes in an ivory cigarette holder. She is a no-funny-business leader, speaking quickly and without pleasantries. Her personality is rare in Pirn. \"No refunds.\"" ] - } - ], - "adventure": [ + }, { - "name": "Keevial's Rage", - "id": "Ar6-1", + "name": "Fawning Summerset", "source": "Ar6", - "group": "homebrew", - "level": { - "start": 6, - "end": 6 - }, - "storyline": "", - "published": "2021-07-01", - "contents": [ - { - "name": "The Adventure" - }, - { - "name": "Introductions on the Road", - "headers": [ - "Devil of a Problem", - "Armor Piece", - "Traveling with Gavadon" - ] - }, - { - "name": "Blood Skeletons", - "headers": [ - "Chaos Brands", - "Gavadon's Reaction" - ] - }, + "entries": [ { - "name": "Into the Fire", - "headers": [ - "Sacrifice Accepted" + "type": "entries", + "name": "Tale of Fawning Summerset", + "page": 25, + "entries": [ + "Alternatively, if you're short on time or prefer a more direct approach, you could have one NPC of your choice relay this information:", + { + "type": "insetReadaloud", + "page": 25, + "entries": [ + "\"According to legends handed down by Pirn's founders, Fawning Summerset was one of several druids who guarded the woods in this area long ago. Gifted in magic, Fawning had power the other druids jealously craved. One moonless night, they trapped her in the caverns, stabbed her in the back, and left her for dead! Sprawled out in the darkness, blood seeping from her wounds as she grew weaker with every breath, Fawning swore vengeance against her fellow druids. To escape her dark curse, they gave up being wardens of the forest and founded this simple town. But the local caverns bear her name and curse still. So if you go into Summerset Caverns, beware! You might see her ghost!\"" + ] + }, + "The NPC ends the tale with a laugh, clearly thinking it's rubbish. While people sometimes report seeing a ghost in the caverns, no one has ever had any trouble inside. Well, no one until recently..." ] - }, + } + ], + "images": [ { - "name": "Continuing the Adventure" + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00125.webp" + }, + "credit": "Faizal Fikri" } ] }, { - "name": "Spelunking!", - "id": "Ar6-2", + "name": "Fern Woodsmith", "source": "Ar6", - "level": { - "start": 4, - "end": 4 - }, - "storyline": "", - "published": "2021-07-01", - "group": "homebrew", - "contents": [ - { - "name": "The Adventure" - }, + "entries": [ + "{@i She/Her}", + "An older human {@creature commoner}, Fern is the primary bartender at the Brewmaster's Table. She has known {@creature Calliope Daydream|Ar6|Calliope} for decades, and they enjoy a drink together every night. \"Every adventure should begin with a shot!\"" + ] + }, + { + "name": "Irae Firetouched", + "source": "Ar6", + "entries": [ { - "name": "Adventure Summary" + "type": "inset", + "page": 3, + "entries": [ + { + "type": "quote", + "entries": [ + "I've seen few who navigate political and royal labyrinths as well as she does and none who are as comfortable in the wilds as she is. Cross her, though, and one best hope the true fire in her eyes isn't the last thing they see." + ], + "by": "Journal entry of Lady Matilde Dawnrose, Seventh of the Line" + } + ] }, { - "name": "Welcome to Pirn", - "headers": [ - "Notable NPCs" - ] - }, - { - "name": "Rumors of Fawning Summerset", - "headers": [ - "Tale of Fawning Summerset" - ] - }, - { - "name": "Recent Mystery", - "headers": [ - "Talking to Calliope", - "Spelunking" - ] - }, - { - "name": "Random Encounters" - }, - { - "name": "Cavern Features" - }, - { - "name": "Cavern Encounters", - "headers": [ - "Between Encounters", - "The Gorge", - "Skimming across the Stones", - "Illusion of Daylight" - ] - }, - { - "name": "The Crystal Grove" - }, - { - "name": "The Environment" - }, - { - "name": "The Cryad", - "headers": [ - "Engaging the Enemy", - "Medium Crystals" - ] - }, - { - "name": "Escaping" - }, - { - "name": "Treasure" - }, - { - "name": "Conclusion" - }, - { - "name": "Advancement" - } - ] - } - ], - "adventureData": [ - { - "source": "Ar6", - "id": "Ar6-1", - "data": [ - { - "type": "section", - "name": "The Adventure", - "page": 19, - "entries": [ - "This short adventure for five 6th-level characters serves as the characters' introduction to the Armor of Zevellon. Gavadon the Gallant, a priest of the forge god Vukaryion, owns one piece of the Armor of Zevellon of your choice (see \"Armor Piece,\" below). He seeks another piece that is guarded by the devil Keevial. The devil is a servant of Zevellon bound to the Mundane World and sworn to protect a piece of the armor until someone presents him with a worthy sacrifice. The priest plans to lure the characters to Keevial as a trade for the devil's piece of armor." - ] - }, - { - "type": "section", - "name": "Introductions on the Road", - "page": 19, + "type": "entries", "entries": [ - "The characters meet Gavadon (lawful evil, human priest) as they pass through a town or out on the road. When the characters first meet Gavadon, read or paraphrase the following:", { - "type": "insetReadaloud", + "type": "entries", + "name": "Nicknames:", + "page": 3, "entries": [ - "A human man wearing simple priest's robes walks with a happy skip toward you. He flashes a smile, saying, \"Excuse me! You look like the sort of folks who might have time to help a priest beat the devil.\"" + "Irae Ashbringer, the Scourge of Willowset, Spellstorm" ] }, + "Upon forming the Grim Accord, Irae rose quickly as the group's spokeswoman and leader. Her charismatic wiles have brought the Accord far, taking them out of hiding and bringing them jobs from the most unlikely sources. The other members note the value of her silvery tongue and use it regularly for their advantage. It's never clear to the members of the Accord whether Irae uses them for her gain or if they use her to get what they desire. So far, at least, the relationship profits them all.", + "It is said that the blazing soul of the elemental prince of fire touched the halfling when she was a child. Irae's halfling family and village, Willowset, exiled her after her powers manifested in her teenage years and she inadvertently burned down a quarter of the village in a rage-filled inferno. Outcast for six years, she finally returned and finished the job. Willowset's remains still smolder around a pit of molten rock in the center of the village that never cooled. Some say the secret of Irae's power lies within the village's charred ruin. The elf sorcerer Klaroven of the Torch taught Irae to channel her powers, only to try to steal them from the young halfling and leave her a dried husk along with his other students. Irae turned his powers against him and now wears his screaming soul in an amulet around her neck.", + "The other members of the Accord found Irae nearly destroyed after her battle with Klaroven. The group soon discovered her ability not only for destructive power but for verbal manipulation. It was through Irae's leadership and negotiations that the Grim Accord went from mysterious bandits to profitable adventurers.", { "type": "entries", - "name": "Devil of a Problem", - "page": 19, + "name": "Ideal:", + "page": 3, "entries": [ - "Gavadon, known to locals as Gavadon the Gallant, introduces himself as a servant of Vukaryion, god of the forge and smithing. He tells the characters that an NPC they know and trust told the priest to seek them out for help with a problem\u2014which is technically true! Gavadon asked around to find heroic adventurers worthy of a sacrifice to Keevial.", - "The priest claims that Keevial, a powerful devil, stole a destructive relic from the church of Vukaryion. To make matters worse, Keevial constantly sends undead to attack the priest and steal another holy relic Gavadon carries. Gavadon begs the characters to help him stop Keevial and get back the stolen item, promising to reward them with a custom magical item from his forge. \"I am a cleric of the forge after all!\" This is a lie. Gavadon doesn't plan on rewarding the characters. He plans on them dying.", - "Gavadon tracked Keevial to a cave that surges with magical energy from a bursting ley line and promises to lead the characters there. If the characters agree to help, the priest takes them to the cave, which is about ten miles away. Gavadon leads the characters with a magical sensor that looks like a compass. The {@spell detect magic} spell reveals that the sensor radiates divination magic. While on the same plane of existence as one or more pieces of the Armor of Zevellon, the sensor points in the direction of the closest piece not currently worn by the creature holding it." + "\"Power exists for those able to grasp it and hold on.\"" ] }, { "type": "entries", - "name": "Armor Piece", - "page": 19, + "name": "Bond:", + "page": 3, "entries": [ - "{@footnote When he meets the party initially, he wears a single piece of the Armor of Zevellon chosen or rolled on the Armor Pieces table below.|Might we suggest Zevellon's Steps? These teleporting booties pair well with a priest who tries to avoid combat and plays the part of a coward.}", - "If asked about the armor, Gavadon claims that the piece he wears is part of a set graced by Vukaryion. He also mentions that the piece Keevial stole belongs to the same collection. Gavadon makes casual conversation during the journey to the cave.", - { - "type": "table", - "caption": "Armor Pieces", - "colLabels": [ - "{@dice d4}", - "Armor Piece" - ], - "colStyles": [ - "col-4 text-center", - "col-8 text-left" - ], - "rows": [ - [ - "1", - "{@item Zevellon's Gaze|Ar6}" - ], - [ - "2", - "{@item Zevellon's Scourge|Ar6}" - ], - [ - "3", - "{@item Zevellon's Grasp|Ar6}" - ], - [ - "4", - "{@item Zevellon's Steps|Ar6}" - ] - ] - } + "\"My companions take me where I want to go and are easily steered by my words.\"" ] }, { "type": "entries", - "name": "Traveling with Gavadon", - "page": 19, + "name": "Flaw:", + "page": 3, "entries": [ - "Gavadon speaks in a calm tone and has a good sense of humor, even cracking the occasional bawdy joke. If there is a cleric or paladin in the party, he asks them directly how it feels to serve their deity. His interest in their response is genuine, for Keevial prefers to devour the devout.", - "A character who succeeds on a DC 17 Wisdom (Insight) check knows that Gavadon isn't being entirely honest with the characters about the dangers they face in the cave. During combat, Gavadon takes the Dodge action and tries to keep out of harm's way. If an injured character asks for his help, the priest casts the cure wounds spell.", - { - "type": "inset", - "name": "Vukaryion in Your World", - "entries": [ - "You can replace Vukaryion with any god of crafting, the forge, or smithing in your world.", - "Optionally, in a world with more deities than the players can track, Vukaryion could be a god that Gavadon invented. A successful DC 18 (Intelligence) Religion check reveals that Vukaryion isn't a god mentioned in any popular religious texts. If confronted about this, Gavadon admits Vukaryion isn't actually a god yet but a powerful entity whose voice the priest sometimes hears. The cleric hopes that restoring all the relics of this deity will cause Vukaryion to ascend. This is true, and Vukaryion is simply an alias for Zevellon.", - "Or Vukaryion could also be a god that Zevellon killed. A character who succeeds on a DC 22 Intelligence (History or Religion) check has read stories that describe the battle. If this information is revealed to Gavadon, the priest gives a sullen nod and says, \"My hope is that I can bring him back.\" Of course, Gavadon means Zevellon here and not Vukaryion." - ] - } + "\"Sometimes I just need to see things burn.\"" ] } ] }, { - "type": "section", - "name": "Blood Skeletons", - "page": 20, + "type": "entries", + "name": "Tactics", + "page": 3, + "entries": [ + "Irae rarely ambushes her quarry directly. Instead, she uses her words to deceive and disarm her opponents, cornering them into a vulnerable position before she and the Accord strike. If attacked, or if her manipulations fail, Irae's persona visibly changes as she lets her fiery blood move through her veins. Her eyes glow like embers. Her hair flows back, appearing like flame. And the world around her begins to burn." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00017.webp" + }, + "credit": "Zuzanna Wuzyk" + } + ] + }, + { + "name": "Knox Twell", + "source": "Ar6", + "_copy": { + "name": "Zarah Reedsnip", + "source": "Ar6" + } + }, + { + "name": "Kryx Bloodgnash", + "source": "Ar6", + "entries": [ + { + "type": "inset", + "page": 5, + "entries": [ + { + "type": "quote", + "entries": [ + "Every one hundred seasons, the Dark Wood chooses a vessel for its vengeance. Ware the one who walks in the Wood's name." + ], + "by": "Phrase found in the tattered journals of the druid Kylak Ironroot" + } + ] + }, + { + "type": "entries", "entries": [ - "On the way to the cave, five blood-red horned devil skeletons (use the minotaur skeleton stat blocks) rise from the ground and circle the characters as four blood-red bearded devil skeletons (use the skeleton stat block) come out of the shadows and draw shortbows. The horned devil skeletons engage the characters in melee as the bearded devil skeletons use their bows to attack at range. The skeletons fight until destroyed.", { "type": "entries", - "name": "Chaos Brands", - "page": 20, + "name": "Nicknames:", + "page": 5, "entries": [ - "When a skeleton hits a character with an attack, the character must make a DC 18 Wisdom saving throw. On a failure, a red tattoo shaped like a skull with a snake through the eyes appears on the character's body. At your discretion, these brands might appear under clothing and not initially be obvious to the characters. A {@spell detect magic} spell reveals that the tattoos radiate conjuration magic. Attempting to dispel the tattoos with dispel magic causes the brands to release a psychic pulse. The caster takes 11 ({@damage 2d10}) psychic damage and the spell fails. A {@spell remove curse} spell, however, does remove the brand.", - "A character who succeeds on a DC 20 Intelligence (Religion) check knows the symbol is one used by Zevellon, an ancient and dead demigod of chaos and magic." + "The Beast of the Dark Wood, Blood of the Underworld, Old Redfang" ] }, + "Kryx was raised by the Dark Wood. Cast out from his gnoll pack as a runt, Kryx wandered the Dark Wood, starving and scared. In a twisted grove of grasping trees dripping black liquid into a pool, an ancient presence embraced him, feeding him dead foliage and filling his veins with the oil of the land.", + "Able to transform into the twisted visage of a giant hyena, Kryx hunted freely in the woods that embraced him as a dark guardian. During these hunts, Krix met Athlonia in a grove surrounding a long-dead portal to the realm of the unseelie elves. The two saw their connection to the darker side of the natural world and bonded before joining the Grim Accord.", { "type": "entries", - "name": "Gavadon's Reaction", - "page": 20, + "name": "Ideal:", + "page": 5, "entries": [ - "When the skeletons appear, Gavadon cries out, \"Oh no! Not again!\" During the fight he moans, \"When will these accursed things stop hunting me?\" as he cowers in fear. If asked, the priest says that the skeletons are servants of Keevial attempting to steal his piece of the armor. A successful DC 17 Wisdom (Insight) check reveals that Gavadon isn't being honest with the characters. He animated the skeletons himself days ago using a special ritual created by Zevellon and set this trap to sell the deception that Keevial is after him.", - { - "type": "inset", - "name": "Gavadon Gone", - "entries": [ - "If the characters refuse to trust Gavadon, the priest lashes out and attacks. He carries a yellow diamond elemental gem that he breaks to conjure an earth elemental. Even with this ally, Gavadon is likely no match for the characters, but given that they know his plan and his desperation to get the next piece of armor, he tries to kill them so they can't stop him or ask more questions. He fights to the death.", - "When Gavadon dies, the characters can take his piece of the Armor of Zevellon and his magic sensor that points the way to the next closest piece of armor. A character who attunes to the armor gains the flaw described above, which makes them want to seek more pieces of armor, which could lead them to Keevial's cave. If Gavadon is dead when the characters enter the cave, ignore the boxed text in \"Into the Fire\" and simply have Keevial awake and attack the characters, shouting they are not worthy of Zevellon's prize." - ] - } + "\"From the depths of the earth we rise and to depths of the earth we return.\"" ] - } - ] - }, - { - "type": "section", - "name": "Into the Fire", - "page": 21, - "entries": [ - "The cave looks normal from the outside, but a {@spell detect magic} spell reveals that its entrance emanates an aura of conjuration magic. When the characters step into the cave, they are transported into a hellish pocket dimension. This demiplane is a cave with a 60-foot radius and a ceiling that is 20 feet high.", + }, { - "type": "insetReadaloud", - "name": "", + "type": "entries", + "name": "Bond:", + "page": 5, "entries": [ - "Smoke and ash fill the air with a toxic scent. The obsidian rocks that form the walls, ceiling, and floor of the cave are riddled with cracks that glow with crimson light. It didn't look like this from the outside.", - "At the center of the circular cavern, a blood-red sphere of energy hums, surrounding a sleeping chain devil that hovers in midair.", - "Four barbed iron chains hang from the ceiling and coil on the floor of the cave.", - "Gavadon whispers, \"What's the plan? That's Keevial, but I don't see the relic.\"" + "\"I smile at the darkness held in the hearts of my friends.\"" ] }, - "The sphere around Keevial, a chain devil, has the same properties as one created by the {@spell resilient sphere} spell. The ceiling in this chamber is 20 feet high.", { "type": "entries", - "name": "Sacrifice Accepted", - "page": 21, + "name": "Flaw:", + "page": 5, "entries": [ - "After the characters have a moment to investigate the chamber and their surroundings, Keevial opens his eyes and a wave of crimson emanates from the sphere of energy around him. Each creature in the cave that is not a fiend must succeed on a DC 15 Constitution saving throw or become cursed for 10 minutes as the negative energy of the Lower Planes seeps into its body. A creature with a Chaos Brand tattoo (see \"Chaos Brands,\" above) has disadvantage on the saving throw. While cursed, the creature makes attack rolls and saving throws with disadvantage. If a creature has the red tattoo and also fails the save, it gains a level of {@condition exhaustion} as well. A {@spell remove curse} spell or similar magic can remove the curse, but not the {@condition exhaustion} (which must be restored through rest or a {@spell greater restoration} spell or similar magic). Any creature attuned to a piece of the Armor of Zevellon is immune to this effect.", - "If Gavadon is still with the characters, read or paraphrase the following boxed text. Otherwise, the devil immediately dispels the sphere and attacks (see \"Combat,\" below).", - { - "type": "insetReadaloud", - "entries": [ - "The devil covered in chains stares out from the sphere as Gavadon kneels before him. With glowing eyes, Keevial speaks in three discordant voices at once, saying, \"Your offering. I find it acceptable.\" Gavadon smiles. \"Zevellon will be pleased.\"" - ] - }, - "A new piece of the Armor of Zevellon (chosen or rolled on the Armor Pieces table above) appears on Gavadon's body. As he stands, both pieces of armor momentarily reveal their true form and then, with a thought, Keevial dismisses the priest from the pocket dimension.", - { - "type": "insetReadaloud", - "entries": [ - "As Gavadon disappears, Keevial snears. \"Pathetic. That priest is not truly worthy of Zevellon's prize! But I will enjoy this sacrifice all the same. None shall claim the demigod's armor while I walk this world.\"" - ] - }, - "{@b {@i Combat.}} {@footnote Keevial dispels the sphere as two bearded devils appear at his side. The same piece of the Armor of Zevellon he appeared to have given to Gavadon appears on his form.|Might we suggest Zevellon's Gaze? The helmet looks so good on Keevial and the Gaze of Annihilation feature is oh so fun!} This is the true piece of the armor. Gavadon has a fake.", - "The fiends attack the characters. The chains on the ceiling start combat already under the effects of Keevial's Animate Chains action. Each chain is 200 feet long. The bearded devils stay close to the chain devil and defend him from close melee attacks, while Keevil uses his chains to attack from a distance, using the features of his piece of the Armor of Zevellon as often as he can. The devils fight the characters until destroyed.", - "{@b {@i Keevial's Lair Actions.}} On initiative count 20 (losing initiative ties), Keevial takes a lair action to cause one of the following effects; Keevial can't use the same effect two rounds in a row.", - { - "type": "list", - "items": [ - "Each devil can teleport 30 feet to an unoccupied space it can see. After teleporting, Keevial unleashes a wave of red energy from his body that washes over all creatures in the cave. Each creature in the area that isn't a devil must make a DC 15 Strength saving throw or fall {@condition prone}. Creatures with Chaos Brands have disadvantage on the saving throw.", - "A 10-foot-radius column of black fire erupts from the ground at a point Keevial can see. Each creature in the area must make a DC 15 Dexterity saving throw, taking 11 ({@damage 2d10}) fire damage and becoming {@condition blinded} until ini tiative count 20 of the following round on a failed save, or taking only half as much damage without becoming {@condition blinded} on a successful one.", - "Keevial's chains whip through the chamber. Four crea tures of Keevial's choice must make a DC 15 Strength saving throw. On a failure, the creature takes 11 ({@damage 2d6+4}) slashing damage and is moved to an unoccupied space of Keevial's choice that the devil can see within the cave. The creature can't be moved vertically using this lair action." - ] - }, - "{@b {@i Killing Keevial.}} When Keevial is destroyed, his form melts away, and the characters can claim his piece of the armor. Any characters with red tattoos find that the marks disappear after the devil is destroyed.", - { - "type": "inset", - "name": "He's Dying Too Quickly", - "entries": [ - "If the characters easily dispatch Keevial within 2 rounds of combat, you can institute this change to make the combat more challenging. As the devil falls, he shrieks a prayer for help to Zevellon. A white-hot fire surrounds Keevial, burning the flesh from his bones. Keevial rises from the fire, rejuvenated as a bone devil with his hit points restored\u2014and the battle begins anew." - ] - } + "\"My hunger for blood and flesh sometimes outweighs the better judgment of my companions.\"" ] } ] }, { - "type": "section", - "name": "Continuing the Adventure", - "page": 22, + "type": "entries", + "name": "Tactics", + "page": 5, "entries": [ - "It is up to the characters to decide what to do with the piece of the Armor of Zevellon. They might wield it themselves, research the demigod, look for more pieces, or\u2014if Gavadon survived\u2014try to hunt down the priest for answers and revenge. If they don't search for Gavadon, he comes looking for their piece of the armor soon enough. Only this time he's stronger, nastier, and has aid from other cultists of Zevellon." + "In his years traveling with the Grim Accord, Kryx learned to hold back his initial instinct to shift into his bestial form and tear his enemies limb from limb. Kryx begins combat with his powerful spells before shifting into his fearsome giant hyena form, charging in at spellcasters and less-armored foes." ] } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00026.webp" + }, + "credit": "Zuzanna Wuzyk" + } ] }, { + "name": "Ogin Reedsnip", "source": "Ar6", - "id": "Ar6-2", - "data": [ + "_copy": { + "name": "Zarah Reedsnip", + "source": "Ar6" + } + }, + { + "name": "Poli Twell", + "source": "Ar6", + "_copy": { + "name": "Zarah Reedsnip", + "source": "Ar6" + } + }, + { + "name": "Syrah Twell", + "source": "Ar6", + "_copy": { + "name": "Zarah Reedsnip", + "source": "Ar6" + } + }, + { + "name": "Uldun of Parts Unknown", + "source": "Ar6", + "entries": [ { - "type": "section", - "name": "The Adventure", - "page": 23, + "type": "inset", + "page": 9, "entries": [ { - "type": "inset", + "type": "quote", "entries": [ - "In the woodland town of Pirn, the residents and travelers enjoy spelunking in the local Summerset Caverns. Word spread quickly of the newly discovered Crystal Grove, a cavern of beautiful crystals\u2014some even the size of a dragon's head! But a group of teenage spelunkers hasn't returned from an expedition to the cavern, and their parents worry something nefarious is afoot." - ] - }, - "Spelunking! is an adventure designed for four to five 4th-level characters. The characters spelunk, or explore, the local caverns looking for the Crystal Grove. However, the grove is protected by a cryad, a magical creature composed of crystal dust who harvests the crystals that grow from bodies." + "That one standing there? One time I heard he spent a night in thick brambles, thorns piercing his skin, holding back his arrow until just the right time. At the changing of the guard, his arrow pierced through the wall of a tent and killed the commander sleeping inside. He aimed by a snore alone." + ], + "by": "A statement overheard among soldiers at Uldun's second failed execution" + } ] }, { "type": "entries", - "name": "Adventure Summary", - "page": 23, "entries": [ - "Throughout this adventure, characters investigate the disappearance of four teenagers and deal with an ancient druidic foe deep in the Crystal Grove.", { - "type": "list", - "items": [ - "The characters arrive in Pirn, learn of the missing teenagers, and hear rumors of a druid named Fawning Summerset.", - "The characters spelunk the Summerset Caverns to find the teenagers, facing threats and twisting tunnels in their descent to the Crystal Grove.", - "The characters face Fawning Summerset, a dangerous cryad, to save the teenagers and prevent Fawning from stealing their lives for her crystal haven." + "type": "entries", + "name": "Nicknames:", + "page": 9, + "entries": [ + "The Crownhunter, the Silent Death, Vengeance of the Mountain" ] - } - ] - }, - { - "type": "entries", - "name": "Welcome to Pirn", - "page": 23, - "entries": [ - "Pirn is a typical woodland settlement. You can easily replace it with a similar town from your setting. Beautiful buildings constitute the town, which contains peculiar townsfolk who happily greet newcomers\u2014if you have coin, of course. The town is the last stop for tourists eager to explore the nearby caves.", - "Upon entering the town, Waylon Bonesforth (veteran, he/him), the sheriff and mayor of Pirn, greets the characters:", + }, + "Uldun hunts the hunters. For three decades, Uldun watched Clormond Titanson's legions push orcs of the Pale Moon back into the mountain caves and hunt his kin as monsters. He watched orc warlords send his brothers and sisters into pointless battles and get slaughtered by the hundreds. As a young warrior, Uldun found a like mind in the fabled human mercenary Angus Threefingers. Once an orc hunter himself, Angus saw that orcs were no different than anyone else in the world\u2014a people with their own culture and right for survival. Angus and Uldun became friends, and together they assassinated those who put orcs under the knife. They got very good at it.", + "Old age and a love of drink took Angus, but Uldun continued on. Uldun assassinated the officers and royalty who sent soldiers into battle against orcs. More officers and nobles died under Uldun's arrows than all who fell under their cruelty and violence put together.", + "Uldun's understudy, an orc hunter named Barash Longtooth, betrayed Uldun to a local lord who sent the orc assassin for public execution. Noting his deadly skills, Athlonia and Kryx liberated him and brought him to their cause. His talents, they explained, were too valuable to end on the blade of an executioner's axe. Later, Irae showed her value to Uldun by bribing and blackmailing those who continued to hunt him. Those who do business with the Grim Accord mostly ignore Uldun's grim past, though veterans of the imperial wars remember the hundreds who fell under his arrows.", { - "type": "inset", + "type": "entries", + "name": "Ideal:", + "page": 9, "entries": [ - "\"The good people of Pirn welcome you to our secluded woodland paradise! Need a drink? Perhaps the Brewmaster's Table is the place for you! Or a soft pillow after a long ride? Long Knight's Sleep has vacancies! Don't be shy and don't be thrifty with tips, and we will be happy to serve you!\"" + "\"I hunt those who have grown fat on the lives of others.\"" ] }, - "Waylon Bonesforth always encourages new people to take a drink at the Brewmaster's Table and occupy a room at the Long Knight's Sleep, as he owns both establishments. If the characters ask about the Summerset Caverns, he mentions they are temporarily closed to novice spelunkers, but thinks the characters would enjoy a visit to the caves. If pressed, the mayor says that a recent earthquake seems to have shifted things in the caves, but it's truly nothing to worry about. A character who makes a successful DC 14 Wisdom (Insight) check realizes the mayor is worried that the incident could discourage tourism and is downplaying the danger in the caves.", { "type": "entries", - "name": "Notable NPCs", - "page": 24, + "name": "Bond:", + "page": 9, "entries": [ - "There are several businesses in Pirn where the characters can find all the expected goods and services, run by friendly NPCs.", - "The town's notable NPCs include the following characters:", - { - "type": "list", - "items": [ - "{@b {@i Calliope Daydream (She/Her).}} An aged elf scout, Calliope is a long-term resident of Pirn. She knows more about the local area than anyone in town, as she frequently spelunks the caverns and explores the woods. Calliope usually spends her nights at the Brewmaster's Table and her days teaching survival classes to tourists and locals. \"The mountains and caverns are just as alive as the trees. Maybe more so.\"", - "{@b {@i Fern Woodsmith (She/Her).}} An older human commoner, Fern is the primary bartender at the Brewmaster's Table. She has known Calliope for decades, and they enjoy a drink together every night. \"Every adventure should begin with a shot!\"", - "{@b {@i Derek Nestly (He/Him).}} This elf commoner owns Derek's Tackle and Supplies, a general store that sells spelunking and camping supplies. Derek is kind but always looking to sell more inventory. He happily trades gems or rare items if someone doesn't have coin to spend. \"You never know when you need a tent and torches!\"", - "{@b {@i Everly Westmore (She/Her).}} A human commoner, Everly is the manager of the Long Knight's Sleep and chainsmokes violet cigarettes in an ivory cigarette holder. She is a no-funny-business leader, speaking quickly and without pleasantries. Her personality is rare in Pirn. \"No refunds.\"", - "{@b {@i Concerned Parents.}} Zarah (he/him) and Drell (she/her) Reedsnip and Virna (she/her) and Knox (he/him) Twell are the human commoner parents of missing teenagers. They're all quite concerned about their kids.", - "{@b {@i Missing Children.}} Ogin (he/him) and Vold (they/them) Reedsnip and Syrah (she/her) and Poli (he/him) Twell are teens who went missing in Summerset Caverns." - ] - }, - { - "type": "inset", - "name": "No Time to Dawdle", - "entries": [ - "If you're short on time, the introduction and exploration of the town can be skipped in favor of jumping right into the adventure. Waylon Bonesforth realizes the characters are adventurers when they enter the town. He introduces them to the parents of the missing children (see \"Recent Mystery\") then goes to get Calliope Daydream to meet them. Calliope gives the characters the information in \"Tale of Fawning Summerset\" as they travel to the caverns." - ] - } + "\"Saved from an executioner's axe, I have found a bond with the Accord.\"" ] - } - ] - }, + }, + { + "type": "entries", + "name": "Flaw:", + "page": 9, + "entries": [ + "\"Sometimes, when the tip of my arrow aims at corrupt nobility, I cannot help but let it fly.\"" + ] + } + ] + }, + { + "type": "entries", + "name": "Tactics", + "page": 9, + "entries": [ + "Uldun is almost always unseen and speaks little. He possesses an unnatural ability to blend into the background. Uldun fights at range, hammering the most dangerous of his enemies with deadly arrows and repositioning himself between each shot. Though he prefers his longbow, his twin shortswords can be likewise lethal if he finds himself cornered." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00042.webp" + }, + "credit": "Zuzanna Wuzyk" + } + ] + }, + { + "name": "Virna Twell", + "source": "Ar6", + "_copy": { + "name": "Zarah Reedsnip", + "source": "Ar6" + } + }, + { + "name": "Vold Reedsnip", + "source": "Ar6", + "_copy": { + "name": "Zarah Reedsnip", + "source": "Ar6" + } + }, + { + "name": "Waylon Bonesforth", + "source": "Ar6", + "entries": [ + "Upon entering the town, {@creature Waylon Bonesforth|Ar6} ({@creature veteran}, he/him), the sheriff and mayor of Pirn, greets the characters:", + { + "type": "insetReadaloud", + "page": 24, + "entries": [ + "\"The good people of Pirn welcome you to our secluded woodland paradise! Need a drink? Perhaps the Brewmaster's Table is the place for you! Or a soft pillow after a long ride? Long Knight's Sleep has vacancies! Don't be shy and don't be thrifty with tips, and we will be happy to serve you!\"" + ] + }, + "{@creature Waylon Bonesforth|Ar6} always encourages new people to take a drink at the Brewmaster's Table and occupy a room at the Long Knight's Sleep, as he owns both establishments. If the characters ask about the Summerset Caverns, he mentions they are temporarily closed to novice spelunkers, but thinks the characters would enjoy a visit to the caves. If pressed, the mayor says that a recent earthquake seems to have shifted things in the caves, but it's truly nothing to worry about. A character who makes a successful {@dc 14} Wisdom ({@skill Insight}) check realizes the mayor is worried that the incident could discourage tourism and is downplaying the danger in the caves." + ] + }, + { + "name": "Young Roper", + "source": "Ar6", + "_copy": { + "name": "Roper", + "source": "MM" + } + }, + { + "name": "Zarah Reedsnip", + "source": "Ar6", + "entries": [ + "{@creature Zarah Reedsnip|Ar6|Zarah} (he/him) and {@creature Drell Reedsnip|Ar6|Drell} (she/her) Reedsnip and {@creature Virna Twell|Ar6|Virna} (she/her) and {@creature Knox Twell|Ar6|Knox} (he/him) Twell are the human {@creature commoner} parents of missing teenagers. They're all quite concerned about their kids.", + "{@creature Ogin Reedsnip|Ar6|Ogin} (he/him) and {@creature Vold Reedsnip|Ar6|Vold} (they/them) Reedsnip and {@creature Syrah Twell|Ar6|Syrah} (she/her) and {@creature Poli Twell|Ar6|Poli} (he/him) Twell are teens who went missing in Summerset Caverns." + ] + } + ], + "legendaryGroup": [ + { + "name": "Fawning Summerset", + "source": "Ar6", + "lairActions": [ + "On initiative count 20 (losing initiative ties), Fawning can take one lair action to cause one of the following effects; she can't use the same lair action two rounds in a row:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Faerie Lights", + "entries": [ + "The crystals in the grove produce a burst of brilliant purple light. Each creature within 5 feet of a Medium or larger crystal must make a {@dc 14} Dexterity saving throw. Fawning automatically succeeds on this save. On a failed save, the creature sheds dim purple light in a 10-foot radius until initiative count 20 of the next round. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being {@condition invisible}." + ] + }, + { + "type": "item", + "name": "Fertilize", + "entries": [ + "Fawning uses {@condition prone} bodies to grow new crystals. All {@condition prone} creatures in the Crystal Grove of Fawning's choice must make a {@dc 14} Constitution saving throw as necrotic crystal powder grows on their exposed skin. On a failed save, a creature takes 11 ({@damage 2d10}) necrotic damage." + ] + }, + { + "type": "item", + "name": "Shake", + "entries": [ + "Fawning's lair shakes and crystals on the ceiling of the cavern come crashing down. Each creature Fawning chooses in the Crystal Grove must succeed on a {@dc 14} Dexterity saving throw or take 5 ({@damage 1d10}) bludgeoning damage and be pushed 5 feet in a direction of Fawning's choice." + ] + } + ] + } + ] + }, + { + "name": "Keevial", + "source": "Ar6", + "page": 21, + "lairActions": [ + "On initiative count 20 (losing initiative ties), Keevial takes a lair action to cause one of the following effects; Keevial can't use the same effect two rounds in a row.", + { + "type": "list", + "items": [ + "Each devil can teleport 30 feet to an unoccupied space it can see. After teleporting, Keevial unleashes a wave of red energy from his body that washes over all creatures in the cave. Each creature in the area that isn't a devil must make a {@dc 15} Strength saving throw or fall {@condition prone}. Creatures with Chaos Brands have disadvantage on the saving throw.", + "A 10-foot-radius column of black fire erupts from the ground at a point Keevial can see. Each creature in the area must make a {@dc 15} Dexterity saving throw, taking 11 ({@damage 2d10}) fire damage and becoming {@condition blinded} until initiative count 20 of the following round on a failed save, or taking only half as much damage without becoming {@condition blinded} on a successful one.", + "Keevial's chains whip through the chamber. Four creatures of Keevial's choice must make a {@dc 15} Strength saving throw. On a failure, the creature takes 11 ({@damage 2d6 + 4}) slashing damage and is moved to an unoccupied space of Keevial's choice that the devil can see within the cave. The creature can't be moved vertically using this lair action." + ] + } + ] + } + ], + "table": [ + { + "name": "Armor Pieces", + "source": "Ar6", + "page": 19, + "colLabels": [ + "{@dice d4}", + "Armor Piece" + ], + "colStyles": [ + "col-4 text-center", + "col-8 text-center" + ], + "rows": [ + [ + "1", + "{@item Zevellon's Gaze|Ar6}" + ], + [ + "2", + "{@item Zevellon's Scourge|Ar6}" + ], + [ + "3", + "{@item Zevellon's Grasp|Ar6}" + ], + [ + "4", + "{@item Zevellon's Steps|Ar6}" + ] + ] + }, + { + "name": "Gorge Treasure", + "source": "Ar6", + "page": 29, + "colLabels": [ + "d6", + "Item" + ], + "colStyles": [ + "col-4 text-center", + "col-8 text-left" + ], + "rows": [ + [ + "1", + "Two {@item backpack|PHB|backpacks} with {@dice 1d6} {@item Rations (1 day)|PHB|rations} each" + ], + [ + "2", + "Morrigy's Field Journal, an incomplete journal for foraging mushrooms" + ], + [ + "3", + "A {@item silvered dagger|PHB}" + ], + [ + "4", + "A {@item pouch|PHB} containing {@dice 20d10} sp" + ], + [ + "5", + "Two half-full {@item waterskin|PHB|waterskins}" + ], + [ + "6", + "Four unused {@item Hempen Rope (50 feet)|PHB|50-foot-long coils of hemp rope}" + ] + ], + "outro": [ + "In addition, the characters find {@item goggles of night} among the belongings. Calliope informs the characters that the gear they found belongs to the teens. If the characters rescue them, the teens allow the heroes to keep what they found as thanks." + ] + }, + { + "name": "Random Encounters", + "source": "Ar6", + "page": 26, + "colLabels": [ + "d4", + "Encounter" + ], + "colStyles": [ + "col-4 text-center", + "col-8 text-left" + ], + "rows": [ + [ + "1", + "{@dice 1d3 + 3} {@creature giant spider||giant spiders}" + ], + [ + "2", + "{@dice 1d2 + 1} {@creature grick||gricks}" + ], + [ + "3", + "{@dice 1d2} {@creature phase spider||phase spiders}" + ], + [ + "4", + "{@dice 1d2} {@creature black pudding||black puddings}" + ] + ] + } + ], + "adventure": [ + { + "name": "Spelunking!", + "id": "Ar6-S", + "source": "Ar6", + "parentSource": "Arcadia", + "group": "homebrew", + "cover": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/cover.webp" + }, + "published": "2021-07-28", + "author": "H.H. Carlan", + "storyline": "Arcadia", + "level": { + "start": 4, + "end": 4 + }, + "alAveragePlayerLevel": 4, + "contents": [ + { + "name": "Spelunking!" + }, + { + "name": "Adventure Summary" + }, + { + "name": "Welcome to Pirn", + "headers": [ + "Notable NPCs" + ] + }, + { + "name": "Rumors of Fawning Summerset", + "headers": [ + "Tale of Fawning Summerset" + ] + }, + { + "name": "Recent Mystery", + "headers": [ + "Talking to Calliope", + "Spelunking" + ] + }, + { + "name": "Random Encounters" + }, + { + "name": "Cavern Features" + }, + { + "name": "Cavern Encounters", + "headers": [ + "Between Encounters", + "The Gorge", + "Skimming Across the Stones", + "Illusion of Daylight" + ] + }, + { + "name": "The Crystal Grove" + }, + { + "name": "The Environment" + }, + { + "name": "The Cryad", + "headers": [ + "Engaging the Enemy", + "Medium Crystals" + ] + }, + { + "name": "Escaping" + }, + { + "name": "Treasure" + }, + { + "name": "Conclusion" + }, + { + "name": "Advancement" + } + ] + }, + { + "name": "Keevial's Rage", + "id": "Ar6-KR", + "source": "Ar6", + "parentSource": "Arcadia", + "group": "homebrew", + "cover": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/cover.webp" + }, + "published": "2021-07-28", + "author": "Gabe Hicks", + "storyline": "Arcadia", + "level": { + "start": 6, + "end": 6 + }, + "alAveragePlayerLevel": 6, + "contents": [ + { + "name": "Keevial's Rage" + }, + { + "name": "Introductions on the Road", + "headers": [ + "Devil of a Problem", + "Armor Piece", + "Traveling with Gavadon" + ] + }, + { + "name": "Blood Skeletons", + "headers": [ + "Chaos Brands", + "Gavadon's Reaction" + ] + }, + { + "name": "Into the Fire", + "headers": [ + "Sacrifice Accepted" + ] + }, + { + "name": "Continuing the Adventure" + } + ] + } + ], + "adventureData": [ + { + "id": "Ar6-KR", + "source": "Ar6", + "data": [ + { + "type": "section", + "name": "Keevial's Rage", + "page": 19, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00060.webp" + } + }, + "This short adventure for five 6th-level characters serves as the characters' introduction to the {@item Armor of Zevellon|Ar6}. {@creature Gavadon the Gallant|Ar6}, a priest of the forge god Vukaryion, owns one piece of the {@item Armor of Zevellon|Ar6} of your choice (see \"Armor Piece,\" below). He seeks another piece that is guarded by the devil {@creature Keevial|Ar6}. The devil is a servant of Zevellon bound to the Mundane World and sworn to protect a piece of the armor until someone presents him with a worthy sacrifice. The priest plans to lure the characters to {@creature Keevial|Ar6} as a trade for the devil's piece of armor." + ] + }, + { + "type": "section", + "name": "Introductions on the Road", + "page": 19, + "entries": [ + "The characters meet {@creature Gavadon the Gallant|Ar6|Gavadon} (lawful evil, human {@creature priest}) as they pass through a town or out on the road. When the characters first meet Gavadon, read or paraphrase the following:", + { + "type": "insetReadaloud", + "page": 19, + "entries": [ + "A human man wearing simple priest's robes walks with a happy skip toward you. He flashes a smile, saying, \"Excuse me! You look like the sort of folks who might have time to help a priest beat the devil.\"" + ] + }, + { + "type": "entries", + "name": "Devil of a Problem", + "page": 19, + "entries": [ + "Gavadon, known to locals as {@creature Gavadon the Gallant|Ar6}, introduces himself as a servant of Vukaryion, god of the forge and smithing. He tells the characters that an NPC they know and trust told the priest to seek them out for help with a problem\u2014which is technically true! Gavadon asked around to find heroic adventurers worthy of a sacrifice to {@creature Keevial|Ar6}.", + "The priest claims that {@creature Keevial|Ar6}, a powerful devil, stole a destructive relic from the church of Vukaryion. To make matters worse, {@creature Keevial|Ar6} constantly sends undead to attack the priest and steal another holy relic Gavadon carries. Gavadon begs the characters to help him stop {@creature Keevial|Ar6} and get back the stolen item, promising to reward them with a custom magical item from his forge. \"I am a cleric of the forge after all!\" This is a lie. Gavadon doesn't plan on rewarding the characters. He plans on them dying.", + "Gavadon tracked {@creature Keevial|Ar6} to a cave that surges with magical energy from a bursting ley line and promises to lead the characters there. If the characters agree to help, the priest takes them to the cave, which is about ten miles away. Gavadon leads the characters with a magical sensor that looks like a compass. The {@spell detect magic} spell reveals that the sensor radiates divination magic. While on the same plane of existence as one or more pieces of the {@item Armor of Zevellon|Ar6}, the sensor points in the direction of the closest piece not currently worn by the creature holding it." + ] + }, + { + "type": "entries", + "name": "Armor Piece", + "page": 19, + "entries": [ + "When he meets the party initially, he wears a single piece of the Armor of Zevellon chosen or rolled on the Armor Pieces table below.{@footnote {@sup 2}|Might we suggest {@item Zevellon's Steps|Ar6}? These teleporting booties pair well with a priest who tries to avoid combat and plays the part of a coward.}", + "If asked about the armor, {@creature Gavadon the Gallant|Ar6|Gavadon} claims that the piece he wears is part of a set graced by Vukaryion. He also mentions that the piece {@creature Keevial|Ar6} stole belongs to the same collection. Gavadon makes casual conversation during the journey to the cave.", + { + "type": "statblock", + "tag": "table", + "source": "Ar6", + "name": "Armor Pieces", + "page": 19, + "style": "inset" + } + ] + }, + { + "type": "entries", + "name": "Traveling with Gavadon", + "page": 19, + "entries": [ + "{@creature Gavadon the Gallant|Ar6|Gavadon} speaks in a calm tone and has a good sense of humor, even cracking the occasional bawdy joke. If there is a cleric or paladin in the party, he asks them directly how it feels to serve their deity. His interest in their response is genuine, for {@creature Keevial|Ar6} prefers to devour the devout.", + "A character who succeeds on a {@dc 17} Wisdom ({@skill Insight}) check knows that Gavadon isn't being entirely honest with the characters about the dangers they face in the cave. During combat, Gavadon takes the {@action Dodge} action and tries to keep out of harm's way. If an injured character asks for his help, the priest casts the {@spell cure wounds} spell.", + { + "type": "inset", + "name": "Vukaryion in Your World", + "entries": [ + "You can replace Vukaryion with any god of crafting, the forge, or smithing in your world.", + "Optionally, in a world with more deities than the players can track, Vukaryion could be a god that Gavadon invented. A successful {@dc 18} Intelligence ({@skill Religion}) check reveals that Vukaryion isn't a god mentioned in any popular religious texts. If confronted about this, Gavadon admits Vukaryion isn't actually a god yet but a powerful entity whose voice the priest sometimes hears. The cleric hopes that restoring all the relics of this deity will cause Vukaryion to ascend. This is true, and Vukaryion is simply an alias for Zevellon.", + "Or Vukaryion could also be a god that Zevellon killed. A character who succeeds on a {@dc 22} Intelligence ({@skill History} or {@skill Religion}) check has read stories that describe the battle. If this information is revealed to Gavadon, the priest gives a sullen nod and says, \"My hope is that I can bring him back.\" Of course, Gavadon means Zevellon here and not Vukaryion." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Blood Skeletons", + "page": 20, + "entries": [ + "On the way to the cave, five blood-red {@creature horned devil skeleton|Ar6|horned devil skeletons} (use the {@creature minotaur skeleton} stat blocks) rise from the ground and circle the characters as four blood-red {@creature bearded devil skeleton|Ar6|bearded devil skeletons} (use the {@creature skeleton} stat block) come out of the shadows and draw {@item shortbow|PHB|shortbows}. The {@creature horned devil skeleton|Ar6|horned devil skeletons} engage the characters in melee as the {@creature bearded devil skeleton|Ar6|bearded devil skeletons} use their bows to attack at range. The skeletons fight until destroyed.", + { + "type": "entries", + "name": "Chaos Brands", + "page": 20, + "entries": [ + "When a skeleton hits a character with an attack, the character must make a {@dc 18} Wisdom saving throw. On a failure, a red tattoo shaped like a skull with a snake through the eyes appears on the character's body. At your discretion, these brands might appear under clothing and not initially be obvious to the characters. A {@spell detect magic} spell reveals that the tattoos radiate conjuration magic. Attempting to dispel the tattoos with {@spell dispel magic} causes the brands to release a psychic pulse. The caster takes 11 ({@damage 2d10}) psychic damage and the spell fails. A {@spell remove curse} spell, however, does remove the brand.", + "A character who succeeds on a {@dc 20} Intelligence ({@skill Religion}) check knows the symbol is one used by Zevellon, an ancient and dead demigod of chaos and magic." + ] + }, + { + "type": "entries", + "name": "Gavadon's Reaction", + "page": 20, + "entries": [ + "When the skeletons appear, {@creature Gavadon the Gallant|Ar6|Gavadon} cries out, \"Oh no! Not again!\" During the fight he moans, \"When will these accursed things stop hunting me?\" as he cowers in fear. If asked, the priest says that the skeletons are servants of {@creature Keevial|Ar6} attempting to steal his piece of the armor. A successful {@dc 17} Wisdom ({@skill Insight}) check reveals that {@creature Gavadon the Gallant|Ar6|Gavadon} isn't being honest with the characters. He animated the skeletons himself days ago using a special ritual created by Zevellon and set this trap to sell the deception that {@creature Keevial|Ar6} is after him.", + { + "type": "inset", + "name": "Gavadon Gone", + "entries": [ + "If the characters refuse to trust {@creature Gavadon the Gallant|Ar6|Gavadon}, the priest lashes out and attacks. He carries a {@item Elemental Gem, Yellow Diamond||yellow diamond elemental gem} that he breaks to conjure an {@creature earth elemental}. Even with this ally, Gavadon is likely no match for the characters, but given that they know his plan and his desperation to get the next piece of armor, he tries to kill them so they can't stop him or ask more questions. He fights to the death.", + "When {@creature Gavadon the Gallant|Ar6|Gavadon} dies, the characters can take his piece of the Armor of Zevellon and his magic sensor that points the way to the next closest piece of armor. A character who attunes to the armor gains the flaw described above, which makes them want to seek more pieces of armor, which could lead them to Keevial's cave. If Gavadon is dead when the characters enter the cave, ignore the boxed text in \"Into the Fire\" and simply have {@creature Keevial|Ar6} awake and attack the characters, shouting they are not worthy of Zevellon's prize." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Into the Fire", + "page": 21, + "entries": [ + "The cave looks normal from the outside, but a {@spell detect magic} spell reveals that its entrance emanates an aura of conjuration magic. When the characters step into the cave, they are transported into a hellish pocket dimension. This demiplane is a cave with a 60-foot radius and a ceiling that is 20 feet high.", + { + "type": "insetReadaloud", + "page": 21, + "entries": [ + "Smoke and ash fill the air with a toxic scent. The obsidian rocks that form the walls, ceiling, and floor of the cave are riddled with cracks that glow with crimson light. It didn't look like this from the outside.", + "At the center of the circular cavern, a blood-red sphere of energy hums, surrounding a sleeping chain devil that hovers in midair.", + "Four barbed iron chains hang from the ceiling and coil on the floor of the cave.", + "Gavadon whispers, \"What's the plan? That's Keevial, but I don't see the relic.\"" + ] + }, + "The sphere around {@creature Keevial|Ar6}, a {@creature chain devil}, has the same properties as one created by the {@spell Otiluke's Resilient Sphere|PHB|resilient sphere} spell. The ceiling in this chamber is 20 feet high.", + { + "type": "entries", + "name": "Sacrifice Accepted", + "page": 21, + "entries": [ + "After the characters have a moment to investigate the chamber and their surroundings, {@creature Keevial|Ar6} opens his eyes and a wave of crimson emanates from the sphere of energy around him. Each creature in the cave that is not a fiend must succeed on a {@dc 15} Constitution saving throw or become cursed for 10 minutes as the negative energy of the Lower Planes seeps into its body. A creature with a Chaos Brand tattoo (see \"Chaos Brands,\" above) has disadvantage on the saving throw. While cursed, the creature makes attack rolls and saving throws with disadvantage. If a creature has the red tattoo and also fails the save, it gains a level of {@condition exhaustion} as well. A {@spell remove curse} spell or similar magic can remove the curse, but not the {@condition exhaustion} (which must be restored through rest or a {@spell greater restoration} spell or similar magic). Any creature attuned to a piece of the {@item Armor of Zevellon|Ar6} is immune to this effect.", + "If Gavadon is still with the characters, read or paraphrase the following boxed text. Otherwise, the devil immediately dispels the sphere and attacks (see \"Combat,\" below).", + { + "type": "insetReadaloud", + "page": 21, + "entries": [ + "The devil covered in chains stares out from the sphere as Gavadon kneels before him. With glowing eyes, {@creature Keevial|Ar6} speaks in three discordant voices at once, saying, \"Your offering. I find it acceptable.\" Gavadon smiles. \"Zevellon will be pleased.\"" + ] + }, + "A new piece of the {@item Armor of Zevellon|Ar6} (chosen or rolled on the {@table Armor Pieces|Ar6} table above) appears on Gavadon's body. As he stands, both pieces of armor momentarily reveal their true form and then, with a thought, Keevial dismisses the priest from the pocket dimension.", + { + "type": "insetReadaloud", + "page": 21, + "entries": [ + "As Gavadon disappears, Keevial snears. \"Pathetic. That priest is not truly worthy of Zevellon's prize! But I will enjoy this sacrifice all the same. None shall claim the demigod's armor while I walk this world.\"" + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Combat", + "page": 21, + "entries": [ + "Keevial dispels the sphere as two {@creature bearded devil||bearded devils} appear at his side. The same piece of the Armor of Zevellon he appeared to have given to Gavadon appears on his form.{@footnote {@sup 3}|Might we suggest {@item Zevellon's Gaze|Ar6}? The helmet looks so good on Keevial and the Gaze of Annihilation feature is oh so fun!} This is the true piece of the armor. Gavadon has a fake.", + "The fiends attack the characters. The chains on the ceiling start combat already under the effects of Keevial's Animate Chains action. Each chain is 200 feet long. The {@creature bearded devil||bearded devils} stay close to the chain devil and defend him from close melee attacks, while Keevil uses his chains to attack from a distance, using the features of his piece of the {@item Armor of Zevellon|Ar6} as often as he can. The devils fight the characters until destroyed." + ] + }, + { + "type": "statblock", + "tag": "legroup", + "source": "Ar6", + "name": "Keevial", + "page": 21 + }, + { + "type": "entries", + "name": "Killing Keevial", + "page": 22, + "entries": [ + "When Keevial is destroyed, his form melts away, and the characters can claim his piece of the armor. Any characters with red tattoos find that the marks disappear after the devil is destroyed." + ] + } + ] + }, + { + "type": "inset", + "name": "He's Dying Too Quickly", + "page": 22, + "entries": [ + "If the characters easily dispatch Keevial within 2 rounds of combat, you can institute this change to make the combat more challenging. As the devil falls, he shrieks a prayer for help to Zevellon. A white-hot fire surrounds Keevial, burning the flesh from his bones. Keevial rises from the fire, rejuvenated as a {@creature bone devil} with his hit points restored\u2014and the battle begins anew." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Continuing the Adventure", + "page": 22, + "entries": [ + "It is up to the characters to decide what to do with the piece of the {@item Armor of Zevellon|Ar6}. They might wield it themselves, research the demigod, look for more pieces, or\u2014if Gavadon survived\u2014try to hunt down the priest for answers and revenge. If they don't search for Gavadon, he comes looking for their piece of the armor soon enough. Only this time he's stronger, nastier, and has aid from other cultists of Zevellon." + ] + } + ] + }, + { + "id": "Ar6-S", + "source": "Ar6", + "data": [ + { + "type": "section", + "name": "Spelunking!", + "page": 23, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00089.webp" + } + }, + { + "type": "entries", + "page": 14, + "style": "text-center", + "entries": [ + "{@style An adventure for 4th-level characters|dnd-font;large}", + "by H.H. Carlan" + ] + }, + { + "type": "inset", + "page": 23, + "entries": [ + "In the woodland town of Pirn, the residents and travelers enjoy spelunking in the local Summerset Caverns. Word spread quickly of the newly discovered Crystal Grove, a cavern of beautiful crystals\u2014some even the size of a dragon's head! But a group of teenage spelunkers hasn't returned from an expedition to the cavern, and their parents worry something nefarious is afoot." + ] + }, + "{@i Spelunking!} is an adventure designed for four to five 4th-level characters. The characters spelunk, or explore, the local caverns looking for the Crystal Grove. However, the grove is protected by a cryad, a magical creature composed of crystal dust who harvests the crystals that grow from bodies." + ] + }, + { + "type": "section", + "name": "Adventure Summary", + "page": 23, + "entries": [ + "Throughout this adventure, characters investigate the disappearance of four teenagers and deal with an ancient druidic foe deep in the Crystal Grove.", + { + "type": "list", + "items": [ + "The characters arrive in Pirn, learn of the missing teenagers, and hear rumors of a druid named Fawning Summerset.", + "The characters spelunk the Summerset Caverns to find the teenagers, facing threats and twisting tunnels in their descent to the Crystal Grove.", + "The characters face {@creature Fawning Summerset|Ar6}, a dangerous cryad, to save the teenagers and prevent Fawning from stealing their lives for her crystal haven." + ] + } + ] + }, + { + "type": "section", + "name": "Welcome to Pirn", + "page": 23, + "entries": [ + "Pirn is a typical woodland settlement. You can easily replace it with a similar town from your setting. Beautiful buildings constitute the town, which contains peculiar townsfolk who happily greet newcomers\u2014if you have coin, of course. The town is the last stop for tourists eager to explore the nearby caves.", + "Upon entering the town, {@creature Waylon Bonesforth|Ar6} ({@creature veteran}, he/him), the sheriff and mayor of Pirn, greets the characters:", + { + "type": "insetReadaloud", + "page": 24, + "entries": [ + "\"The good people of Pirn welcome you to our secluded woodland paradise! Need a drink? Perhaps the Brewmaster's Table is the place for you! Or a soft pillow after a long ride? Long Knight's Sleep has vacancies! Don't be shy and don't be thrifty with tips, and we will be happy to serve you!\"" + ] + }, + "{@creature Waylon Bonesforth|Ar6} always encourages new people to take a drink at the Brewmaster's Table and occupy a room at the Long Knight's Sleep, as he owns both establishments. If the characters ask about the Summerset Caverns, he mentions they are temporarily closed to novice spelunkers, but thinks the characters would enjoy a visit to the caves. If pressed, the mayor says that a recent earthquake seems to have shifted things in the caves, but it's truly nothing to worry about. A character who makes a successful {@dc 14} Wisdom ({@skill Insight}) check realizes the mayor is worried that the incident could discourage tourism and is downplaying the danger in the caves.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00095.webp" + }, + "credit": "Elisa Serio" + }, + { + "type": "entries", + "name": "Notable NPCs", + "page": 24, + "entries": [ + "There are several businesses in Pirn where the characters can find all the expected goods and services, run by friendly NPCs.", + "The town's notable NPCs include the following characters:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "{@creature Calliope Daydream|Ar6} (She/Her)", + "entries": [ + "An aged elf {@creature scout}, Calliope is a long-term resident of Pirn. She knows more about the local area than anyone in town, as she frequently spelunks the caverns and explores the woods. Calliope usually spends her nights at the Brewmaster's Table and her days teaching survival classes to tourists and locals. \"The mountains and caverns are just as alive as the trees. Maybe more so.\"" + ] + }, + { + "type": "item", + "name": "{@creature Fern Woodsmith|Ar6} (She/Her)", + "entries": [ + "An older human {@creature commoner}, Fern is the primary bartender at the Brewmaster's Table. She has known {@creature Calliope Daydream|Ar6|Calliope} for decades, and they enjoy a drink together every night. \"Every adventure should begin with a shot!\"" + ] + }, + { + "type": "item", + "name": "{@creature Derek Nestly|Ar6} (He/Him)", + "entries": [ + "This elf {@creature commoner} owns Derek's Tackle and Supplies, a general store that sells spelunking and camping supplies. Derek is kind but always looking to sell more inventory. He happily trades gems or rare items if someone doesn't have coin to spend. \"You never know when you need a tent and torches!\"" + ] + }, + { + "type": "item", + "name": "{@creature Everly Westmore|Ar6} (She/Her)", + "entries": [ + "A human {@creature commoner}, Everly is the manager of the Long Knight's Sleep and chainsmokes violet cigarettes in an ivory cigarette holder. She is a no-funny-business leader, speaking quickly and without pleasantries. Her personality is rare in Pirn. \"No refunds.\"" + ] + }, + { + "type": "item", + "name": "Concerned Parents", + "entries": [ + "{@creature Zarah Reedsnip|Ar6|Zarah} (he/him) and {@creature Drell Reedsnip|Ar6|Drell} (she/her) Reedsnip and {@creature Virna Twell|Ar6|Virna} (she/her) and {@creature Knox Twell|Ar6|Knox} (he/him) Twell are the human {@creature commoner} parents of missing teenagers. They're all quite concerned about their kids." + ] + }, + { + "type": "item", + "name": "Missing Children", + "entries": [ + "{@creature Ogin Reedsnip|Ar6|Ogin} (he/him) and {@creature Vold Reedsnip|Ar6|Vold} (they/them) Reedsnip and {@creature Syrah Twell|Ar6|Syrah} (she/her) and {@creature Poli Twell|Ar6|Poli} (he/him) Twell are teens who went missing in Summerset Caverns." + ] + } + ] + }, + { + "type": "inset", + "name": "No Time to Dawdle", + "page": 24, + "entries": [ + "If you're short on time, the introduction and exploration of the town can be skipped in favor of jumping right into the adventure. {@creature Waylon Bonesforth|Ar6} realizes the characters are adventurers when they enter the town. He introduces them to the parents of the missing children (see \"Recent Mystery\") then goes to get {@creature Calliope Daydream|Ar6} to meet them. Calliope gives the characters the information in \"Tale of Fawning Summerset\" as they travel to the caverns." + ] + } + ] + } + ] + }, { "type": "section", "name": "Rumors of Fawning Summerset", @@ -1259,7 +2990,8 @@ "entries": [ "Alternatively, if you're short on time or prefer a more direct approach, you could have one NPC of your choice relay this information:", { - "type": "inset", + "type": "insetReadaloud", + "page": 25, "entries": [ "\"According to legends handed down by Pirn's founders, Fawning Summerset was one of several druids who guarded the woods in this area long ago. Gifted in magic, Fawning had power the other druids jealously craved. One moonless night, they trapped her in the caverns, stabbed her in the back, and left her for dead! Sprawled out in the darkness, blood seeping from her wounds as she grew weaker with every breath, Fawning swore vengeance against her fellow druids. To escape her dark curse, they gave up being wardens of the forest and founded this simple town. But the local caverns bear her name and curse still. So if you go into Summerset Caverns, beware! You might see her ghost!\"" ] @@ -1274,29 +3006,31 @@ "name": "Recent Mystery", "page": 25, "entries": [ - "As the characters explore the town, many of the NPCs they interact with mention the missing teens and explain that the concerned parents are looking for adventurers to rescue their kids. If the characters don't seek out the parents, Zarah, Drell, Virna, and Knox approach the characters with apprehension and desperation at the Brewmaster's Table, the Long Knight's Sleep, or any store they might be lingering in.", - "Drell dabs his eyes with a handkerchief as Zarah, his wife, explains that their twins, Ogin and Vold, are missing, along with their friends Syrah and Poli, who are Virna and Knox's children. Three days ago, the teenagers went into the caves to find the Crystal Grove, a newly discovered cavern of enormous crystals that everyone wants to see. The teens never returned. The parents went looking for them, but the once-safe tunnels of the caves were suddenly cramped and twisted! They almost got lost and turned back, resolving to pay more experienced folk to find their children.", + "As the characters explore the town, many of the NPCs they interact with mention the missing teens and explain that the concerned parents are looking for adventurers to rescue their kids. If the characters don't seek out the parents, {@creature Zarah Reedsnip|Ar6|Zarah}, {@creature Drell Reedsnip|Ar6|Drell}, {@creature Virna Twell|Ar6|Virna}, and {@creature Knox Twell|Ar6|Knox} approach the characters with apprehension and desperation at the Brewmaster's Table, the Long Knight's Sleep, or any store they might be lingering in.", + "{@creature Drell Reedsnip|Ar6|Drell} dabs his eyes with a handkerchief as {@creature Zarah Reedsnip|Ar6|Zarah}, his wife, explains that their twins, {@creature Ogin Reedsnip|Ar6|Ogin} and {@creature Vold Reedsnip|Ar6|Vold}, are missing, along with their friends {@creature Syrah Twell|Ar6|Syrah} and {@creature Poli Twell|Ar6|Poli}, who are {@creature Virna Twell|Ar6|Virna} and {@creature Knox Twell|Ar6|Knox}'s children. Three days ago, the teenagers went into the caves to find the Crystal Grove, a newly discovered cavern of enormous crystals that everyone wants to see. The teens never returned. The parents went looking for them, but the once-safe tunnels of the caves were suddenly cramped and twisted! They almost got lost and turned back, resolving to pay more experienced folk to find their children.", { - "type": "inset", + "type": "insetReadaloud", + "page": 25, "entries": [ "\"You see, the kids, they're just at the beginning of their lives. We encourage them to explore and have fun, but we've always taught them to be respectful of their environments and the creatures in the caves. But now those caves are a hostile place. Would you consider looking for them? They know how to survive. We're sure they're still alive in there. We could offer 100 gold apiece! It may not be much to folks like you, but it's everything we've managed to save to give our kids a better life.\"" ] }, "If the characters refuse the mission for such a low rate, the parents privately discuss options and approach again with deeds to their homes in exchange for finding their children.", - "If the characters accept the offer, the parents direct them to the bar at the Brewmaster's Table, where they can find a local spelunker and expert\u2014Calliope Daydream, who taught the missing children how to safely explore the caverns. If anyone can guide the characters to the Crystal Grove, it's her.", + "If the characters accept the offer, the parents direct them to the bar at the Brewmaster's Table, where they can find a local spelunker and expert\u2014{@creature Calliope Daydream|Ar6}, who taught the missing children how to safely explore the caverns. If anyone can guide the characters to the Crystal Grove, it's her.", { "type": "entries", "name": "Talking to Calliope", "page": 25, "entries": [ - "Calliope Daydream offers to look for the teenagers with the characters. She says that she can guide them to the Crystal Grove, but mentions that she isn't a warrior, which is why she hasn't gone looking for the teens on her own. In combat, she mostly takes the Disengage, Dodge, or Help action, keeping the characters between herself and any enemies and fighting only when cornered. If she can reach a dying character, she attempts a Wisdom (Medicine) check to stabilize them. She also might try to free characters who are {@condition restrained} or otherwise immobilized.", - "Before leaving Pirn, Calliope encourages the characters to consider buying special supplies for spelunking, specifically a hatchet and several more rounds of rope, at Derek's Tackle and Supplies.", + "{@creature Calliope Daydream|Ar6} offers to look for the teenagers with the characters. She says that she can guide them to the Crystal Grove, but mentions that she isn't a warrior, which is why she hasn't gone looking for the teens on her own. In combat, she mostly takes the {@action Disengage}, {@action Dodge}, or {@action Help} action, keeping the characters between herself and any enemies and fighting only when cornered. If she can reach a dying character, she attempts a Wisdom ({@skill Medicine}) check to stabilize them. She also might try to free characters who are {@condition restrained} or otherwise immobilized.", + "Before leaving Pirn, Calliope encourages the characters to consider buying special supplies for spelunking, specifically a hatchet and several more rounds of {@item Hempen Rope (50 feet)|PHB|rope}, at Derek's Tackle and Supplies.", { "type": "inset", "name": "What Changed the Caves?", + "page": 26, "entries": [ - "If a character wants to know what changed the caves so suddenly, they can make a DC 15 Intelligence (Arcana or Nature) check. On a success, that character recalls that when someone betrays and murders a powerful druid, the dying spellcaster can ask for the spirits of nature to preserve them. If the spirits answer, a crystal cocoon encases the druid, turning them into a cryad, a crystalline construct that seeks vengeance upon all humanoids. A cryad captures people and uses their bodies as fertilizer to grow a garden of glowing, necromantic crystals. Unsealing a cryad's cocoon causes the nearby earth to shift and change into a more dangerous defense of their crystal gardens.", - "If no character knows this information, Calliope tells the characters about cryads after they face a couple challenges in the cave, as she knows the lore and starts to realize what may be happening. If the characters don't know about Fawning Summerset, Calliope shares her story, as well (see \"Tale of Fawning Summerset\")." + "If a character wants to know what changed the caves so suddenly, they can make a {@dc 15} Intelligence ({@skill Arcana} or {@skill Nature}) check. On a success, that character recalls that when someone betrays and murders a powerful druid, the dying spellcaster can ask for the spirits of nature to preserve them. If the spirits answer, a crystal cocoon encases the druid, turning them into a cryad, a crystalline construct that seeks vengeance upon all humanoids. A cryad captures people and uses their bodies as fertilizer to grow a garden of glowing, necromantic crystals. Unsealing a cryad's cocoon causes the nearby earth to shift and change into a more dangerous defense of their crystal gardens.", + "If no character knows this information, Calliope tells the characters about cryads after they face a couple challenges in the cave, as she knows the lore and starts to realize what may be happening. If the characters don't know about {@creature Fawning Summerset|Ar6}, Calliope shares her story, as well (see \"Tale of Fawning Summerset\")." ] } ] @@ -1308,15 +3042,17 @@ "entries": [ "When the characters are ready to find the teenagers, Calliope meets them on the edge of town. The 2-mile hike up to the cavern is a pleasant walk with a slight grade. But the entrance to the cavern is a craggy 20-foot-deep shaft. When Calliope sees the hole, she explains:", { - "type": "inset", + "type": "insetReadaloud", + "page": 26, "entries": [ "\"This shaft wasn't always here. Up until those kids went missing, it was just a cave mouth you could walk into. Now it's a straight drop. Something weird is happening... you ready for this?\"" ] }, - "Characters who climb down the shaft must succeed on a DC 12 Strength (Athletics) check or fall while making the climb down, landing {@condition prone} and taking 7 ({@damage 2d6}) bludgeoning damage. Characters who use rope or other climbing equipment have advantage on this check.", + "Characters who climb down the shaft must succeed on a {@dc 12} Strength ({@skill Athletics}) check or fall while making the climb down, landing {@condition prone} and taking 7 ({@damage 2d6}) bludgeoning damage. Characters who use {@item Hempen Rope (50 feet)|PHB|rope} or other climbing equipment have advantage on this check.", { "type": "inset", "name": "Calliope as a Guide", + "page": 26, "entries": [ "The caverns are a twisting network of tunnels that Calliope guides the characters through. There are branching paths, shafts, and pits. Most lead to dead ends, but Calliope always picks the right path to get the characters closer to the grove.", "Calliope worries about the missing teens and is grateful for the characters' willingness to rescue them. She is serious and apprehensive, but she moves carefully and gracefully through the tunnels. Ever the teacher, Calliope sometimes lectures the characters about safety while traveling through the caves and offers wilderness survival tips and platitudes like \"Always take a buddy\" and \"Sometimes you find the ooze. Sometimes the ooze finds you.\"", @@ -1332,36 +3068,14 @@ "name": "Random Encounters", "page": 26, "entries": [ - "Each hour the characters stop to rest in the cave, roll a d20. On a result of 12 or higher, they experience a random encounter from the Random Encounters table. The cryad's cocoon unsealing shifted the caverns and cut many of these creatures off from their homes and food sources. These creatures fight to the death and attempt to devour the characters.", + "Each hour the characters stop to rest in the cave, roll a {@dice d20}. On a result of 12 or higher, they experience a random encounter from the Random Encounters table. The cryad's cocoon unsealing shifted the caverns and cut many of these creatures off from their homes and food sources. These creatures fight to the death and attempt to devour the characters.", { - "type": "table", - "caption": "Random Encounters", - "colLabels": [ - "{@dice d4}", - "Encounter" - ], - "colStyles": [ - "col-4 text-center", - "col-8 text-left" - ], - "rows": [ - [ - "1", - "{@dice 1d3 + 3} {@creature giant spiders}" - ], - [ - "2", - "{@dice 1d2 + 1} {@creature gricks}" - ], - [ - "3", - "{@dice 1d2} {@creature phase spiders}" - ], - [ - "4", - "{@dice 1d2} {@creature black puddings}" - ] - ] + "type": "statblock", + "tag": "table", + "source": "Ar6", + "name": "Random Encounters", + "page": 26, + "style": "inset" } ] }, @@ -1370,17 +3084,25 @@ "name": "Cavern Features", "page": 27, "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00106.webp" + }, + "credit": "Faizal Fikri" + }, "The caverns have a range of spaces, from open rooms with high ceilings to narrow crawl spaces. Unless otherwise mentioned, there are no light sources in the caverns, save for those the characters bring with them. If the characters have no light sources, Calliope gives them three torches.", - "The caverns' stone is a combination of grey and green minerals, oxidizing from the air. Stalactites and stalagmites jut out across the floors and ceilings, almost as if they are protecting the caverns from wanderers. Climbing the walls of the caverns requires a successful DC 12 Strength (Athletics) check, which is made with advantage if the character uses climbing equipment.", + "The caverns' stone is a combination of grey and green minerals, oxidizing from the air. Stalactites and stalagmites jut out across the floors and ceilings, almost as if they are protecting the caverns from wanderers. Climbing the walls of the caverns requires a successful {@dc 12} Strength ({@skill Athletics}) check, which is made with advantage if the character uses climbing equipment.", "As Calliope guides the characters through the cavern, describe the tight spaces and strange sights they encounter. You can use one of the following descriptions each time the characters travel the tunnels from one challenge to the next:", { "type": "list", "items": [ - "A tunnel wall contains a faded carving of three stags goring a wolf with their antlers above a phrase in Druidic that reads \"The final resting place of Fawning Summerset.\"", + "A tunnel wall contains a faded carving of three stags goring a wolf with their antlers above a phrase in {@language Druidic} that reads \"The final resting place of Fawning Summerset.\"", "Dripping echoes down a yawning tunnel that divides into four halls. Rubble blocks three of the paths, and the remaining tunnel shines with eerie green stone on the walls.", "Calliope stands in the middle of a cavern, her eyes darting around at the various tunnel exits, her brow furrowed. \"There used to be a shaft that led up to the surface here.\" The elf shakes her head and thinks for a moment about which way to go. (If the characters wish to help with the navigation of the caves, see \"Between Encounters.\")", - "Calliope's torchlight illuminates a wall ahead covered in inky black shadow. As she gets closer, the shadow, some sort of ooze, slides into a crack in the wall and disappears. (Consider running an encounter with a black pudding if you use this description.)", - "Sticky white strands of rope hang from the ceiling, an abandoned web meant for creatures the size of a horse. (Consider running an encounter with a giant spider if you use this description.)" + "Calliope's torchlight illuminates a wall ahead covered in inky black shadow. As she gets closer, the shadow, some sort of ooze, slides into a crack in the wall and disappears. (Consider running an encounter with a {@creature black pudding} if you use this description.)", + "Sticky white strands of rope hang from the ceiling, an abandoned web meant for creatures the size of a horse. (Consider running an encounter with a {@creature giant spider} if you use this description.)" ] }, "Calliope makes several comments about tunnels getting tighter and having extra bends and stalagmites than last time she was in the caves." @@ -1397,11 +3119,12 @@ "name": "Between Encounters", "page": 28, "entries": [ - "Each time the characters approach a new encounter in the caves, have them make a group DC 12 Wisdom (Survival) check to find their way through the caves. If Calliope is with the characters, she turns up to two failures into successes whenever the group makes this check.", - "If the group succeeds, they move through the caverns without incident. If the group fails, they get lost in the tunnels and spend a lot of time backtracking. Each character must make a DC 10 Constitution saving throw. On a failed save, a character gains a level of {@condition exhaustion}.", + "Each time the characters approach a new encounter in the caves, have them make a group {@dc 12} Wisdom ({@skill Survival}) check to find their way through the caves. If Calliope is with the characters, she turns up to two failures into successes whenever the group makes this check.", + "If the group succeeds, they move through the caverns without incident. If the group fails, they get lost in the tunnels and spend a lot of time backtracking. Each character must make a {@dc 10} Constitution saving throw. On a failed save, a character gains a level of {@condition exhaustion}.", { "type": "inset", "name": "Time Saver", + "page": 28, "entries": [ "If you're short on time, you can skip any of the following challenges in this section. If you do, the characters will have more of their hit points, spells, and resources for the final confrontation with the cryad, but that's not necessarily a bad thing!" ] @@ -1413,1421 +3136,2068 @@ "name": "The Gorge", "page": 28, "entries": [ - "You can use the Gorge map to run this encounter. After about a half an hour of following Calliope in the caverns, the characters enter this chamber from the west and come to their first obstacle.", - { - "type": "insetReadaloud", - "entries": [ - "A narrow tunnel gives way to a much wider cavern that smells of guano and glitters with a few tiny crystals embedded scattershot across the walls. Small drips echo through the chamber as water falls from the stalactites into a great gorge that slashes across your path like a deep, dark scar. Two prominent pillars of rock jut out from the middle of the gorge floor and could form a path across for daring athletes. \"We need to get to the other side,\" Calliope says as she sets her jaw with determination." - ] - }, - "The gorge before the characters is 80 feet across and 40 feet deep.", - "{@b {@i Crossing the Gorge.}} If a character attempts to hop across the pillars to the other side of the gorge, they must succeed on a DC 14 Dexterity (Acrobatics) check or lose their balance as they leap, falling to the bottom of the gorge, landing {@condition prone}, and taking 14 ({@damage 4d6}) bludgeoning damage from the fall. A character could also attempt to climb the cavern walls to cross to the other side, or climb down to the bottom of the gorge, walk across, then climb back up (see \"Cavern Features\"). A character who fails a Strength (Athletics) check made to climb the walls or down into or out of the gorge falls 40 feet to the gorge's floor.", - "A young roper with 60 hit points hides in the ceiling among the stalactites between the pillars. The first time a character attempts to leap across the chasm using the pillars, the roper attacks, using its tendrils to reel the character up to the ceiling for a feast and grapple then drop any rescuers into the gorge. If the characters instead climb down to the bottom of the gorge to cross, the roper moves to the east side of the gorge and waits for them to climb up. A character with a passive Wisdom (Perception) score of 15 or higher notices the roper moving across the ceiling. The roper fights until reduced to 30 hit points, then flees along the ceiling.", - "{@b {@i Treasure.}} If a character succeeds on a DC 13 Wisdom (Perception) check, they notice gear at the bottom of the gorge. Roll a d6 and use the Gorge Treasure table to determine what the characters find.", - { - "type": "table", - "caption": "Gorge Treasure", - "colLabels": [ - "{@dice d6}", - "Item" - ], - "colStyles": [ - "col-4 text-center", - "col-8 text-left" - ], - "rows": [ - [ - "1", - "Two backpacks with {@dice 1d6} rations each" - ], - [ - "2", - "Morrigy's Field Journal, an incomplete journal for foraging mushrooms" - ], - [ - "3", - "A silvered dagger" - ], - [ - "4", - "A pouch containing {@dice 20d10} sp" - ], - [ - "5", - "Two half-full waterskins" - ], - [ - "6", - "Four unused 50-foot-long coils of hemp rope" - ] - ] - }, - "In addition, the characters find goggles of night among the belongings. Calliope informs the characters that the gear they found belongs to the teens. If the characters rescue them, the teens allow the heroes to keep what they found as thanks." - ] - }, - { - "type": "entries", - "name": "Skimming across the Stones", - "page": 29, - "entries": [ - "You can use the Crossing the Stones map to run this encounter. The characters come upon this spot about twenty minutes after they leave the gorge cavern. They enter the chamber from the south.", + "You can use the Gorge map {@note (10ft grid)} to run this encounter. After about a half an hour of following Calliope in the caverns, the characters enter this chamber from the west and come to their first obstacle.", { - "type": "insetReadaloud", - "entries": [ - "Calliope crawls through a low chamber on her hands and knees, motioning for you to follow. As you join her in the tight tunnel, dark standing water splashes up into your mouth, and the strong, bitter taste of mineralization overwhelms your senses. The short crawl space opens into a longer tunnel with a deep pool of this opaque water. Six smooth black stones, each topped with a cluster of crystals, dot a path across the pool to a dry opening on the other side of the narrow cavern." + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/GorgeSideview-140ppi-grid.webp" + }, + "id": "Ar6-S-G", + "title": "Gorge Side View", + "imageType": "map", + "credit": "Miska Fredman", + "grid": { + "type": "square", + "size": 140, + "distance": 10 + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/GorgeSideview-140ppi-nogrid.webp" + }, + "title": "Gorge Side View (No Grid)", + "imageType": "mapPlayer", + "id": "Ar6-S-G-NG", + "mapParent": { + "id": "Ar6-S-G" + }, + "credit": "Miska Fredman", + "grid": { + "type": "square", + "size": 140, + "distance": 10 + } + } ] }, - "The opaque standing water in this chamber is 2 feet deep, and the ceiling is 10 feet high. Entering the water attracts the attention of two swarms of quippers that live in the pool. The fish attack any creature that disturbs the waters, save the mimic, which they consider a predator. These quippers are cave fish\u2014they have blindsight out to a radius of 60 feet and are blind beyond that radius.", - "{@b {@i South Stone.}} The southernmost stone in the water is a disguised mimic. Being partially submerged in the water for so long has given the mimic chills. A character with a passive Wisdom (Perception) score of 15 or higher notices the mimic shiver occasionally in very short bursts. Creatures who notice the mimic can choose to avoid it while crossing the stones. The mimic waits for a character to touch it or fall in the water, then attacks, fighting to the death.", - "{@b {@i Crossing the Stones.}} The five northernmost stones in the pool have been smoothed over with sediment, creating an unusually slick surface. A character who attempts to hop across the stones must succeed on a DC 14 Dexterity (Acrobatics) check to do so. On a failed check, they fall into the water. A character who doesn't choose to avoid the stone-disguised mimic lands on top of it." - ] - }, - { - "type": "entries", - "name": "Illusion of Daylight", - "page": 31, - "entries": [ - "You can use the Illusion of Daylight map to run this encounter. The characters come upon this spot, where a crystal produces a veil of light that obscures a pit in their path, about ten minutes after they leave the standing water cavern. They enter this tunnel from the west.", { "type": "insetReadaloud", - "entries": [ - "Moving through a wide tunnel, you notice a beam of brilliant light coming through a crystal embedded in the ceiling ahead. You have only seen darkness and torchlight since entering the Summerset Caverns, but now this solid prism of blinding rainbow light obstructs any view of the path ahead." - ] - }, - "The ceiling in this chamber is 15 feet high.", - "{@b {@i Light Crystal.}} The crystal embedded in the ceiling is 5 feet in diameter and extends up to the surface, where it catches the light and then magnifies it. The crystal's structure even enhances moonlight into a brilliant rainbow.", - "A {@spell detect magic spell} reveals that the crystal radiates an aura of evocation magic. The crystal has AC 17, 50 hit points, and immunity to poison and psychic damage. If the crystal is destroyed, it explodes in a burst of brilliant light and each creature in the chamber must succeed on a DC 12 Constitution saving throw or take 9 ({@damage 2d8}) radiant damage and become {@condition blinded} for 1 hour. Destroying the crystal makes the light disappear.", - "{@b {@i Pit.}} Just beyond the veil of light is a 15-foot-deep pit with a 20-foot-square opening. A gelatinous cube with a climbing speed of 15 feet waits at the bottom of the pit and automatically engulfs any creature that falls into it. If two creatures pass over the pit without falling inside, the cube moves up over the opening and attempts to engulf the next creature to cross.", - "A character who makes a successful DC 12 Intelligence (Investigation) check discovers the pit on the other side of the light before crossing over. If a character doesn't notice the pit, they fall into it.", - "{@b {@i Crystal Grove Entrance.}} The entrance to the Crystal Grove is only about a five-minute walk from the pit." - ] - } - ] - }, - { - "type": "section", - "name": "The Crystal Grove", - "page": 32, - "entries": [ - "The small tunnel leading into the Crystal Grove is 3 feet wide, 3 feet tall, 5 feet long, and 4 feet off the ground. When the characters enter the tunnel, read or paraphrase the following boxed text:", - { - "type": "insetReadaloud", - "entries": [ - "Vibrating energy in this darkened cavern flows through the air, creating a gentle hum of growth that echoes across the walls. The hum builds to a loud groan, then almost a scream, a harrowing greeting. As the volume increases, clusters of white, pink, green, yellow, and blue crystals glow with bright light, forming a cohesive fabric of sparkling destiny that covers the ground's rolling mounds. Some crystals are just a bit more than a speck of dust, while others are as thick as trees with heights over eight feet tall." - ] - }, - "You can use the Crystal Grove map to run this encounter. The entrance to the cavern is on the east wall. The ceiling in this room is 15 feet high and the crystals provide bright light throughout the entire area." - ] - }, - { - "type": "section", - "name": "The Environment", - "page": 32, - "entries": [ - "The largest crystal at the center of the chamber is a cloudy white color, and one side of it has been smashed open. The inside is hollow. A character who knows about cryads (see the \"What Changed the Caves?\" sidebar) knows that this enormous hollow crystal likely held one. The teens broke the crystal open, causing the changes to Summerset Caverns.", - "A {@spell detect magic} spell reveals that the crystals in this chamber radiate auras of necromancy magic. The four southern-most Medium crystals (see below) have mounds covered in tiny crystals beneath them.", - "A character who makes a successful DC 14 Intelligence (Investigation or Nature) check can tell that the mounds underneath the largest crystals are the sleeping bodies of the four missing teens (who are noncombatants). The crystals slowly drain the life of Ogin and Vold Reedsnip and Syrah and Poli Twell. A character who examines a crystal mound and wipes away the dust notices the teens beneath. When this happens, all the teens wake and speak in unison, urging the characters to flee.", - { - "type": "insetReadaloud", - "entries": [ - "\"The children you know are gone\u2014trapped, one with the crystal. We pay penance to Fawning's grove, make something beautiful out of our dying sacks. Go! Leave! Leave us to the crystal, or join its growth forever!\"" - ] - }, - "The teens can't move on their own while covered in crystals. After the teens speak and while the cryad is alive, a character that touches a crystal-covered teen must succeed on a DC 14 Constitution saving throw or take 5 ({@damage 1d10}) necrotic damage as the crystals siphon some of their life energy.", - "A character who knows about cryads knows that destroying the cryad, a successful DC 14 Wisdom check with jeweler's or mason's tools made as an action, or a {@spell lesser restoration} spell or similar magic causes the crystals surrounding the teens to break, releasing the children from their magic and severing their connection to Fawning. Each teen weighs 500 pounds while covered in crystals, but is not attached to the floor and can be dragged out of the room by a creature with a Strength score of 17 or higher." - ] - }, - { - "type": "section", - "name": "The Cryad", - "page": 33, - "entries": [ - "At the west end of the chamber, Fawning Summerset, a cryad, watches the area and feeds off the energy from her growing crystals. Her False Appearance trait allows her to remain undetected while motionless. When the characters interact with the mounds, she comes to life and attacks, fighting until destroyed.", - "Fawning stands just over eight feet tall and is composed of a fine crystal powder. When she springs to action, her face appears and limbs grow from her body. Her eyes shine in the light and appear clear like water.", - { - "type": "entries", - "name": "Engaging the Enemy", - "page": 32, - "entries": [ - "Once the characters interact with the cryad's crystals, she attacks and can't be convinced to stop her advance until their bodies grow replacement crystals for those they disturbed. There is no way to peacefully resolve conflict with the cryad.", - "Fawning uses Blinding Light at the start of combat then charges into melee with two characters near one another, using Multiattack to target both, attempting to knock them {@condition prone}. She then uses her Fertilize lair action. Once she has some control of the battlefield, she deals as much damage as possible to the characters with more slam attacks and her Shake lair action. If the characters try to pin her down, she can use Crystal Stride to escape or cast spells to attack them at a distance." - ] - }, - { - "type": "entries", - "name": "Medium Crystals", - "page": 33, - "entries": [ - "Fawning's Crystal Stride trait and Faerie Lights lair action refer to Medium or larger crystals in the grove. Any crystal on the Crystal Grove map that is large enough to take up at least 1 square counts as a Medium or larger crystal.", - "Each crystal has AC 17, 18 hit points, and immunity to poison and psychic damage. Destroying a crystal also deals 10 damage to Fawning. A character proficient in Arcana or Nature knows that destroying a cryad's larger crystals harms the cryad.", - { - "type": "inset", - "name": "She Won't Harm Teens", - "entries": [ - "Fawning doesn't harm the teens with any of her actions. She sees their bodies are precious resources and chooses to keep them alive if she can." - ] - } - ] - } - ] - }, - { - "type": "section", - "name": "Escaping", - "page": 34, - "entries": [ - "If the characters flee the encounter with Fawning, they can escape through the hole in the wall that they used to enter. There are no other exits in the cavern. Medium creatures can squeeze through it. Small and Tiny creatures can move through with no problem.", - "If the characters free the teenagers, they willingly follow any of the character's instructions. Fawning can peer and reach through the hole, but she is too large and is unable to pass through." - ] - }, - { - "type": "section", - "name": "Treasure", - "page": 34, - "entries": [ - "The large crystal that held Fawning's form for so long has a staff of swarming insects, the druid's old staff, embedded in its still-standing walls. If the cryad dies, the crystals in the chamber immediately crumble to dust and reveal the staff." - ] - }, - { - "type": "section", - "name": "Conclusion", - "page": 34, - "entries": [ - "If the characters free the teens and leave Fawning's chamber, Ogin and Vold shout in unison once the group is safely out of the Crystal Grove.", - { - "type": "insetReadaloud", - "entries": [ - "\"Quick! There's another way out!\"" - ] - }, - "Thanks to their connection to the cryad, the twins know of a nearby secret exit that is blocked by a rock, easily slid out of the way, revealing a path down to Pirn.", - "If the characters are unable to heal the teenagers and carry them from the cavern back to Prin, a healer in town restores the children. Once restored and safe, the children explain to the characters that they found the grove and broke open the crystal because they thought they saw a staff inside it!", - "If the teenagers are returned, their parents and the grateful townsfolk offer their thanks and promised rewards to the characters. If the characters refuse the reward from the parents, Waylon Bonesforth pays it instead.", - "The mayor holds a party in the characters' honor at the Brewmaster's Table and declares:", - { - "type": "insetReadaloud", - "entries": [ - "\"Good night! The sight of these returned children brings joy to our hearts! What can we do to repay you? Will anything ever be sufficient for returning our kids to us?\"" - ] - }, - "Everly Westmore offers the characters free rooms for life! Fern Woodsmith promises free drinks for life! The children also allow the characters to keep any of the equipment they found in the gorge (see \"Crossing the Gorge\"). If the characters also killed Fawning, Waylon gives them an extra reward of 250 gp each for \"saving the town's tourist industry.\"", - "If the characters leave Pirn, the mayor and the parents stand in the road and wave goodbye, the sun setting on the recent spelunkers, crystal dust billowing off their clothes.", - "If the characters return without the teenagers, the parents go into mourning for their lost children. They still pay the characters as promised, but there are no offers for free drinks and nights at the inn.", - "If the characters die facing Fawning, their bodies serve as fertilizer for more crystals." - ] - }, - { - "type": "section", - "name": "Advancement", - "page": 34, - "entries": [ - "If the characters successfully complete this adventure, they earn 1,900 experience points each, which is half of what they need to advance to level 5." - ] - } - ] - } - ], - "book": [ - { - "id": "Ar6", - "name": "Arcadia Issue 6", - "source": "Ar6", - "cover": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/Cover.png" - }, - "contents": [ - { - "name": "The Grim Accord" - }, - { - "name": "Armor Of Zevellon" - }, - { - "name": "Keevial's Rage" - }, - { - "name": "Spelunking!" - } - ], - "published": "2021-07-01", - "group": "homebrew" - } - ], - "bookData": [ - { - "id": "Ar6", - "source": "Ar6", - "data": [ - { - "type": "section", - "name": "The Grim Accord", - "page": 2, - "entries": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/2021-10-10_19h36_36.png" - } - }, - { - "type": "quote", - "entries": [ - "They'd be as likely to cut your throat, put an arrow in your eye, or set your bed on fire while you slept in the night as look at you. But when it comes to finding twisted artifacts in the depths of the earth, there are few better." - ], - "by": "Grim Accord Performance Report by Jaque Ironknife, 12th Mercenary Commander" - }, - { - "type": "entries", - "name": "Introduction", - "page": 2, - "entries": [ - "Not all adventurers are good. Not all seek the betterment of those who can't defend themselves from the dangers lurking in the shadows of the world. Some seek power\u2014however they can get it. None who cross paths with the Grim Accord describe them as benevolent heroes out to help those in need. The members of the Accord seek the greatest powers in the world and destroy anything in their way to grasp them.", - "The Grim Accord is a ready-to-use evil adventuring band you can drop into your world. They can act as rival adventurers, useful NPCs, direct villains, or even sinister quest-givers. The Grim Accord may follow their own plans, quests, and goals in parallel or perpendicular to those of the characters until the two groups finally come crashing together. The characters may hear of the Accord long before they face them directly, as NPCs and enemies whisper of the sinister group throughout many adventures.", - "Four members make up the core of the Grim Accord, though the group is known to hire local brigands, spies, cult fanatics, murderers, and mercenaries to bolster their rank. These four members include the charismatic halfling Irae Firetouched, an elemental sorcerer who leads the band; Kryx Bloodgnash, the feared gnoll shapeshifter; Athlonia, the Moon's Eclipse, an elf knight of shadow; and the orc assassin Uldun of Parts Unknown.", - "This article includes descriptions and stat blocks for each member of the Grim Accord, tips for integrating them into your campaign, quests that bring them into the heroes' path, and a description of the corrupt adventuring band's mysterious headquarters.", + "page": 28, + "entries": [ + "A narrow tunnel gives way to a much wider cavern that smells of guano and glitters with a few tiny crystals embedded scattershot across the walls. Small drips echo through the chamber as water falls from the stalactites into a great gorge that slashes across your path like a deep, dark scar. Two prominent pillars of rock jut out from the middle of the gorge floor and could form a path across for daring athletes. \"We need to get to the other side,\" Calliope says as she sets her jaw with determination." + ] + }, + "The gorge before the characters is 80 feet across and 40 feet deep.", { - "type": "inset", - "name": "Also Known As", + "type": "entries", "entries": [ - "The infamous deeds of the Grim Accord have garnered them all manner of nicknames, including the Charnel Council, Vengeance of the Wilds, Feeders of Crows, the Scorched Earth, and Fire, Shadow, Blood, and Bone. The characters may hear one of these monikers the first time they learn about the group instead of their real name. The Accord is careful to share its official name only with those who need their services." + { + "type": "entries", + "name": "Crossing the Gorge", + "page": 28, + "entries": [ + "If a character attempts to hop across the pillars to the other side of the gorge, they must succeed on a {@dc 14} Dexterity ({@skill Acrobatics}) check or lose their balance as they leap, falling to the bottom of the gorge, landing {@condition prone}, and taking 14 ({@damage 4d6}) bludgeoning damage from the fall. A character could also attempt to climb the cavern walls to cross to the other side, or climb down to the bottom of the gorge, walk across, then climb back up (see \"Cavern Features\"). A character who fails a Strength ({@skill Athletics}) check made to climb the walls or down into or out of the gorge falls 40 feet to the gorge's floor." + ] + } ] + }, + "A {@creature young roper|Ar6} with 60 hit points hides in the ceiling among the stalactites between the pillars. The first time a character attempts to leap across the chasm using the pillars, the {@creature young roper|Ar6|roper} attacks, using its tendrils to reel the character up to the ceiling for a feast and grapple then drop any rescuers into the gorge. If the characters instead climb down to the bottom of the gorge to cross, the {@creature young roper|Ar6|roper} moves to the east side of the gorge and waits for them to climb up. A character with a passive Wisdom ({@skill Perception}) score of 15 or higher notices the {@creature young roper|Ar6|roper} moving across the ceiling. The {@creature young roper|Ar6|roper} fights until reduced to 30 hit points, then flees along the ceiling.", + "{@b {@i Treasure.}} If a character succeeds on a {@dc 13} Wisdom ({@skill Perception}) check, they notice gear at the bottom of the gorge. Roll a {@dice d6} and use the Gorge Treasure table to determine what the characters find.", + { + "type": "statblock", + "tag": "table", + "source": "Ar6", + "name": "Gorge Treasure", + "page": 29, + "style": "inset" } ] }, { "type": "entries", - "name": "Members of the Grim Accord", - "page": 3, + "name": "Skimming across the Stones", + "page": 29, "entries": [ - "Each member of the Grim Accord came to the adventuring group chased by a dark past. Originally hunted as outlaws and murderers, the band rose into the role of mercenaries, hunters, and bodyguards for those willing to hire such an unscrupulous group. Each member brings their specialty to the band, including Irae's charisma and negotiation skills, Kryx's connection to the merciless natural world, Athlonia's harnessing of fey magic, and Uldun's fathomless patience for the deadly hunt.", + "You can use the Crossing the Stones map {@note (5ft grid)} to run this encounter. The characters come upon this spot about twenty minutes after they leave the gorge cavern. They enter the chamber from the south.", { - "type": "entries", - "name": "Irae Firetouched, Halfling sorcerer of flames", - "page": 3, - "entries": [ + "type": "gallery", + "images": [ { - "type": "quote", - "entries": [ - "I've seen few who navigate political and royal labyrinths as well as she does and none who are as comfortable in the wilds as she is. Cross her, though, and one best hope the true fire in her eyes isn't the last thing they see." - ], - "by": "Journal entry of Lady Matilde Dawnrose, Seventh of the Line" + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/CrossingTheStones-140ppi-grid.webp" + }, + "id": "Ar6-S-CS", + "title": "Crossing the Stones", + "imageType": "map", + "credit": "Miska Fredman", + "grid": { + "type": "square", + "size": 140 + } }, - "{@b Nicknames: } Irae Ashbringer, the Scourge of Willowset, Spellstorm", - "Upon forming the Grim Accord, {@creature Irae Firetouched|Ar6|Irae} rose quickly as the group's spokeswoman and leader. Her charismatic wiles have brought the Accord far, taking them out of hiding and bringing them jobs from the most unlikely sources. The other members note the value of her silvery tongue and use it regularly for their advantage. It's never clear to the members of the Accord whether Irae uses them for her gain or if they use her to get what they desire. So far, at least, the relationship profits them all.", - "It is said that the blazing soul of the elemental prince of fire touched the halfling when she was a child. Irae's halfling family and village, Willowset, exiled her after her powers manifested in her teenage years and she inadvertently burned down a quarter of the village in a rage-filled inferno. Outcast for six years, she finally returned and finished the job. Willowset's remains still smolder around a pit of molten rock in the center of the village that never cooled. Some say the secret of Irae's power lies within the village's charred ruin. The elf sorcerer Klaroven of the Torch taught Irae to channel her powers, only to try to steal them from the young halfling and leave her a dried husk along with his other students. Irae turned his powers against him and now wears his screaming soul in an amulet around her neck.", - "The other members of the Accord found Irae nearly destroyed after her battle with Klaroven. The group soon discovered her ability not only for destructive power but for verbal manipulation. It was through Irae's leadership and negotiations that the Grim Accord went from mysterious bandits to profitable adventurers.", - "{@b Ideal: } \"Power exists for those able to grasp it and hold on.\"", - "{@b Bond: } \"My companions take me where I want to go and are easily steered by my words.\"", - "{@b Flaw: } \"Sometimes I just need to see things burn.\"", - "{@b {@u TACTICS}}", - "Irae rarely ambushes her quarry directly. Instead, she uses her words to deceive and disarm her opponents, cornering them into a vulnerable position before she and the Accord strike. If attacked, or if her manipulations fail, Irae's persona visibly changes as she lets her fiery blood move through her veins. Her eyes glow like embers. Her hair flows back, appearing like flame. And the world around her begins to burn.", { "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/0000.png" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/CrossingTheStones-140ppi-nogrid.webp" + }, + "title": "Crossing the Stones (No Grid)", + "imageType": "mapPlayer", + "id": "Ar6-S-CS-NG", + "mapParent": { + "id": "Ar6-S-CS" + }, + "credit": "Miska Fredman", + "grid": { + "type": "square", + "size": 140 } } ] }, + { + "type": "insetReadaloud", + "page": 29, + "entries": [ + "Calliope crawls through a low chamber on her hands and knees, motioning for you to follow. As you join her in the tight tunnel, dark standing water splashes up into your mouth, and the strong, bitter taste of mineralization overwhelms your senses. The short crawl space opens into a longer tunnel with a deep pool of this opaque water. Six smooth black stones, each topped with a cluster of crystals, dot a path across the pool to a dry opening on the other side of the narrow cavern." + ] + }, + "The opaque standing water in this chamber is 2 feet deep, and the ceiling is 10 feet high. Entering the water attracts the attention of two {@creature swarm of cave fish|Ar6|swarms of quippers} that live in the pool. The fish attack any creature that disturbs the waters, save the {@creature mimic}, which they consider a predator. These {@creature quipper||quippers} are {@creature cave fish|Ar6}\u2014they have {@sense blindsight} out to a radius of 60 feet and are {@condition blinded||blind} beyond that radius.", { "type": "entries", - "name": "Kryx Bloodgnash, Gnoll shapeshifter druid", - "page": 5, "entries": [ { - "type": "quote", + "type": "entries", + "name": "South Stone", + "page": 29, "entries": [ - "Every one hundred seasons, the Dark Wood chooses a vessel for its vengeance. Ware the one who walks in the Wood's name" - ], - "by": "Phrase found in the tattered journals of the druid Kylak Ironroot", - "from": "" + "The southernmost stone in the water is a disguised {@creature mimic}. Being partially submerged in the water for so long has given the {@creature mimic} chills. A character with a passive Wisdom ({@skill Perception}) score of 15 or higher notices the {@creature mimic} shiver occasionally in very short bursts. Creatures who notice the {@creature mimic} can choose to avoid it while crossing the stones. The {@creature mimic} waits for a character to touch it or fall in the water, then attacks, fighting to the death." + ] }, - "{@b Nicknames: }The Beast of the Dark Wood, Blood of the Underworld, Old Redfang", - "{@creature Kryx Bloodgnash|Ar6|Kryx} was raised by the Dark Wood. Cast out from his gnoll pack as a runt, Kryx wandered the Dark Wood, starving and scared. In a twisted grove of grasping trees dripping black liquid into a pool, an ancient presence embraced him, feeding him dead foliage and filling his veins with the oil of the land.", - "Able to transform into the twisted visage of a giant hyena, Kryx hunted freely in the woods that embraced him as a dark guardian. During these hunts, Krix met Athlonia in a grove surrounding a long-dead portal to the realm of the unseelie elves. The two saw their connection to the darker side of the natural world and bonded before joining the Grim Accord.", - "{@b Ideal: }\"From the depths of the earth we rise and to depths of the earth we return.\" ", - "{@b Bond: }\"I smile at the darkness held in the hearts of my friends.\"", - "{@b Flaw: }\"My hunger for blood and flesh sometimes outweighs the better judgment of my companions.\"", - "{@b {@u TACTICS}}", - "In his years traveling with the Grim Accord, Kryx learned to hold back his initial instinct to shift into his bestial form and tear his enemies limb from limb. Kryx begins combat with his powerful spells before shifting into his fearsome giant hyena form, charging in at spellcasters and less-armored foes.", { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/001-0026.png" - } + "type": "entries", + "name": "Crossing the Stones", + "page": 29, + "entries": [ + "The five northernmost stones in the pool have been smoothed over with sediment, creating an unusually slick surface. A character who attempts to hop across the stones must succeed on a {@dc 14} Dexterity ({@skill Acrobatics}) check to do so. On a failed check, they fall into the water. A character who doesn't choose to avoid the stone-disguised {@creature mimic} lands on top of it." + ] } ] - }, + } + ] + }, + { + "type": "entries", + "name": "Illusion of Daylight", + "page": 31, + "entries": [ + "You can use the Illusion of Daylight map {@note (5ft grid)} to run this encounter. The characters come upon this spot, where a crystal produces a veil of light that obscures a pit in their path, about ten minutes after they leave the standing water cavern. They enter this tunnel from the west.", { - "type": "entries", - "name": "Athlonia, the Moon's Eclipse, Elf knight of shadow", - "page": 7, - "entries": [ + "type": "gallery", + "images": [ { - "type": "quote", - "entries": [ - "A heart once beating with eternal love now lies black in her chest. Her spirit once walked in the light but now walks in the shadows." - ], - "by": "Elven carving on the last remaining stone of the temple of the Gray Reaches", - "from": "" + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/IllusionOfDaylight-140ppi-grid.webp" + }, + "id": "Ar6-S-ID", + "title": "Illusion of Daylight", + "imageType": "map", + "credit": "Miska Fredman", + "grid": { + "type": "square", + "size": 140 + }, + "foundrySceneRoot": { + "tokenVision": true, + "fogExploration": true, + "padding": 0, + "lights": [ + { + "x": 1643, + "y": 259, + "rotation": 35, + "config": { + "angle": 65, + "bright": 30, + "color": "#ffffff", + "dim": 45, + "animation": { + "type": "radialrainbow" + } + } + } + ], + "walls": [ + { + "c": [ + 2240, + 254, + -35, + 245 + ] + }, + { + "c": [ + 831, + 735, + -17, + 726 + ] + }, + { + "c": [ + 831, + 735, + 945, + 840 + ] + }, + { + "c": [ + 945, + 840, + 954, + 1068 + ] + }, + { + "c": [ + 954, + 1068, + 1015, + 1286 + ] + }, + { + "c": [ + 1015, + 1286, + 1269, + 1339 + ] + }, + { + "c": [ + 1269, + 1339, + 1418, + 1304 + ] + }, + { + "c": [ + 1418, + 1304, + 1575, + 1120 + ] + }, + { + "c": [ + 1575, + 1120, + 1645, + 858 + ] + }, + { + "c": [ + 1645, + 858, + 1960, + 866 + ] + }, + { + "c": [ + 1960, + 866, + 2100, + 840 + ] + }, + { + "c": [ + 2100, + 840, + 2258, + 779 + ] + } + ] + } }, - "{@b Nicknames: }The Knight of the New Moon, the Shadow's Touch, the Sorrow", - "{@creature Athlonia, the Moon's Eclipse|Ar6|Athlonia} lives in the shadows of the world. When she fell in love with Kallis Redfall, the human king, she severed her connection with her elf family. As Kallis' wife and queen, she watched her soulmate and children die as age took them one by one until the entire kingdom turned to dust and bones. Athlonia soon found the world held nothing for her. As she walked in the shadowy ruins of the former elven court of the Gray Reaches, Athlonia discovered a hidden gateway to the dark world of the unseelie fey. The unseelie lords on the other side bonded with Athlonia, and she found herself embracing the very shadows in which she hid. Her heart became cold.", - "With new power and hardened soul, Athlonia turned to bounty hunting for money and sport. Caring nothing for their lives, she cut her quarry down with her black blade. Soon she found a like-minded soul in the gnoll shapeshifter Kryx. The duo hunted at the borders between civilization and the wilds until they found a new path illuminated by the fiery charisma of Irae Firetouched. Athlonia once wore a locket around her neck with a picture of her husband and children, dead for centuries. It is said she tore it from her neck and threw it into the deep woods of the Gray Reaches, hoping to forget the life she once had. She failed to forget, however, and she secretly yearns for its return.", - "{@b Ideal: }\"A quick death from the shadow's heart is the best you can hope for in this world.\"", - "{@b Bond: }\"I travel with the most unexpected companions who share my nihilistic view of the world.\"", - "{@b Flaw: }\"A spark of love and loss still resides in my cold heart.\"", - "{@b {@u TACTICS}}", - "Althonia is the front line of the Accord, standing silently at the Irae's side, her grim visage a contrast to Irae's blazing personality. Althonia uses her ability to step through the shadows to block those who would threaten Irae. When pressed, the knight surrounds herself with the shadowy power of the unseelie fey.", { "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/001-0034.png" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/IllusionOfDaylight-140ppi-nogrid.webp" + }, + "title": "Illusion of Daylight (No Grid)", + "imageType": "mapPlayer", + "id": "Ar6-S-ID-NG", + "mapParent": { + "id": "Ar6-S-ID" + }, + "credit": "Miska Fredman", + "grid": { + "type": "square", + "size": 140 + }, + "foundrySceneRoot": { + "tokenVision": true, + "fogExploration": true, + "padding": 0, + "lights": [ + { + "x": 1643, + "y": 259, + "rotation": 35, + "config": { + "angle": 65, + "bright": 30, + "color": "#ffffff", + "dim": 45, + "animation": { + "type": "radialrainbow" + } + } + } + ], + "walls": [ + { + "c": [ + 2240, + 254, + -35, + 245 + ] + }, + { + "c": [ + 831, + 735, + -17, + 726 + ] + }, + { + "c": [ + 831, + 735, + 945, + 840 + ] + }, + { + "c": [ + 945, + 840, + 954, + 1068 + ] + }, + { + "c": [ + 954, + 1068, + 1015, + 1286 + ] + }, + { + "c": [ + 1015, + 1286, + 1269, + 1339 + ] + }, + { + "c": [ + 1269, + 1339, + 1418, + 1304 + ] + }, + { + "c": [ + 1418, + 1304, + 1575, + 1120 + ] + }, + { + "c": [ + 1575, + 1120, + 1645, + 858 + ] + }, + { + "c": [ + 1645, + 858, + 1960, + 866 + ] + }, + { + "c": [ + 1960, + 866, + 2100, + 840 + ] + }, + { + "c": [ + 2100, + 840, + 2258, + 779 + ] + } + ] } } ] }, + { + "type": "insetReadaloud", + "page": 31, + "entries": [ + "Moving through a wide tunnel, you notice a beam of brilliant light coming through a crystal embedded in the ceiling ahead. You have only seen darkness and torchlight since entering the Summerset Caverns, but now this solid prism of blinding rainbow light obstructs any view of the path ahead." + ] + }, + "The ceiling in this chamber is 15 feet high.", { "type": "entries", - "name": "Uldun of Parts Unknown, Orc assassin", - "page": 9, "entries": [ { - "type": "quote", + "type": "entries", + "name": "Light Crystal", + "page": 31, "entries": [ - "That one standing there? One time I heard he spent a night in thick brambles, thorns piercing his skin, holding back his arrow until just the right time. At the changing of the guard, his arrow pierced through the wall of a tent and killed the commander sleeping inside. He aimed by a snore alone." - ], - "by": "A statement overheard among soldiers at Uldun's second failed execution", - "from": "" + "The crystal embedded in the ceiling is 5 feet in diameter and extends up to the surface, where it catches the light and then magnifies it. The crystal's structure even enhances moonlight into a brilliant rainbow.", + "A {@spell detect magic} spell reveals that the crystal radiates an aura of evocation magic. The crystal has AC 17, 50 hit points, and immunity to poison and psychic damage. If the crystal is destroyed, it explodes in a burst of brilliant light and each creature in the chamber must succeed on a {@dc 12} Constitution saving throw or take 9 ({@damage 2d8}) radiant damage and become {@condition blinded} for 1 hour. Destroying the crystal makes the light disappear." + ] }, - "{@b Nicknames: }The Crownhunter, the Silent Death, Vengeance of the Mountain", - "{@creature Uldun of Parts Unknown|Ar6|Uldun} hunts the hunters. For three decades, Uldun watched Clormond Titanson's legions push orcs of the Pale Moon back into the mountain caves and hunt his kin as monsters. He watched orc warlords send his brothers and sisters into pointless battles and get slaughtered by the hundreds. As a young warrior, Uldun found a like mind in the fabled human mercenary Angus Threefingers. Once an orc hunter himself, Angus saw that orcs were no different than anyone else in the world\u2014a people with their own culture and right for survival. Angus and Uldun became friends, and together they assassinated those who put orcs under the knife. They got very good at it.", - "Old age and a love of drink took Angus, but Uldun continued on. Uldun assassinated the officers and royalty who sent soldiers into battle against orcs. More officers and nobles died under Uldun's arrows than all who fell under their cruelty and violence put together.", - "Uldun's understudy, an orc hunter named Barash Longtooth, betrayed Uldun to a local lord who sent the orc assassin for public execution. Noting his deadly skills, Athlonia and Kryx liberated him and brought him to their cause. His talents, they explained, were too valuable to end on the blade of an executioner's axe. Later, Irae showed her value to Uldun by bribing and blackmailing those who continued to hunt him. Those who do business with the Grim Accord mostly ignore Uldun's grim past, though veterans of the imperial wars remember the hundreds who fell under his arrows.", - "{@b Ideal: }\"I hunt those who have grown fat on the lives of others.\"", - "{@b Bond: }\"Saved from an executioner's axe, I have found a bond with the Accord.\"", - "{@b Flaw: }\"Sometimes, when the tip of my arrow aims at corrupt nobility, I cannot help but let it fly.\"", - "{@b {@u TACTICS}}", - "Uldun is almost always unseen and speaks little. He possesses an unnatural ability to blend into the background. Uldun fights at range, hammering the most dangerous of his enemies with deadly arrows and repositioning himself between each shot. Though he prefers his longbow, his twin shortswords can be likewise lethal if he finds himself cornered.", { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/0001.png" - } + "type": "entries", + "name": "Pit", + "page": 31, + "entries": [ + "Just beyond the veil of light is a 15-foot-deep pit with a 20-foot-square opening. A {@creature climbing gelatinous cube|Ar6|gelatinous cube} with a climbing speed of 15 feet waits at the bottom of the pit and automatically engulfs any creature that falls into it. If two creatures pass over the pit without falling inside, the cube moves up over the opening and attempts to engulf the next creature to cross.", + "A character who makes a successful {@dc 12} Intelligence ({@skill Investigation}) check discovers the pit on the other side of the light before crossing over. If a character doesn't notice the pit, they fall into it." + ] + }, + { + "type": "entries", + "name": "Crystal Grove Entrance", + "page": 31, + "entries": [ + "The entrance to the Crystal Grove is only about a five-minute walk from the pit." + ] } ] } ] - }, - { - "type": "entries", - "name": "Group Tactics of the Grim Accord", - "page": 11, - "entries": [ - "The Grim Accord have spent years working together. Although their motives are far from altruistic, they fight together like wolves born to the same litter. It's extremely hard to catch the Grim Accord unaware. Uldun is as masterful a defensive huntsman as he is an assassin. When he detects someone hunting the Accord, he informs his allies and tracks the trackers. When enemies catch up to the Grim Accord, they often see only two of the four members of the Accord, who are not as unaware as they appear.", - "If given the chance, Irae casts greater invisibility before the battle begins and hammers slower-moving targets with quickened fireballs and fire bolts. She uses misty step to change positions if she gets pinned down. Kryx uses his hyena form for defensive mobility, moving to advantageous positions then reverting to his humanoid form to cast spells like heat metal on heavily armored opponents, blight on lightly armored foes, or call lightning on groups. Athlonia uses her Defensive Shadowstep to defend allies pinned down by enemies. Using this reaction, she can often defend two allies separated across the battlefield. Uldun stays out of sight, using his Cunning Action to hide and hitting defensive spellcasters with longbow attacks.", - "When on the offensive, the Grim Accord doesn't play fair. Rather than attack the characters directly, the Accord attacks a location their enemies love, often setting it on fire regardless of innocents. They use the same innocents to draw their enemies into Uldun's deadly aim and Kryx's devastating spells." - ] - }, + } + ] + }, + { + "type": "section", + "name": "The Crystal Grove", + "page": 32, + "entries": [ + "The small tunnel leading into the Crystal Grove is 3 feet wide, 3 feet tall, 5 feet long, and 4 feet off the ground. When the characters enter the tunnel, read or paraphrase the following boxed text:", { - "type": "entries", - "name": "Integrating the Grim Accord into Your Campaign", - "page": 11, + "type": "insetReadaloud", + "page": 32, "entries": [ - "The Grim Accord can serve as sinister NPCs the characters meet during quests, adventuring rivals who compete with the characters to complete goals or obtain items, or as direct antagonists to the characters, such as mercenaries hired by your campaign's archvillain. You can also present the members as individual NPCs rather than as a group.", - "The members of the Grim Accord are yours to use however they best fit your game. Characters of 7th or 8th level would likely find the Grim Accord challenging in combat. Below 7th level, the Grim Accord could be deadly. Above 8th level, consider adding other mercenaries such as knights, mages, priests, or veterans. Individually, each member of the Grim Accord would be challenging for four 3rd-level characters.", - "The Accord is probably most interesting as rival adventurers. The characters may learn of the Accord through rumors and whispers, each member identified with one of their sinister nicknames. The characters might meet Irae in a royal court, a ball, dinner party, or a gala. Met in nonhostile environments, the characters have a chance to size her up and learn about the other members.", - "You can tie members of the Grim Accord to the backgrounds of the characters. Perhaps Uldun assassinated one character's family members. Another could have an ancient family connection that goes back to Athlonia before she turned to the way of shadow.", - "For the greatest effect, introduce the Grim Accord into your campaign before any combat or confrontation. The characters should know of the Accord, their history, and their exploits before they face each other in a climactic battle." + "Vibrating energy in this darkened cavern flows through the air, creating a gentle hum of growth that echoes across the walls. The hum builds to a loud groan, then almost a scream, a harrowing greeting. As the volume increases, clusters of white, pink, green, yellow, and blue crystals glow with bright light, forming a cohesive fabric of sparkling destiny that covers the ground's rolling mounds. Some crystals are just a bit more than a speck of dust, while others are as thick as trees with heights over eight feet tall." ] }, + "You can use the Crystal Grove map {@note (5ft grid)} to run this encounter. The entrance to the cavern is on the east wall. The ceiling in this room is 15 feet high and the crystals provide bright light throughout the entire area.", { - "type": "entries", - "name": "Villainous Quests and Adventure Hooks", - "page": 12, - "entries": [ - "The following three quests and adventure hooks can draw the Grim Accord into your campaign. Modify these quests to suit your needs.", - { - "type": "entries", - "name": "The Keys to Doomshade", - "page": 12, - "entries": [ - "The door to the Doomshade vault was lost for thousands of years until a group of sages from the Whitetorch Academy rediscovered it. Only two maps to the door remain after the bloodshed that followed, one that falls into the hands of the characters and one that falls in the Grim Accord's. Opening the vault door requires three keys, and a total of five such keys lie hidden in ancient crypts, forgotten towers, and dead cities guarded by undead horrors. Both the characters and the Accord seek to be the first to acquire three keys and either open the vault or ensure it remains forever closed.", - "As the characters hunt for one key, the Grim Accord may hunt for another. Soon their paths cross until only one group can hold the final key." - ] - }, + "type": "gallery", + "images": [ { - "type": "entries", - "name": "Protecting the Hunted", - "page": 12, - "entries": [ - "Farnek Hobknobber, the halfling adventurer, has a price on his head. His business partner, Yoven Treetromper, stole an amulet belonging to Lord Jovendel Ironstag and his family for ten generations and left Farnek in the crosshairs. Rumors say the amulet is the only object able to open the doors of the lost city of Garion and reveal the ancient and powerful artifacts built by the city's founders.", - "Blaming Farnek for the theft, Lord Jovendel hired the Grim Accord to hunt down the halfling and find the amulet by any means necessary. Farnek hires the characters to protect him from the Accord and find Yoven and the amulet. The elusive Yoven leads them all on a chase across the land to the ruins of Garion. Throughout the adventure, the characters choose the best path to find Yoven and avoid the Grim Accord until they can hope to face them and win at the sealed doors of Garion the Sapphire City." - ] + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/CrystalGrove-140ppi-grid.webp" + }, + "id": "Ar6-S-CG", + "title": "Crystal Grove", + "imageType": "map", + "credit": "Miska Fredman", + "grid": { + "type": "square", + "size": 140 + } }, { - "type": "entries", - "name": "The Dogs of War", - "page": 12, - "entries": [ - "War has raged between the Faigon empire and the Voth city-states for five years. The half-orc general Ikonn Ironmaw hires the characters for a series of missions to destabilize the Voth. Little do the characters know that Avende the Blue Star, elven general of the Voth, hired the Grim Accord to do likewise to Faigon. As the characters engage in missions of sabotage, defense, assassination, rescue, espionage, negotiation, and diplomacy, they find signs of the Grim Accord, until the two groups finally come faceto-face on the battlefield. The confrontation may end in bloodshed, but perhaps the characters can convince the Accord to turn against the Voth and end the war." - ] + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/CrystalGrove-140ppi-nogrid.webp" + }, + "title": "Crystal Grove (No Grid)", + "imageType": "mapPlayer", + "id": "Ar6-S-CG-NG", + "mapParent": { + "id": "Ar6-S-CG" + }, + "credit": "Miska Fredman", + "grid": { + "type": "square", + "size": 140 + } } ] + } + ] + }, + { + "type": "section", + "name": "The Environment", + "page": 32, + "entries": [ + "The largest crystal at the center of the chamber is a cloudy white color, and one side of it has been smashed open. The inside is hollow. A character who knows about cryads (see the \"What Changed the Caves?\" sidebar) knows that this enormous hollow crystal likely held one. The teens broke the crystal open, causing the changes to Summerset Caverns.", + "A {@spell detect magic} spell reveals that the crystals in this chamber radiate auras of necromancy magic. The four southern-most Medium crystals (see below) have mounds covered in tiny crystals beneath them.", + "A character who makes a successful {@dc 14} Intelligence ({@skill Investigation} or {@skill Nature}) check can tell that the mounds underneath the largest crystals are the sleeping bodies of the four missing teens (who are noncombatants). The crystals slowly drain the life of {@creature Ogin Reedsnip|Ar6|Ogin} and {@creature Vold Reedsnip|Ar6} and {@creature Syrah Twell|Ar6|Syrah} and {@creature Poli Twell|Ar6}. A character who examines a crystal mound and wipes away the dust notices the teens beneath. When this happens, all the teens wake and speak in unison, urging the characters to flee.", + { + "type": "insetReadaloud", + "page": 33, + "entries": [ + "\"The children you know are gone\u2014trapped, one with the crystal. We pay penance to Fawning's grove, make something beautiful out of our dying sacks. Go! Leave! Leave us to the crystal, or join its growth forever!\"" + ] + }, + "The teens can't move on their own while covered in crystals. After the teens speak and while the cryad is alive, a character that touches a crystal-covered teen must succeed on a {@dc 14} Constitution saving throw or take 5 ({@damage 1d10}) necrotic damage as the crystals siphon some of their life energy.", + "A character who knows about cryads knows that destroying the cryad, a successful {@dc 14} Wisdom check with {@item Jeweler's Tools|PHB|jeweler's} or {@item mason's tools|PHB} made as an action, or a {@spell lesser restoration} spell or similar magic causes the crystals surrounding the teens to break, releasing the children from their magic and severing their connection to Fawning. Each teen weighs 500 pounds while covered in crystals, but is not attached to the floor and can be dragged out of the room by a creature with a Strength score of 17 or higher." + ] + }, + { + "type": "section", + "name": "The Cryad", + "page": 33, + "entries": [ + "At the west end of the chamber, {@creature Fawning Summerset|Ar6}, a cryad, watches the area and feeds off the energy from her growing crystals. Her False Appearance trait allows her to remain undetected while motionless. When the characters interact with the mounds, she comes to life and attacks, fighting until destroyed.", + "Fawning stands just over eight feet tall and is composed of a fine crystal powder. When she springs to action, her face appears and limbs grow from her body. Her eyes shine in the light and appear clear like water.", + { + "type": "statblock", + "tag": "creature", + "source": "Ar6", + "name": "Fawning Summerset", + "page": 35, + "collapsed": true, + "style": "inset" }, { "type": "entries", - "name": "Stormborn Tower, Lair of the Grim Accord", - "page": 12, + "name": "Engaging the Enemy", + "page": 33, "entries": [ - "These villainous adventures have their own headquarters, a lair known as Stormborn Tower. This location can serve as an adventuring location should the characters approach the Grim Accord on their turf. The characters may travel here to spy on the Grim Accord, do battle with the adventuring band, steal something the Accord possesses, or visit the members of the Grim Accord as quest NPCs.", - "Stormborn Tower sits at the edge of civilization and the wilds\u2014exactly where the Accord likes it. Once the lair of Zhakius Stormborn, a wizard who took power from the perpetual storms surrounding the tower, the Grim Accord seized it as a legitimate salvage for defeating the mage and the storm-infused warriors that served him. A ceaseless storm cloud surrounds the rocky hilltop where the tower sits, and rumors persist of a powerful arcane machine in the lair's uppermost reaches that draws energy from the storm above. If the Grim Accord has made use of this strange machine, none know of it.", - "The Grim Accord repurposed many of the tower's chambers, each member building out their portion to suit their desires.", - "The tower sits atop a deep catacomb beneath its rocky hill, the origins of which predate the building's construction. Multiple layers of primeval tombs, vaults, and ossuaries lead into the earth. Even the Accord hasn't fully explored the depths. Perhaps they fear the horrors lurking in the unhallowed halls and guarding the secret paths leading into the tower's lower levels." + "Once the characters interact with the cryad's crystals, she attacks and can't be convinced to stop her advance until their bodies grow replacement crystals for those they disturbed. There is no way to peacefully resolve conflict with the cryad.", + "Fawning uses Blinding Light at the start of combat then charges into melee with two characters near one another, using Multiattack to target both, attempting to knock them {@condition prone}. She then uses her Fertilize lair action. Once she has some control of the battlefield, she deals as much damage as possible to the characters with more slam attacks and her Shake lair action. If the characters try to pin her down, she can use Crystal Stride to escape or cast spells to attack them at a distance." ] }, { "type": "entries", - "name": "Grim Accord NPC Realm", - "page": 13, + "name": "Medium Crystals", + "page": 33, "entries": [ - "Though the Grim Accord mainly consists of the four NPCs described in this article, they expand their ranks and hire other mercenaries when the job calls for it. The group keeps some of these other ruffians on retainer, creating a mercenary band that fights larger battles for clients. If you are using the rules in Kingdoms & Warfare, you can make the Grim Accord an NPC realm with the following statistics.", - { - "type": "entries", - "name": "Grim Accord", - "page": 13, - "entries": [ - "{@i Adventuring party (mercenary company)}", - { - "type": "table", - "colLabels": [ - "Skills", - "Defenses" - ], - "colStyles": [ - "col-6 text-left", - "col-6 text-left" - ], - "rows": [ - [ - "Diplomacy +0", - "Communications 12" - ], - [ - "Espionage +1", - "Resolve 14" - ], - [ - "Lore +2", - "Resources 13" - ], - [ - "Operations +3" - ] - ], - "isStriped": false - } - ] - }, - { - "type": "table", - "colLabels": [ - "Size" - ], - "colStyles": [ - "col-12 text-left" - ], - "rows": [ - [ - "1 (d4 Power die, 5 domain turns during intrigue)" - ] - ], - "isStriped": false - }, - { - "type": "entries", - "name": "Title", - "page": 13, - "entries": [ - "As the leader of the Grim Accord, Irae Firetouched gains the following title.", - "{@b {@i Magus Protector.}} When a creature within 15 feet of Irae is hit with an attack or targeted by a magic missile spell, she can use her reaction to cast the {@spell shield} spell using a spell slot of 1st-level or higher. The {@spell shield} spell affects the creature instead of Irae.", - "Additionally, during a short or long rest, Irae can bolster herself or another creature's defenses with magic. The target gains 10 temporary hit points." - ] - }, - { - "type": "entries", - "name": "Powers", - "page": 13, - "entries": [ - "All officers of the Grim Accord get the following organization powers.", - "{@b {@i Evil Friends Forever.}} When a creature within 5 feet of a Grim Accord officer is targeted with an attack, the officer can use a reaction to take a power die from their pool and become the target of the attack instead. The officer adds the number on the power die to their AC against the attack.", - "{@b {@i Fighting Dirty.}} Before a Grim Accord officer makes a weapon or spell attack, they can use a bonus action to target one of their opponent's vulnerable spots, making for a more challenging attack but dealing more damage. The officer takes a power die from their domain's pool and subtracts the number on the die from their attack roll. If the attack hits, it deals extra damage equal to 5 times the number on the power die." - ] - }, - { - "type": "entries", - "name": "Features", - "page": 13, - "entries": [ - "{@b {@i Break Their Spirit (1/Intrigue).}} As a domain bonus action, a Grim Accord officer can make an Operations test against an opposed domain's Resolve. On a success, the target domain's Resolve level decreases by 1, and the Grim Accord's Resolve level increases by 1.", - "{@b {@i Can We Get a Raise?}} As a domain action, a Grim Accord officer can make a DC 14 Operations test. On a success, the officer chooses one of the following benefits:", - { - "type": "list", - "items": [ - "Until the end of the next battle, each Grim Accord officer has a +1 bonus to weapon attack and damage rolls. (The GM can rule that this bonus ends if it takes too long for the next battle to happen.)", - "The next time the Grim Accord musters a cavalry or artillery unit, they can also muster an additional infantry unit.", - "Each infantry unit the Grim Accord musters from now until the start of the next battle has its experience increased one level." - ] - }, - "The Grim Accord can use this feature multiple times during an intrigue, but must pick a different benefit each time. The DC increases by 2 for each successive use.", - "{@b {@i Vengeance (Special Unit).}} A Grim Accord officer can make a DC 14 Operations test as a domain action. On a success, the Grim Accord musters Vengeance, a special unit of merciless warriors.", - "{@b {@i Survive Till Payday.}} If the Grim Accord's Resolve level is 2 or higher at the start of a battle, each unit they control has advantage on Power tests to resist battle magic during that battle." - ] - }, + "Fawning's Crystal Stride trait and Faerie Lights lair action refer to Medium or larger crystals in the grove. Any crystal on the Crystal Grove map that is large enough to take up at least 1 square counts as a Medium or larger crystal.", + "Each crystal has AC 17, 18 hit points, and immunity to poison and psychic damage. Destroying a crystal also deals 10 damage to Fawning. A character proficient in {@skill Arcana} or {@skill Nature} knows that destroying a cryad's larger crystals harms the cryad.", { - "type": "entries", - "name": "New Warfare Unit Traits", - "page": 13, - "entries": [ - "The Vengeance special unit has the following traits:", - "{@b {@i By Any Means Necessary.}} As a reaction to this unit failing an Attack or Power test, it can suffer 1 casualty and succeed on that test instead.", - "{@b {@i An Everchanging Band of Misfits.}} When this unit is deployed, choose either Adaptable, Eternal, Relentless, Stalwart, or Warbred. This unit gains that trait until the end of battle.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/001-0055.png" - }, - "maxWidth": 300 - } + "type": "inset", + "name": "She Won't Harm Teens", + "page": 34, + "entries": [ + "Fawning doesn't harm the teens with any of her actions. She sees their bodies are precious resources and chooses to keep them alive if she can." ] } ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00125.webp" + }, + "credit": "Faizal Fikri" } ] }, { "type": "section", + "name": "Escaping", + "page": 34, + "entries": [ + "If the characters flee the encounter with Fawning, they can escape through the hole in the wall that they used to enter. There are no other exits in the cavern. Medium creatures can squeeze through it. Small and Tiny creatures can move through with no problem.", + "If the characters free the teenagers, they willingly follow any of the character's instructions. Fawning can peer and reach through the hole, but she is too large and is unable to pass through." + ] + }, + { + "type": "section", + "name": "Treasure", + "page": 34, + "entries": [ + "The large crystal that held Fawning's form for so long has a {@item staff of swarming insects}, the druid's old staff, embedded in its still-standing walls. If the cryad dies, the crystals in the chamber immediately crumble to dust and reveal the staff." + ] + }, + { + "type": "section", + "name": "Conclusion", + "page": 34, + "entries": [ + "If the characters free the teens and leave Fawning's chamber, {@creature Ogin Reedsnip|Ar6|Ogin} and {@creature Vold Reedsnip|Ar6|Vold} shout in unison once the group is safely out of the Crystal Grove.", + { + "type": "insetReadaloud", + "page": 34, + "entries": [ + "\"Quick! There's another way out!\"" + ] + }, + "Thanks to their connection to the cryad, the twins know of a nearby secret exit that is blocked by a rock, easily slid out of the way, revealing a path down to Pirn.", + "If the characters are unable to heal the teenagers and carry them from the cavern back to Prin, a healer in town restores the children. Once restored and safe, the children explain to the characters that they found the grove and broke open the crystal because they thought they saw a staff inside it!", + "If the teenagers are returned, their parents and the grateful townsfolk offer their thanks and promised rewards to the characters. If the characters refuse the reward from the parents, {@creature Waylon Bonesforth|Ar6} pays it instead.", + "The mayor holds a party in the characters' honor at the Brewmaster's Table and declares:", + { + "type": "insetReadaloud", + "page": 34, + "entries": [ + "\"Good night! The sight of these returned children brings joy to our hearts! What can we do to repay you? Will anything ever be sufficient for returning our kids to us?\"" + ] + }, + "{@creature Everly Westmore|Ar6} offers the characters free rooms for life! {@creature Fern Woodsmith|Ar6} promises free drinks for life! The children also allow the characters to keep any of the equipment they found in the gorge (see \"Crossing the Gorge\"). If the characters also killed {@creature Fawning Summerset|Ar6|Fawning}, {@creature Waylon Bonesforth|Ar6|Waylon} gives them an extra reward of 250 gp each for \"saving the town's tourist industry.\"", + "If the characters leave Pirn, the mayor and the parents stand in the road and wave goodbye, the sun setting on the recent spelunkers, crystal dust billowing off their clothes.", + "If the characters return without the teenagers, the parents go into mourning for their lost children. They still pay the characters as promised, but there are no offers for free drinks and nights at the inn.", + "If the characters die facing {@creature Fawning Summerset|Ar6|Fawning}, their bodies serve as fertilizer for more crystals." + ] + }, + { + "type": "section", + "name": "Advancement", + "page": 34, + "entries": [ + "If the characters successfully complete this adventure, they earn 1,900 experience points each, which is half of what they need to advance to level 5." + ] + } + ] + } + ], + "book": [ + { + "name": "Arcadia Issue 6", + "id": "Ar6", + "source": "Ar6", + "group": "homebrew", + "cover": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/cover.webp" + }, + "published": "2021-07-28", + "author": "James Introcaso, H.H. Carlan, Gabe Hicks, Michael E. Shea", + "contents": [ + { + "name": "Cover Page & Credits" + }, + { + "name": "Letter from the Editor" + }, + { + "name": "The Grim Accord", + "headers": [ + "Introduction", + "Members of the Grim Accord", + { + "header": "Irae Firetouched", + "depth": 1 + }, + { + "header": "Kryx Bloodgnash", + "depth": 1 + }, + { + "header": "Athlonia, the Moon's Eclipse", + "depth": 1 + }, + { + "header": "Uldun of Parts Unknown", + "depth": 1 + }, + "Group Tactics of the Grim Accord", + "Integrating the Grim Accord into Your Campaign", + "Villainous Quests and Adventure Hooks", + "Stormborn Tower, Lair of the Grim Accord", + "Grim Accord NPC Realm" + ] + }, + { "name": "Armor Of Zevellon", - "page": 14, + "headers": [ + "Armor of a Demigod", + "Completing the Armor of Zevellon", + "Destroying the Armor", + "Keevial's Rage" + ] + }, + { + "name": "Spelunking!" + }, + { + "name": "Resources", + "headers": [ + "Spelunking!" + ] + }, + { + "name": "Author Profiles" + }, + { + "name": "License" + } + ] + } + ], + "bookData": [ + { + "id": "Ar6", + "source": "Ar6", + "data": [ + { + "type": "section", + "name": "Cover Page & Credits", + "page": "C1", "entries": [ { "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/2021-10-10_19h37_20.png" - } + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/cover-full.webp" + }, + "title": "Arcadia Issue 6 Cover", + "credit": "Nephelomancer" }, { - "type": "quote", - "entries": [ - "With every moment a person grows older, the more fully they understand how little they know. The more they see that existence is just chaos. And I have lived eons." - ], - "by": "Zevellon, the Crimson Scorn", - "from": "" + "type": "hr" }, - "The Armor of Zevellon is a set of four magic items that make up a suit of deep red armor. The demigod Zevellon placed his essence into the pieces of armor to cheat death, similar to the way a lich conceals its soul in an object. When the pieces are worn together, Zevellon possesses the wearer, turning them into his avatar.", - "But Zevellon's story began long ago, when the young elf was adopted and raised by humans. Years passed, and Zevellon's family and friends died while he was still in his early life. A few passed suddenly in accidents or battles, most were claimed by old age as time inevitably marched on. The unstoppable force withered all mortals, even long-lived elves like Zevellon. He concluded that death rendered life meaningless. All existence was chaos...unless one could cheat death. There was the answer\u2014immortality was all he needed to bring an end to his fears and give his existence true purpose.", - "Obsessed with achieving godhood to beat death, Zevellon traveled across the planes, uncovering ancient rituals to fill his body with divine magic. After displaying the gifts of heightened strength and intelligence he could bestow upon others, warriors and mages came to worship at the feet of the self-declared Crimson Scorn, Demigod of Chaos. These warlocks pledged their fealty and received a piece of the Crimson Scorn's power in exchange. Of course, Zevellon never shared all his gifts with his vassals\u2014just enough to tempt them.", - "Zevellon's greatest secret lies within his armor, which contains his very soul. Over the centuries Zevellon lived, he infused his essence bit by bit into the suit. The Crimson Scorn bound the pieces to each other so that, when worn together, the armor would amplify his might.", - "Moments before the great paladin Emilia Draeshade thrust her sword into Zevellon's heart, he transferred his life force into the armor. Servants of the Crimson Scorn carried the armor's pieces to different places, hiding them in deep dungeons, and waited for a host worthy of Zevellon. The demigod's essence disguises the armor to look like holy relics until all are worn together, at which point they will return to their true, gloriously red sheen.", { - "type": "entries", - "name": "Armor of a Demigod", - "page": 15, - "entries": [ - "The Armor of Zevellon is composed of four pieces, each implanted with the magic and lifeforce of the demigod himself. The armor consists of gauntlets, a helmet, the body, and boots. An illusion makes the armor look like silvery holy relics, but truesight and similar abilities that can pierce illusion magic reveal the suit's fiery red appearance.", - "The first time you attune to a piece of the armor, you gain the following flaw, \"I must seek out the other pieces of this armor at all cost.\" While you are attuned to and wearing at least one piece of the armor, you gain a +1 bonus to AC for each piece you wear.", - "All pieces of the armor count as a single item for the purposes of your magic item attunement limit. Once you attune to any piece of the armor, it can't be removed and you can't unattune from it unless you die or the {@spell wish} spell is cast to remove it.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/001-0065.png" - } - }, + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "page": "C2", + "items": [ { - "type": "list", - "items": [ - "{@item Zevellon's Gaze|Ar6}", - "{@item Zevellon's Scourge|Ar6}", - "{@item Zevellon's Steps|Ar6}", - "{@item Zevellon's Grasp|Ar6}" + "type": "item", + "name": "Managing Editor:", + "entries": [ + "James Introcaso" ] }, { - "type": "inset", - "name": "That's a Lot of Items", + "type": "item", + "name": "Production and Playtest Director:", "entries": [ - "If you introduce the Armor of Zevellon into your game, there is a good chance that one character winds up wearing every item in the set. If this character finds several of the pieces quickly, their power will be unmatched by any other in the party. For some groups, this is fine, but many players may feel that their own characters are underpowered and overshadowed by their friend in the sweet new armor. If you put a few levels of adventuring between each piece of armor and ensure that plenty of other cool magic items go to the other characters, you'll avoid the issue of one character suddenly becoming the star of the show. You'll also better equip the heroes for when their friend becomes possessed by Zevellon and inevitably turns on them." + "Lars Bakke" ] - } - ] - }, - { - "type": "entries", - "name": "Completing the Armor of Zevellon", - "page": 17, - "entries": [ + }, { - "type": "quote", + "type": "item", + "name": "Editors:", "entries": [ - "I am finally returned by a worthy warrior. Let us roil chaos together. I can give you great gifts. All I need from you is a promise. Swear to me that your body is mine when you die. Do so, and for the rest of your mortal life, I shall make you a god. Pledge unto me your corpse. You won't be using it anyway." - ], - "by": "", - "from": "" + "Sadie Lowry, Hannah Rose" + ] }, - "When you are attuned to and wearing all the pieces of the armor, Zevellon's spirit revives. He asks to inhabit your body when you die and, in the meantime, to take a piece of your lifeforce in exchange for wielding his power:", { - "type": "list", - "items": [ - "If you agree to allow Zevellon to inhabit your body after your death, your hit point maximum is reduced by 20 and you can wield Zevellon's power (see below). If you die while attuned to the armor, your body returns to life, but Zevellon's soul, and not yours, inhabits the form.", - "If you deny Zevellon, you must make a DC 25 Wisdom saving throw. On a success, Zevellon is temporarily subdued but makes the offer again in 1 week. After three successful saving throws to resist Zevellon, Zevellon gives up asking you. On a failed save, Zevellon gains control of your body. You are {@condition incapacitated} but remain aware. Zevellon uses your statistics, except he has 20 Intelligence, 20 Wisdom, and 24 Charisma, and he can access your knowledge, class features, and proficiencies. This possession lasts for as long as you remain attuned to the armor." + "type": "item", + "name": "Authors:", + "entries": [ + "H.H. Carlan, Gabe Hicks, Michael E. Shea" ] }, { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/001-0071.png" - } + "type": "item", + "name": "Graphic Design/Layout:", + "entries": [ + "Jen McCleary" + ] }, - "While you wield Zevellon's power and you are wearing and attuned to the full suit of the Armor of Zevellon, you gain the following benefits: ", { - "type": "list", - "items": [ - "You have advantage on saving throws", - "You are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks.", - "When a creature hits you with a melee attack, you can use your reaction to make an attack roll with a +10 bonus against the attacker using the tendrils of Zevellon's Scourge. You can perform this reaction whether the tendrils are activated or not, and doing so doesn't activate the tendrils. On a hit, the attacker takes {@damage 4d10} necrotic damage and is {@condition restrained} until the end of its next turn. You can't use this benefit again until you complete a long rest.", - "As an action, you can shout and emit a wave of negative energy from the armor. Each creature of your choice within 10 feet of you that can hear you must make a DC 18 Wisdom saving throw. On a failed save, the creature magically begins to turn to stone and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic. You can't use this benefit again until you complete a long rest." + "type": "item", + "name": "Cover Art:", + "entries": [ + "Nephelomancer" ] }, - "If Zevellon possesses your body, he gains access to the same benefits.", - "In addition, if your body dies while possessed by Zevellon or if Zevellon returns to life in your body and is then killed, his soul retreats back into the pieces of armor. If the armor is permanently destroyed (see \"Destroying the Armor,\" below), Zevellon dies and his soul can't be returned to life." - ] - }, - { - "type": "entries", - "name": "Destroying the Armor", - "page": 18, - "entries": [ - "Individual pieces of armor can't be destroyed, but when the armor is united and Zevellon is resurrected by inhabiting the wearer's corpse, the whole suit becomes vulnerable. {@footnote While Zevellon lives again, a single piece of his armor can be destroyed if it is targeted with a disintegrate spell.|Disintegrate normally doesn't destroy magic items, but that's why Zevellon made this his armor's weakness. Any spellcaster who knows their craft wouldn't bother wasting a 6th-level spell slot trying to destroy a magic item.} If a single piece of armor is destroyed, it reforms on Zevellon's body {@dice 1d10} days later. If all the pieces of armor are destroyed before a single piece can reform, the suit never reforms.", { - "type": "inset", - "name": "Now I'm the Villain", + "type": "item", + "name": "Title Logo:", "entries": [ - "If a character winds up suddenly possessed by Zevellon, that player may feel betrayed and cheated. While those are appropriate emotions for a character in the situation to have, it's not fun for a player to feel that way. When the characters first find pieces of the armor, you may want to bring a player aside and ask them how they feel about their character becoming a villain. If the player likes the idea, you can have them play the part of Zevellon when the moment is right and turn against their friends. If the player hates the idea, the characters can find books or an NPC that can tell them more about the items. Now the quest isn't to find more pieces of the armor, but to find a way to unattune to the armor, or even attune someone else to the magic armor so it can be destroyed.", - "Likewise, you can hint to a character that the armor is evil before they assemble all its pieces by having it send telepathic messages to them. If you use this approach, the armor plays the part of a pious magic item most of the time, but it does occasionally try to push the character toward more nefarious action, which is a good sign that it's not what it seems." + "Tom Schmuck" ] - } - ] - } - ] - }, - { - "type": "section", - "name": "Keevial's Rage", - "page": 19, - "entries": [ - "This short adventure for five 6th-level characters serves as the characters' introduction to the Armor of Zevellon. Gavadon the Gallant, a priest of the forge god Vukaryion, owns one piece of the Armor of Zevellon of your choice (see \"Armor Piece,\" below). He seeks another piece that is guarded by the devil Keevial. The devil is a servant of Zevellon bound to the Mundane World and sworn to protect a piece of the armor until someone presents him with a worthy sacrifice. The priest plans to lure the characters to Keevial as a trade for the devil's piece of armor.", - { - "type": "entries", - "name": "Introductions on the Road", - "page": 19, - "entries": [ - "The characters meet Gavadon (lawful evil, human priest) as they pass through a town or out on the road. When the characters first meet Gavadon, read or paraphrase the following:", + }, { - "type": "inset", - "name": "", + "type": "item", + "name": "Lead Tester:", "entries": [ - "A human man wearing simple priest's robes walks with a happy skip toward you. He flashes a smile, saying, \"Excuse me! You look like the sort of folks who might have time to help a priest beat the devil.\"" + "Spencer Hibnick" ] }, { - "type": "entries", - "name": "Devil of a Problem", - "page": 19, - "entries": [ - "Gavadon, known to locals as Gavadon the Gallant, introduces himself as a servant of Vukaryion, god of the forge and smithing. He tells the characters that an NPC they know and trust told the priest to seek them out for help with a problem\u2014which is technically true! Gavadon asked around to find heroic adventurers worthy of a sacrifice to Keevial.", - "The priest claims that Keevial, a powerful devil, stole a destructive relic from the church of Vukaryion. To make matters worse, Keevial constantly sends undead to attack the priest and steal another holy relic Gavadon carries. Gavadon begs the characters to help him stop Keevial and get back the stolen item, promising to reward them with a custom magical item from his forge. \"I am a cleric of the forge after all!\" This is a lie. Gavadon doesn't plan on rewarding the characters. He plans on them dying.", - "Gavadon tracked Keevial to a cave that surges with magical energy from a bursting ley line and promises to lead the characters there. If the characters agree to help, the priest takes them to the cave, which is about ten miles away. Gavadon leads the characters with a magical sensor that looks like a compass. The {@spell detect magic} spell reveals that the sensor radiates divination magic. While on the same plane of existence as one or more pieces of the Armor of Zevellon, the sensor points in the direction of the closest piece not currently worn by the creature holding it." + "type": "list", + "style": "list-hang", + "page": "C2", + "name": "Interior Illustrations", + "items": [ + { + "type": "item", + "style": "italic", + "name": "Grim Accord:", + "entries": [ + "Zuzanna Wuzyk" + ] + }, + { + "type": "item", + "style": "italic", + "name": "Armor of Zevellon:", + "entries": [ + "Grace Cheung" + ] + }, + { + "type": "item", + "style": "italic", + "name": "Spelunking, Calliope Daydreamer:", + "entries": [ + "Elisa Serio" + ] + }, + { + "type": "item", + "style": "italic", + "name": "Spelunking, Cryad:", + "entries": [ + "Faizal Fikri" + ] + }, + { + "type": "item", + "style": "italic", + "name": "Spelunking, Crystal Grove:", + "entries": [ + "Faizal Fikri" + ] + }, + { + "type": "item", + "style": "italic", + "name": "Cartography:", + "entries": [ + "Miska Fredman" + ] + } ] }, { - "type": "entries", - "name": "Armor Piece", - "page": 19, - "entries": [ - "{@footnote When he meets the party initially, he wears a single piece of the Armor of Zevellon chosen or rolled on the Armor Pieces table below.|Might we suggest Zevellon's Steps? These teleporting booties pair well with a priest who tries to avoid combat and plays the part of a coward.}", - "If asked about the armor, Gavadon claims that the piece he wears is part of a set graced by Vukaryion. He also mentions that the piece Keevial stole belongs to the same collection. Gavadon makes casual conversation during the journey to the cave.", - { - "type": "table", - "caption": "Armor Pieces", - "colLabels": [ - "d4", - "Armor Piece" - ], - "colStyles": [ - "col-3 text-", - "col-9 text- " - ], - "rows": [ - [ - "1", - "{@item Zevellon's Gaze|Ar6}" - ], - [ - "2", - "{@item Zevellon's Scourge|Ar6}" - ], - [ - "3", - "{@item Zevellon's Grasp|Ar6}" - ], - [ - "4", - "{@item Zevellon's Steps|Ar6}" - ] + "type": "list", + "style": "list-hang", + "page": "C2", + "name": "MCDM is:", + "items": [ + { + "type": "item", + "name": "Lars Bakke:", + "entries": [ + "Development & Production" + ] + }, + { + "type": "item", + "name": "Jerod Bennett:", + "entries": [ + "Technology" + ] + }, + { + "type": "item", + "name": "Grace Cheung:", + "entries": [ + "Art" + ] + }, + { + "type": "item", + "name": "Matt Colville:", + "entries": [ + "Writing & Design" + ] + }, + { + "type": "item", + "name": "Anna Coulter:", + "entries": [ + "Production & Operations" + ] + }, + { + "type": "item", + "name": "Nick De Spain:", + "entries": [ + "Art & Art Outsource Management" + ] + }, + { + "type": "item", + "name": "Jason Hasenauer:", + "entries": [ + "Art & Art Direction" ] - } - ] - }, - { - "type": "entries", - "name": "Traveling with Gavadon", - "page": 19, - "entries": [ - "Gavadon speaks in a calm tone and has a good sense of humor, even cracking the occasional bawdy joke. If there is a cleric or paladin in the party, he asks them directly how it feels to serve their deity. His interest in their response is genuine, for Keevial prefers to devour the devout.", - "A character who succeeds on a DC 17 Wisdom (Insight) check knows that Gavadon isn't being entirely honest with the characters about the dangers they face in the cave. During combat, Gavadon takes the Dodge action and tries to keep out of harm's way. If an injured character asks for his help, the priest casts the cure wounds spell.", + }, { - "type": "inset", - "name": "Vukaryion in Your World", + "type": "item", + "name": "James Introcaso:", "entries": [ - "You can replace Vukaryion with any god of crafting, the forge, or smithing in your world.", - "Optionally, in a world with more deities than the players can track, Vukaryion could be a god that Gavadon invented. A successful DC 18 (Intelligence) Religion check reveals that Vukaryion isn't a god mentioned in any popular religious texts. If confronted about this, Gavadon admits Vukaryion isn't actually a god yet but a powerful entity whose voice the priest sometimes hears. The cleric hopes that restoring all the relics of this deity will cause Vukaryion to ascend. This is true, and Vukaryion is simply an alias for Zevellon.", - "Or Vukaryion could also be a god that Zevellon killed. A character who succeeds on a DC 22 In telligence (History or Religion) check has read stories that describe the battle. If this information is revealed to Gavadon, the priest gives a sullen nod and says, \"My hope is that I can bring him back.\" Of course, Gavadon means Zevellon here and not Vukaryion." + "RPG Line Developer" ] } ] - } - ] - }, - { - "type": "entries", - "name": "Blood Skeletons", - "page": 20, - "entries": [ - "On the way to the cave, five blood-red horned devil skeletons (use the minotaur skeleton stat blocks) rise from the ground and circle the characters as four blood-red bearded devil skeletons (use the skeleton stat block) come out of the shadows and draw shortbows. The horned devil skeletons engage the characters in melee as the bearded devil skeletons use their bows to attack at range. The skeletons fight until destroyed.", - { - "type": "entries", - "name": "Chaos Brands", - "page": 20, - "entries": [ - "When a skeleton hits a character with an attack, the character must make a DC 18 Wisdom saving throw. On a failure, a red tattoo shaped like a skull with a snake through the eyes appears on the character's body. At your discretion, these brands might appear under clothing and not initially be obvious to the characters. A {@spell detect magic} spell reveals that the tattoos radiate conjuration magic. Attempting to dispel the tattoos with dispel magic causes the brands to release a psychic pulse. The caster takes 11 ({@damage 2d10}) psychic damage and the spell fails. A remove curse spell, however, does remove the brand.", - "A character who succeeds on a DC 20 Intelligence (Religion) check knows the symbol is one used by Zevellon, an ancient and dead demigod of chaos and magic." - ] }, { - "type": "entries", - "name": "Gavadon's Reaction", - "page": 20, + "type": "item", + "name": "Playtest Coordinators:", "entries": [ - "When the skeletons appear, Gavadon cries out, \"Oh no! Not again!\" During the fight he moans, \"When will these accursed things stop hunting me?\" as he cowers in fear. If asked, the priest says that the skeletons are servants of Keevial attempting to steal his piece of the armor. A successful DC 17 Wisdom (Insight) check reveals that Gavadon isn't being honest with the characters. He animated the skeletons himself days ago using a special ritual created by Zevellon and set this trap to sell the deception that Keevial is after him." + "Dig/Owen \"Dig\" Crary", + "Glynisir/Dante Bozzini", + "GuardianRoborn/Nathan Clark", + "JackOfAllApocalypses/Jack Vidulich", + "Kelvan1138/Richard White", + "Mayanaka/Michael Harsha", + "MeAndUnique/Shane Parker", + "Pesto Enthusiast/Spencer Hibnick", + "Shieldbuster/Moisés Raúl Montero", + "SONSON/Alecson de Lima Junior", + "TheDeadlyFly/Harley Kewish", + "Von Ruski/James Dewar" ] }, { - "type": "inset", - "name": "Gavadon Gone", + "type": "item", + "name": "Playtesters:", "entries": [ - "If the characters refuse to trust Gavadon, the priest lashes out and attacks. He carries a yellow diamond elemental gem that he breaks to conjure an earth elemental. Even with this ally, Gavadon is likely no match for the characters, but given that they know his plan and his desperation to get the next piece of armor, he tries to kill them so they can't stop him or ask more questions. He fights to the death.", - "When Gavadon dies, the characters can take his piece of the Armor of Zevellon and his magic sensor that points the way to the next closest piece of armor. A character who attunes to the armor gains the flaw described above, which makes them want to seek more pieces of armor, which could lead them to Keevial's cave. If Gavadon is dead when the characters enter the cave, ignore the boxed text in \"Into the Fire\" and simply have Keevial awake and attack the characters, shouting they are not worthy of Zevellon's prize." + "Alex Hansen", + "alex_august/Alex Hencinski", + "BatmansWatch/Mitchell Gravenall", + "Bennoni/Bennoni Thomas", + "Conjure Clay/Clayton Salamon", + "Connor Hodges", + "Devyn Burley", + "DrAce/Richard W. Sullivan", + "F1zz3r/Aaron Flavius West", + "FiliDestro/Cristian Belleville", + "Harrison Russ", + "ImprobableImprov/Travis Shumaker", + "Jackson Singh", + "Jarrad Tait", + "Kniraven/Nickolas D. Patino", + "Lucritius/Janek Dalkowski", + "Luke Z.", + "McCool/David Lake", + "OccasionalRapscallion/Jeanne Parker", + "Orphea/Madeleine Bray", + "Samuel Walker", + "Tom Veale", + "Trevor Rice", + "Tyler Hughes", + "Wasderfui/Sam Vann", + "wm54/William Pfeiffer" ] } ] }, + { + "type": "hr" + }, { "type": "entries", - "name": "Into the Fire", - "page": 21, + "page": "C2", + "style": "text-center", "entries": [ - "The cave looks normal from the outside, but a {@spell detect magic} spell reveals that its entrance emanates an aura of conjuration magic. When the characters step into the cave, they are transported into a hellish pocket dimension. This demiplane is a cave with a 60-foot radius and a ceiling that is 20 feet high.", - { - "type": "insetReadaloud", - "name": "", - "entries": [ - "Smoke and ash fill the air with a toxic scent. The obsidian rocks that form the walls, ceiling, and floor of the cave are riddled with cracks that glow with crimson light. It didn't look like this from the outside.", - "At the center of the circular cavern, a blood-red sphere of energy hums, surrounding a sleeping chain devil that hovers in midair.", - "Four barbed iron chains hang from the ceiling and coil on the floor of the cave.", - "Gavadon whispers, \"What's the plan? That's Keevial, but I don't see the relic.\"" - ] - }, - "The sphere around Keevial, a chain devil, has the same properties as one created by the resilient sphere spell. The ceiling in this chamber is 20 feet high.", - { - "type": "entries", - "name": "Sacrifice Accepted", - "page": 21, - "entries": [ - "After the characters have a moment to investigate the chamber and their surroundings, Keevial opens his eyes and a wave of crimson emanates from the sphere of energy around him. Each creature in the cave that is not a fiend must succeed on a DC 15 Constitution saving throw or become cursed for 10 minutes as the negative energy of the Lower Planes seeps into its body. A creature with a Chaos Brand tattoo (see \"Chaos Brands,\" above) has disadvantage on the saving throw. While cursed, the creature makes attack rolls and saving throws with disadvantage. If a creature has the red tattoo and also fails the save, it gains a level of {@condition exhaustion} as well. A {@spell remove curse} spell or similar magic can remove the curse, but not the {@condition exhaustion} (which must be restored through rest or a {@spell greater restoration} spell or similar magic). Any creature attuned to a piece of the Armor of Zevellon is immune to this effect.", - "If Gavadon is still with the characters, read or paraphrase the following boxed text. Otherwise, the devil immediately dispels the sphere and attacks (see \"Combat,\" below).", - { - "type": "insetReadaloud", - "entries": [ - "The devil covered in chains stares out from the sphere as Gavadon kneels before him. With glowing eyes, Keevial speaks in three discordant voices at once, saying, \"Your offering. I find it acceptable.\" Gavadon smiles. \"Zevellon will be pleased.\"" - ] - }, - "A new piece of the Armor of Zevellon (chosen or rolled on the Armor Pieces table above) appears on Gavadon's body. As he stands, both pieces of armor momentarily reveal their true form and then, with a thought, Keevial dismisses the priest from the pocket dimension.", - { - "type": "insetReadaloud", - "name": "", - "entries": [ - "As Gavadon disappears, Keevial snears. \"Pathetic. That priest is not truly worthy of Zevellon's prize! But I will enjoy this sacrifice all the same. None shall claim the demigod's armor while I walk this world.\"" - ] - }, - "{@b {@i Combat.}} Keevial dispels the sphere as two bearded devils appear at his side. The same piece of the Armor of Zevellon he appeared to have given to Gavadon appears on his form.3 This is the true piece of the armor. Gavadon has a fake.", - "The fiends attack the characters. The chains on the ceiling start combat already under the effects of Keevial's Animate Chains action. Each chain is 200 feet long. The bearded devils stay close to the chain devil and defend him from close melee attacks, while Keevil uses his chains to attack from a distance, using the features of his piece of the Armor of Zevellon as often as he can. The devils fight the characters until destroyed.", - "{@b {@i Keevial's Lair Actions.}} On initiative count 20 (losing initiative ties), Keevial takes a lair action to cause one of the following effects; Keevial can't use the same effect two rounds in a row.", - { - "type": "list", - "items": [ - "Each devil can teleport 30 feet to an unoccupied space it can see. After teleporting, Keevial unleashes a wave of red energy from his body that washes over all creatures in the cave. Each creature in the area that isn't a devil must make a DC 15 Strength saving throw or fall {@condition prone}. Creatures with Chaos Brands have disadvantage on the saving throw.", - "A 10-foot-radius column of black fire erupts from the ground at a point Keevial can see. Each creature in the area must make a DC 15 Dexterity saving throw, taking 11 ({@damage 2d10}) fire damage and becoming {@condition blinded} until initiative count 20 of the following round on a failed save, or taking only half as much damage without becoming {@condition blinded} on a successful one.", - "Keevial's chains whip through the chamber. Four creatures of Keevial's choice must make a DC 15 Strength saving throw. On a failure, the creature takes 11 ({@damage 2d6 + 4}) slashing damage and is moved to an unoccupied space of Keevial's choice that the devil can see within the cave. The creature can't be moved vertically using this lair action." - ] - }, - "{@b {@i Killing Keevial.}} When Keevial is destroyed, his form melts away, and the characters can claim his piece of the armor. Any characters with red tattoos find that the marks disappear after the devil is destroyed.", - { - "type": "inset", - "name": "He's Dying Too Quickly", - "entries": [ - "If the characters easily dispatch Keevial within 2 rounds of combat, you can institute this change to make the combat more challenging. As the devil falls, he shrieks a prayer for help to Zevellon. A white-hot fire surrounds Keevial, burning the flesh from his bones. Keevial rises from the fire, rejuvenated as a bone devil with his hit points restored\u2014and the battle begins anew." - ] - } - ] - } + "Join us on the MCDM Discord server, where you can chat with others about Arcadia and more!", + "{@link discord.gg/mcdm|http://discord.gg/mcdm}" ] }, + { + "type": "hr" + }, { "type": "entries", - "name": "Continuing the Adventure", - "page": 22, + "page": "C2", + "style": "text-center", "entries": [ - "It is up to the characters to decide what to do with the piece of the Armor of Zevellon. They might wield it themselves, research the demigod, look for more pieces, or\u2014if Gavadon survived\u2014try to hunt down the priest for answers and revenge. If they don't search for Gavadon, he comes looking for their piece of the armor soon enough. Only this time he's stronger, nastier, and has aid from other cultists of Zevellon." + "Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All content which is not included in the Systems Reference Document version 5.1 or has otherwise been specifically designated as Open Game Content, including the Grim Accord, Armor of Zevellon, Spelunking, all Trademarks, registered trademarks, proper names (including the names of characters, place names, monsters, organizations, new spells, new abilities, etc.), dialogue, plots, story elements, locations, characters, artwork, graphics, sidebars, and trade dress." ] + }, + { + "type": "hr" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00003.webp" + }, + "title": "Arcadia Issue 6 Table of Contents", + "credit": "Tom Schmuck" } ] }, { "type": "section", - "name": "Spelunking!", - "page": 23, + "name": "Letter from the Editor", + "page": 1, "entries": [ { "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/2021-10-10_19h37_47.png" + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00005.webp" } }, - "{@i In the woodland town of Pirn, the residents and travelers enjoy spelunking in the local Summerset Caverns. Word spread quickly of the newly discovered Crystal Grove, a cavern of beautiful crystals\u2014some even the size of a dragon's head! But a group of teenage spelunkers hasn't returned from an expedition to the cavern, and their parents worry something nefarious is afoot.}", - "Spelunking! is an adventure designed for four to five 4th-level characters. The characters spelunk, or explore, the local caverns looking for the Crystal Grove. However, the grove is protected by a cryad, a magical creature composed of crystal dust who harvests the crystals that grow from bodies.", + "Unique villains create memorable stories. Engaging encounters, immersive worlds, and compelling NPCs are all important, but when asked what they remember about campaigns from years past, the first thing many players bring up is that goblin who got away during the first battle, then returned as a dragon-riding sorcerer, and then came back again as a lich for the final encounter. In decades of playing, I've forgotten tavern conversations, tactical battles, NPCs, entire worlds, and even the names and classes of some of my old characters, but I can still tell you almost turn-by-turn about my showdowns with unique villains.", + "I love playing the game with new players because many of the creatures and tropes experienced gamers take for granted are new to the humans at the table. \"A bugbear? What's that?\" the newbies ask as us GMs giggle with maniacal glee. Every villain that crosses a new player's path is exciting and memorable because of its novelty. Even if greenhorn players know a monster from popular media, like trolls or vampires, they don't know what the game's version of that villain is like, and they have no idea what unique spin the GM will put on the creature. Heck, with new players, us GMs even get to march out old villains and stories we've used before (or borrow them from another GM's game) and these players love to hate these baddies because it's all new to them.", + "Of course, most of us don't run games for new players every session, especially if we're part of a long-term campaign. And newbies go very quickly from, \"Oh no! What's a kobold?\" to \"Let's run these pipsqueaks over to get to the treasure.\" This is a game about fighting monsters, after all. That means the monsters need to be compelling and there needs to be a lot of them. Villain ideas get used up rather quickly! Each time a GM spends time spinning out a unique villain, that's one more idea that they likely can't use with their group again. After a year of my best brain babies once a week, what can I give my players to surprise them\u2014to say nothing of the friends I started playing with nearly twenty years ago?", + "To keep my games fresh, I pull villains out of supplements and drop them into my campaign. If I can grab a premade villain with a unique stat block, it saves me time and energy in addition to giving me fresh stuff to put into my game. I might put my own spin on them or smash them together with a second monster to create something new. I don't think there's any published element of the game I use more than villains, and I know other GMs are similar, since monsters have their own book in the core rules! While {@i ARCADIA} featured some cool antagonists in previous issues, the one you're reading now presents the best selection yet.", + "{@link Michael E. Shea|https://twitter.com/SlyFlourish} provides four new evil characters that form a rival adventuring party to take on the player characters. Each member of the Grim Accord has a deep backstory and unique traits that make them a worthy villain as an individual. Together, this fiercely loyal band is unstoppable\u2014or are they?", + "{@link Gabe Hicks|https://twitter.com/GabeJamesGames} gives you an entirely different kind of villain in \"Armor of Zevellon.\" An evil demigod of chaos magic bound himself to the pieces of his old armor and returns to life when the set is assembled. Having a villain reveal himself in a mysterious slow burn is my kind of story. The best part about this villain is that the characters might be the ones to summon him in their attempt to gather each piece of the powerful armor.", + "Finally, {@link H.H. Carlan's|https://twitter.com/stopthtoldwoman} \"Spelunking\" brings us one of the best types of villains: a new legendary creature with lair actions and a tragic backstory. Fawning Summerset doesn't go down easy.", + "I can't wait to use these villains in my game, and I'm beyond excited to learn how you all use them in yours.", { "type": "entries", - "name": "Adventure Summary", - "page": 23, + "style": "text-right", + "entries": [ + "{@i Ex animo,}" + ] + }, + { + "type": "quote", + "entries": [], + "by": "James Introcaso", + "from": "Managing Editor" + } + ] + }, + { + "type": "section", + "name": "The Grim Accord", + "page": 2, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00009.webp" + } + }, + { + "type": "entries", + "page": 2, + "style": "text-center", + "entries": [ + "{@style Four evil adventurers skulking in the shadows of your heroes|dnd-font;large}", + "by Michael E. Shea" + ] + }, + { + "type": "inset", + "page": 2, "entries": [ - "Throughout this adventure, characters investigate the disappearance of four teenagers and deal with an ancient druidic foe deep in the Crystal Grove.", { - "type": "list", - "items": [ - "The characters arrive in Pirn, learn of the missing teenagers, and hear rumors of a druid named Fawning Summerset.", - "The characters spelunk the Summerset Caverns to find the teenagers, facing threats and twisting tunnels in their descent to the Crystal Grove.", - "The characters face Fawning Summerset, a dangerous cryad, to save the teenagers and prevent Fawning from stealing their lives for her crystal haven." - ] + "type": "quote", + "entries": [ + "They'd be as likely to cut your throat, put an arrow in your eye, or set your bed on fire while you slept in the night as look at you. But when it comes to finding twisted artifacts in the depths of the earth, there are few better." + ], + "by": "Jaque Ironknife, 12th Mercenary Commander", + "from": "Grim Accord Performance Report" } ] }, { - "type": "entries", - "name": "Welcome to Pirn", - "page": 23, + "type": "section", + "name": "Introduction", + "page": 2, "entries": [ - "Pirn is a typical woodland settlement. You can easily replace it with a similar town from your setting. Beautiful buildings constitute the town, which contains peculiar townsfolk who happily greet newcomers\u2014if you have coin, of course. The town is the last stop for tourists eager to explore the nearby caves.", - "Upon entering the town, Waylon Bonesforth (veteran, he/him), the sheriff and mayor of Pirn, greets the characters:", + "Not all adventurers are good. Not all seek the betterment of those who can't defend themselves from the dangers lurking in the shadows of the world. Some seek power\u2014however they can get it. None who cross paths with the Grim Accord describe them as benevolent heroes out to help those in need. The members of the Accord seek the greatest powers in the world and destroy anything in their way to grasp them.", + "The Grim Accord is a ready-to-use evil adventuring band you can drop into your world. They can act as rival adventurers, useful NPCs, direct villains, or even sinister quest-givers. The Grim Accord may follow their own plans, quests, and goals in parallel or perpendicular to those of the characters until the two groups finally come crashing together. The characters may hear of the Accord long before they face them directly, as NPCs and enemies whisper of the sinister group throughout many adventures.", + "Four members make up the core of the Grim Accord, though the group is known to hire local brigands, spies, cult fanatics, murderers, and mercenaries to bolster their rank. These four members include the charismatic halfling {@creature Irae Firetouched|Ar6}, an elemental sorcerer who leads the band; {@creature Kryx Bloodgnash|Ar6}, the feared gnoll shapeshifter; {@creature Athlonia, the Moon's Eclipse|Ar6}, an elf knight of shadow; and the orc assassin {@creature Uldun of Parts Unknown|Ar6}.", + "This article includes descriptions and stat blocks for each member of the Grim Accord, tips for integrating them into your campaign, quests that bring them into the heroes' path, and a description of the corrupt adventuring band's mysterious headquarters.", { - "type": "insetReadaloud", + "type": "inset", + "name": "Also Known As", + "page": 2, "entries": [ - "\"The good people of Pirn welcome you to our secluded woodland paradise! Need a drink? Perhaps the Brewmaster's Table is the place for you! Or a soft pillow after a long ride? Long Knight's Sleep has vacancies! Don't be shy and don't be thrifty with tips, and we will be happy to serve you!\"" + "The infamous deeds of the Grim Accord have garnered them all manner of nicknames, including the Charnel Council, Vengeance of the Wilds, Feeders of Crows, the Scorched Earth, and Fire, Shadow, Blood, and Bone. The characters may hear one of these monikers the first time they learn about the group instead of their real name. The Accord is careful to share its official name only with those who need their services." ] - }, - "Waylon Bonesforth always encourages new people to take a drink at the Brewmaster's Table and occupy a room at the Long Knight's Sleep, as he owns both establishments. If the characters ask about the Summerset Caverns, he mentions they are temporarily closed to novice spelunkers, but thinks the characters would enjoy a visit to the caves. If pressed, the mayor says that a recent earthquake seems to have shifted things in the caves, but it's truly nothing to worry about. A character who makes a successful DC 14 Wisdom (Insight) check realizes the mayor is worried that the incident could discourage tourism and is downplaying the danger in the caves.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/0002.png" - } - }, + } + ] + }, + { + "type": "section", + "name": "Members of the Grim Accord", + "page": 3, + "entries": [ + "Each member of the Grim Accord came to the adventuring group chased by a dark past. Originally hunted as outlaws and murderers, the band rose into the role of mercenaries, hunters, and bodyguards for those willing to hire such an unscrupulous group. Each member brings their specialty to the band, including Irae's charisma and negotiation skills, Kryx's connection to the merciless natural world, Athlonia's harnessing of fey magic, and Uldun's fathomless patience for the deadly hunt.", { "type": "entries", - "name": "Notable NPCs", - "page": 24, + "name": "Irae Firetouched, {@i Halfling sorcerer of flames}", + "page": 3, "entries": [ - "There are several businesses in Pirn where the characters can find all the expected goods and services, run by friendly NPCs.", - "The town's notable NPCs include the following characters:", - { - "type": "list", - "items": [ - "{@b {@i Calliope Daydream (She/Her).}} An aged elf scout, Calliope is a long-term resident of Pirn. She knows more about the local area than anyone in town, as she frequently spelunks the caverns and explores the woods. Calliope usually spends her nights at the Brewmaster's Table and her days teaching survival classes to tourists and locals. \"The mountains and caverns are just as alive as the trees. Maybe more so.\"", - "{@b {@i Fern Woodsmith (She/Her).}} An older human commoner, Fern is the primary bartender at the Brewmaster's Table. She has known Calliope for decades, and they enjoy a drink together every night. \"Every adventure should begin with a shot!\"", - "{@b {@i Derek Nestly (He/Him).}} This elf commoner owns Derek's Tackle and Supplies, a general store that sells spelunking and camping supplies. Derek is kind but always looking to sell more inventory. He happily trades gems or rare items if someone doesn't have coin to spend. \"You never know when you need a tent and torches!\"", - "{@b {@i Everly Westmore (She/Her).}} A human commoner, Everly is the manager of the Long Knight's Sleep and chainsmokes violet cigarettes in an ivory cigarette holder. She is a no-funny-business leader, speaking quickly and without pleasantries. Her personality is rare in Pirn. \"No refunds.\"", - "{@b {@i Concerned Parents.}} Zarah (he/him) and Drell (she/her) Reedsnip and Virna (she/her) and Knox (he/him) Twell are the human commoner parents of missing teenagers. They're all quite concerned about their kids.", - "{@b {@i Missing Children.}} Ogin (he/him) and Vold (they/them) Reedsnip and Syrah (she/her) and Poli (he/him) Twell are teens who went missing in Summerset Caverns." + { + "type": "inset", + "page": 3, + "entries": [ + { + "type": "quote", + "entries": [ + "I've seen few who navigate political and royal labyrinths as well as she does and none who are as comfortable in the wilds as she is. Cross her, though, and one best hope the true fire in her eyes isn't the last thing they see." + ], + "by": "Journal entry of Lady Matilde Dawnrose, Seventh of the Line" + } ] }, { - "type": "inset", - "name": "No Time to Dawdle", + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Nicknames:", + "page": 3, + "entries": [ + "Irae Ashbringer, the Scourge of Willowset, Spellstorm" + ] + }, + "Upon forming the Grim Accord, Irae rose quickly as the group's spokeswoman and leader. Her charismatic wiles have brought the Accord far, taking them out of hiding and bringing them jobs from the most unlikely sources. The other members note the value of her silvery tongue and use it regularly for their advantage. It's never clear to the members of the Accord whether Irae uses them for her gain or if they use her to get what they desire. So far, at least, the relationship profits them all.", + "It is said that the blazing soul of the elemental prince of fire touched the halfling when she was a child. Irae's halfling family and village, Willowset, exiled her after her powers manifested in her teenage years and she inadvertently burned down a quarter of the village in a rage-filled inferno. Outcast for six years, she finally returned and finished the job. Willowset's remains still smolder around a pit of molten rock in the center of the village that never cooled. Some say the secret of Irae's power lies within the village's charred ruin. The elf sorcerer Klaroven of the Torch taught Irae to channel her powers, only to try to steal them from the young halfling and leave her a dried husk along with his other students. Irae turned his powers against him and now wears his screaming soul in an amulet around her neck.", + "The other members of the Accord found Irae nearly destroyed after her battle with Klaroven. The group soon discovered her ability not only for destructive power but for verbal manipulation. It was through Irae's leadership and negotiations that the Grim Accord went from mysterious bandits to profitable adventurers.", + { + "type": "entries", + "name": "Ideal:", + "page": 3, + "entries": [ + "\"Power exists for those able to grasp it and hold on.\"" + ] + }, + { + "type": "entries", + "name": "Bond:", + "page": 3, + "entries": [ + "\"My companions take me where I want to go and are easily steered by my words.\"" + ] + }, + { + "type": "entries", + "name": "Flaw:", + "page": 3, + "entries": [ + "\"Sometimes I just need to see things burn.\"" + ] + } + ] + }, + { + "type": "entries", + "name": "Tactics", + "page": 3, "entries": [ - "If you're short on time, the introduction and exploration of the town can be skipped in favor of jumping right into the adventure. Waylon Bonesforth realizes the characters are adventurers when they enter the town. He introduces them to the parents of the missing children (see \"Recent Mystery\") then goes to get Calliope Daydream to meet them. Calliope gives the characters the information in \"Tale of Fawning Summerset\" as they travel to the caverns." + "Irae rarely ambushes her quarry directly. Instead, she uses her words to deceive and disarm her opponents, cornering them into a vulnerable position before she and the Accord strike. If attacked, or if her manipulations fail, Irae's persona visibly changes as she lets her fiery blood move through her veins. Her eyes glow like embers. Her hair flows back, appearing like flame. And the world around her begins to burn." ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00017.webp" + }, + "credit": "Zuzanna Wuzyk" + }, + { + "type": "statblock", + "tag": "creature", + "source": "Ar6", + "name": "Irae Firetouched", + "page": 4, + "style": "inset" } ] - } - ] - }, - { - "type": "entries", - "name": "Rumors of Fawning Summerset", - "page": 25, - "entries": [ - "While the characters enjoy a drink at the Brewmaster's Table, check in at the Long Knight's Sleep, or buy equipment at Derek's Tackle and Supplies, different NPCs of your choice share tidbits of the town's history. They might relay the following information, including rumors about the mysterious Fawning Summerset:", - { - "type": "list", - "items": [ - "\"Did you know the forest was guarded by a druid circle? They disappeared way before Pirn's founders showed up.\"", - "\"An old story claims that the druids once had a pow erful leader named Fawning Summerset. Her burial mound is supposed to be hidden in the caverns. Hence their name.\"", - "\"My grandpa, gods rest his soul, told me that Fawning Summerset, a druid who ruled these woods long ago, was murdered by other druids jealous of her power. She might have treasure buried in the caverns.\"", - "\"If you go down into the caverns, beware! They say Fawning Summerset's ghost still haunts the place... We actually just tell the little ones that to keep them from going off into the caves alone.\"" - ] }, { "type": "entries", - "name": "Tale of Fawning Summerset", - "page": 25, + "name": "Kryx Bloodgnash, {@i Gnoll shapeshifter druid}", + "page": 5, "entries": [ - "Alternatively, if you're short on time or prefer a more direct approach, you could have one NPC of your choice relay this information:", { - "type": "insetReadaloud", + "type": "inset", + "page": 5, "entries": [ - "\"According to legends handed down by Pirn's founders, Fawning Summerset was one of several druids who guarded the woods in this area long ago. Gifted in magic, Fawning had power the other druids jealously craved. One moonless night, they trapped her in the caverns, stabbed her in the back, and left her for dead! Sprawled out in the darkness, blood seeping from her wounds as she grew weaker with every breath, Fawning swore vengeance against her fellow druids. To escape her dark curse, they gave up being wardens of the forest and founded this simple town. But the local caverns bear her name and curse still. So if you go into Summerset Caverns, beware! You might see her ghost!\"" + { + "type": "quote", + "entries": [ + "Every one hundred seasons, the Dark Wood chooses a vessel for its vengeance. Ware the one who walks in the Wood's name." + ], + "by": "Phrase found in the tattered journals of the druid Kylak Ironroot" + } ] }, - "The NPC ends the tale with a laugh, clearly thinking it's rubbish. While people sometimes report seeing a ghost in the caverns, no one has ever had any trouble inside. Well, no one until recently..." - ] - } - ] - }, - { - "type": "entries", - "name": "Recent Mystery", - "page": 25, - "entries": [ - "As the characters explore the town, many of the NPCs they interact with mention the missing teens and explain that the concerned parents are looking for adventurers to rescue their kids. If the characters don't seek out the parents, Zarah, Drell, Virna, and Knox approach the characters with apprehension and desperation at the Brewmaster's Table, the Long Knight's Sleep, or any store they might be lingering in.", - "Drell dabs his eyes with a handkerchief as Zarah, his wife, explains that their twins, Ogin and Vold, are missing, along with their friends Syrah and Poli, who are Virna and Knox's children. Three days ago, the teenagers went into the caves to find the Crystal Grove, a newly discovered cavern of enormous crystals that everyone wants to see. The teens never returned. The parents went looking for them, but the once-safe tunnels of the caves were suddenly cramped and twisted! They almost got lost and turned back, resolving to pay more experienced folk to find their children.", - { - "type": "insetReadaloud", - "entries": [ - "\"You see, the kids, they're just at the beginning of their lives. We encourage them to explore and have fun, but we've always taught them to be respectful of their environments and the creatures in the caves. But now those caves are a hostile place. Would you consider looking for them? They know how to survive. We're sure they're still alive in there. We could offer 100 gold apiece! It may not be much to folks like you, but it's everything we've managed to save to give our kids a better life.\"" + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Nicknames:", + "page": 5, + "entries": [ + "The Beast of the Dark Wood, Blood of the Underworld, Old Redfang" + ] + }, + "Kryx was raised by the Dark Wood. Cast out from his gnoll pack as a runt, Kryx wandered the Dark Wood, starving and scared. In a twisted grove of grasping trees dripping black liquid into a pool, an ancient presence embraced him, feeding him dead foliage and filling his veins with the oil of the land.", + "Able to transform into the twisted visage of a giant hyena, Kryx hunted freely in the woods that embraced him as a dark guardian. During these hunts, Krix met Athlonia in a grove surrounding a long-dead portal to the realm of the unseelie elves. The two saw their connection to the darker side of the natural world and bonded before joining the Grim Accord.", + { + "type": "entries", + "name": "Ideal:", + "page": 5, + "entries": [ + "\"From the depths of the earth we rise and to depths of the earth we return.\"" + ] + }, + { + "type": "entries", + "name": "Bond:", + "page": 5, + "entries": [ + "\"I smile at the darkness held in the hearts of my friends.\"" + ] + }, + { + "type": "entries", + "name": "Flaw:", + "page": 5, + "entries": [ + "\"My hunger for blood and flesh sometimes outweighs the better judgment of my companions.\"" + ] + } + ] + }, + { + "type": "entries", + "name": "Tactics", + "page": 5, + "entries": [ + "In his years traveling with the Grim Accord, Kryx learned to hold back his initial instinct to shift into his bestial form and tear his enemies limb from limb. Kryx begins combat with his powerful spells before shifting into his fearsome giant hyena form, charging in at spellcasters and less-armored foes." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00026.webp" + }, + "credit": "Zuzanna Wuzyk" + }, + { + "type": "statblock", + "tag": "creature", + "source": "Ar6", + "name": "Kryx Bloodgnash", + "page": 6, + "style": "inset" + } ] }, - "If the characters refuse the mission for such a low rate, the parents privately discuss options and approach again with deeds to their homes in exchange for finding their children.", - "If the characters accept the offer, the parents direct them to the bar at the Brewmaster's Table, where they can find a local spelunker and expert\u2014Calliope Daydream, who taught the missing children how to safely explore the caverns. If anyone can guide the characters to the Crystal Grove, it's her.", { "type": "entries", - "name": "Talking to Calliope", - "page": 25, + "name": "Athlonia, the Moon's Eclipse, {@i Elf knight of shadow}", + "page": 7, "entries": [ - "Calliope Daydream offers to look for the teenagers with the characters. She says that she can guide them to the Crystal Grove, but mentions that she isn't a warrior, which is why she hasn't gone looking for the teens on her own. In combat, she mostly takes the Disengage, Dodge, or Help action, keeping the characters between herself and any enemies and fighting only when cornered. If she can reach a dying character, she attempts a Wisdom (Medicine) check to stabilize them. She also might try to free characters who are {@condition restrained} or otherwise immobilized.", - "Before leaving Pirn, Calliope encourages the characters to consider buying special supplies for spelunking, specifically a hatchet and several more rounds of rope, at Derek's Tackle and Supplies.", { "type": "inset", - "name": "What Changed the Caves?", + "page": 7, + "entries": [ + { + "type": "quote", + "entries": [ + "A heart once beating with eternal love now lies black in her chest. Her spirit once walked in the light but now walks in the shadows." + ], + "by": "Elven carving on the last remaining stone of the temple of the Gray Reaches" + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Nicknames:", + "page": 7, + "entries": [ + "The Knight of the New Moon, the Shadow's Touch, the Sorrow" + ] + }, + "Athlonia lives in the shadows of the world. When she fell in love with Kallis Redfall, the human king, she severed her connection with her elf family. As Kallis' wife and queen, she watched her soulmate and children die as age took them one by one until the entire kingdom turned to dust and bones. Athlonia soon found the world held nothing for her. As she walked in the shadowy ruins of the former elven court of the Gray Reaches, Athlonia discovered a hidden gateway to the dark world of the unseelie fey. The unseelie lords on the other side bonded with Athlonia, and she found herself embracing the very shadows in which she hid. Her heart became cold.", + "With new power and hardened soul, Athlonia turned to bounty hunting for money and sport. Caring nothing for their lives, she cut her quarry down with her black blade. Soon she found a like-minded soul in the gnoll shapeshifter Kryx. The duo hunted at the borders between civilization and the wilds until they found a new path illuminated by the fiery charisma of Irae Firetouched. Athlonia once wore a locket around her neck with a picture of her husband and children, dead for centuries. It is said she tore it from her neck and threw it into the deep woods of the Gray Reaches, hoping to forget the life she once had. She failed to forget, however, and she secretly yearns for its return.", + { + "type": "entries", + "name": "Ideal:", + "page": 7, + "entries": [ + "\"A quick death from the shadow's heart is the best you can hope for in this world.\"" + ] + }, + { + "type": "entries", + "name": "Bond:", + "page": 7, + "entries": [ + "\"I travel with the most unexpected companions who share my nihilistic view of the world.\"" + ] + }, + { + "type": "entries", + "name": "Flaw:", + "page": 7, + "entries": [ + "\"A spark of love and loss still resides in my cold heart.\"" + ] + } + ] + }, + { + "type": "entries", + "name": "Tactics", + "page": 7, "entries": [ - "If a character wants to know what changed the caves so suddenly, they can make a DC 15 Intelligence (Arcana or Nature) check. On a success, that character recalls that when someone betrays and murders a powerful druid, the dying spellcaster can ask for the spirits of nature to preserve them. If the spirits answer, a crystal cocoon encases the druid, turning them into a cryad, a crystalline construct that seeks vengeance upon all humanoids. A cryad captures people and uses their bodies as fertilizer to grow a garden of glowing, necromantic crystals. Unsealing a cryad's cocoon causes the nearby earth to shift and change into a more dangerous defense of their crystal gardens.", - "If no character knows this information, Calliope tells the characters about cryads after they face a couple challenges in the cave, as she knows the lore and starts to realize what may be happening. If the characters don't know about Fawning Summerset, Calliope shares her story, as well (see \"Tale of Fawning Summerset\")." + "Althonia is the front line of the Accord, standing silently at the Irae's side, her grim visage a contrast to Irae's blazing personality. Althonia uses her ability to step through the shadows to block those who would threaten Irae. When pressed, the knight surrounds herself with the shadowy power of the unseelie fey." ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00034.webp" + }, + "credit": "Zuzanna Wuzyk" + }, + { + "type": "statblock", + "tag": "creature", + "source": "Ar6", + "name": "Athlonia, the Moon's Eclipse", + "page": 8, + "style": "inset" } ] }, { "type": "entries", - "name": "Spelunking", - "page": 26, + "name": "Uldun of Parts Unknown, {@i Orc assassin}", + "page": 9, "entries": [ - "When the characters are ready to find the teenagers, Cal liope meets them on the edge of town. The 2-mile hike up to the cavern is a pleasant walk with a slight grade. But the entrance to the cavern is a craggy 20-foot-deep shaft. When Calliope sees the hole, she explains:", { - "type": "insetReadaloud", + "type": "inset", + "page": 9, "entries": [ - "\"This shaft wasn't always here. Up until those kids went missing, it was just a cave mouth you could walk into. Now it's a straight drop. Something weird is happening... you ready for this?\"" + { + "type": "quote", + "entries": [ + "That one standing there? One time I heard he spent a night in thick brambles, thorns piercing his skin, holding back his arrow until just the right time. At the changing of the guard, his arrow pierced through the wall of a tent and killed the commander sleeping inside. He aimed by a snore alone." + ], + "by": "A statement overheard among soldiers at Uldun's second failed execution" + } ] }, - "Characters who climb down the shaft must succeed on a DC 12 Strength (Athletics) check or fall while making the climb down, landing {@condition prone} and taking 7 ({@damage 2d6}) bludgeoning damage. Characters who use rope or other climbing equipment have advantage on this check.", { - "type": "inset", - "name": "", + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Nicknames:", + "page": 9, + "entries": [ + "The Crownhunter, the Silent Death, Vengeance of the Mountain" + ] + }, + "Uldun hunts the hunters. For three decades, Uldun watched Clormond Titanson's legions push orcs of the Pale Moon back into the mountain caves and hunt his kin as monsters. He watched orc warlords send his brothers and sisters into pointless battles and get slaughtered by the hundreds. As a young warrior, Uldun found a like mind in the fabled human mercenary Angus Threefingers. Once an orc hunter himself, Angus saw that orcs were no different than anyone else in the world\u2014a people with their own culture and right for survival. Angus and Uldun became friends, and together they assassinated those who put orcs under the knife. They got very good at it.", + "Old age and a love of drink took Angus, but Uldun continued on. Uldun assassinated the officers and royalty who sent soldiers into battle against orcs. More officers and nobles died under Uldun's arrows than all who fell under their cruelty and violence put together.", + "Uldun's understudy, an orc hunter named Barash Longtooth, betrayed Uldun to a local lord who sent the orc assassin for public execution. Noting his deadly skills, Athlonia and Kryx liberated him and brought him to their cause. His talents, they explained, were too valuable to end on the blade of an executioner's axe. Later, Irae showed her value to Uldun by bribing and blackmailing those who continued to hunt him. Those who do business with the Grim Accord mostly ignore Uldun's grim past, though veterans of the imperial wars remember the hundreds who fell under his arrows.", + { + "type": "entries", + "name": "Ideal:", + "page": 9, + "entries": [ + "\"I hunt those who have grown fat on the lives of others.\"" + ] + }, + { + "type": "entries", + "name": "Bond:", + "page": 9, + "entries": [ + "\"Saved from an executioner's axe, I have found a bond with the Accord.\"" + ] + }, + { + "type": "entries", + "name": "Flaw:", + "page": 9, + "entries": [ + "\"Sometimes, when the tip of my arrow aims at corrupt nobility, I cannot help but let it fly.\"" + ] + } + ] + }, + { + "type": "entries", + "name": "Tactics", + "page": 9, "entries": [ - "The caverns are a twisting network of tunnels that Calliope guides the characters through. There are branching paths, shafts, and pits. Most lead to dead ends, but Calliope always picks the right path to get the characters closer to the grove.", - "Calliope worries about the missing teens and is grateful for the characters' willingness to rescue them. She is serious and apprehensive, but she moves carefully and gracefully through the tunnels. Ever the teacher, Calliope sometimes lectures the characters about safety while traveling through the caves and offers wilderness survival tips and platitudes like \"Always take a buddy\" and \"Sometimes you find the ooze. Sometimes the ooze finds you.\"", - "If Calliope dies, the characters can still find their way through the caves to the Crystal Grove, but they are more likely to get lost (see \"Between Encounters\")." + "Uldun is almost always unseen and speaks little. He possesses an unnatural ability to blend into the background. Uldun fights at range, hammering the most dangerous of his enemies with deadly arrows and repositioning himself between each shot. Though he prefers his longbow, his twin shortswords can be likewise lethal if he finds himself cornered." ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00042.webp" + }, + "credit": "Zuzanna Wuzyk" + }, + { + "type": "statblock", + "tag": "creature", + "source": "Ar6", + "name": "Uldun of Parts Unknown", + "page": 10, + "style": "inset" } ] } ] }, { - "type": "entries", - "name": "Random Encounters", - "page": 26, + "type": "section", + "name": "Group Tactics of the Grim Accord", + "page": 11, + "entries": [ + "The Grim Accord have spent years working together. Although their motives are far from altruistic, they fight together like wolves born to the same litter. It's extremely hard to catch the Grim Accord unaware. Uldun is as masterful a defensive huntsman as he is an assassin. When he detects someone hunting the Accord, he informs his allies and tracks the trackers. When enemies catch up to the Grim Accord, they often see only two of the four members of the Accord, who are not as unaware as they appear.", + "If given the chance, Irae casts {@spell greater invisibility} before the battle begins and hammers slower-moving targets with {@optfeature Quickened Spell||quickened} {@spell fireball||fireballs} and {@spell fire bolt||fire bolts}. She uses {@spell misty step} to change positions if she gets pinned down. Kryx uses his hyena form for defensive mobility, moving to advantageous positions then reverting to his humanoid form to cast spells like {@spell heat metal} on heavily armored opponents, {@spell blight} on lightly armored foes, or {@spell call lightning} on groups. Athlonia uses her Defensive Shadowstep to defend allies pinned down by enemies. Using this reaction, she can often defend two allies separated across the battlefield. Uldun stays out of sight, using his Cunning Action to hide and hitting defensive spellcasters with longbow attacks.", + "When on the offensive, the Grim Accord doesn't play fair. Rather than attack the characters directly, the Accord attacks a location their enemies love, often setting it on fire regardless of innocents. They use the same innocents to draw their enemies into Uldun's deadly aim and Kryx's devastating spells." + ] + }, + { + "type": "section", + "name": "Integrating the Grim Accord into Your Campaign", + "page": 11, + "entries": [ + "The Grim Accord can serve as sinister NPCs the characters meet during quests, adventuring rivals who compete with the characters to complete goals or obtain items, or as direct antagonists to the characters, such as mercenaries hired by your campaign's archvillain. You can also present the members as individual NPCs rather than as a group. The members of the Grim Accord are yours to use however they best fit your game.", + "Characters of 7th or 8th level would likely find the Grim Accord challenging in combat. Below 7th level, the Grim Accord could be deadly. Above 8th level, consider adding other mercenaries such as {@creature knight||knights}, {@creature mage||mages}, {@creature priest||priests}, or {@creature veteran||veterans}. Individually, each member of the Grim Accord would be challenging for four 3rd-level characters.", + "The Accord is probably most interesting as rival adventurers. The characters may learn of the Accord through rumors and whispers, each member identified with one of their sinister nicknames. The characters might meet Irae in a royal court, a ball, dinner party, or a gala. Met in nonhostile environments, the characters have a chance to size her up and learn about the other members.", + "You can tie members of the Grim Accord to the backgrounds of the characters. Perhaps Uldun assassinated one character's family members. Another could have an ancient family connection that goes back to Athlonia before she turned to the way of shadow.", + "For the greatest effect, introduce the Grim Accord into your campaign before any combat or confrontation. The characters should know of the Accord, their history, and their exploits before they face each other in a climactic battle." + ] + }, + { + "type": "section", + "name": "Villainous Quests and Adventure Hooks", + "page": 12, "entries": [ - "Each hour the characters stop to rest in the cave, roll a d20. On a result of 12 or higher, they experience a random encounter from the Random Encounters table. The cryad's cocoon unsealing shifted the caverns and cut many of these creatures off from their homes and food sources. These creatures fight to the death and attempt to devour the characters.", + "The following three quests and adventure hooks can draw the Grim Accord into your campaign. Modify these quests to suit your needs.", { - "type": "table", - "caption": "Random Encounters", - "colLabels": [ - "d4", - "Encounter" - ], - "colStyles": [ - "col- text-", - "col- text- " - ], - "rows": [ - [ - "1", - "{@dice 1d3 + 3} {@creature giant spider||giant spiders}" - ], - [ - "2", - "{@dice 1d2 + 1} {@creature grick||gricks}" - ], - [ - "3", - "{@dice 1d2} {@creature phase spider||phase spiders}" - ], - [ - "4", - "{@dice 1d2} {@creature black pudding||black puddings}" - ] + "type": "entries", + "name": "The Keys to Doomshade", + "page": 12, + "entries": [ + "The door to the Doomshade vault was lost for thousands of years until a group of sages from the Whitetorch Academy rediscovered it. Only two maps to the door remain after the bloodshed that followed, one that falls into the hands of the characters and one that falls in the Grim Accord's. Opening the vault door requires three keys, and a total of five such keys lie hidden in ancient crypts, forgotten towers, and dead cities guarded by undead horrors. Both the characters and the Accord seek to be the first to acquire three keys and either open the vault or ensure it remains forever closed.", + "As the characters hunt for one key, the Grim Accord may hunt for another. Soon their paths cross until only one group can hold the final key." + ] + }, + { + "type": "entries", + "name": "Protecting the Hunted", + "page": 12, + "entries": [ + "Farnek Hobknobber, the halfling adventurer, has a price on his head. His business partner, Yoven Treetromper, stole an amulet belonging to Lord Jovendel Ironstag and his family for ten generations and left Farnek in the crosshairs. Rumors say the amulet is the only object able to open the doors of the lost city of Garion and reveal the ancient and powerful artifacts built by the city's founders.", + "Blaming Farnek for the theft, Lord Jovendel hired the Grim Accord to hunt down the halfling and find the amulet by any means necessary. Farnek hires the characters to protect him from the Accord and find Yoven and the amulet. The elusive Yoven leads them all on a chase across the land to the ruins of Garion. Throughout the adventure, the characters choose the best path to find Yoven and avoid the Grim Accord until they can hope to face them and win at the sealed doors of Garion the Sapphire City." ] }, { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/001-0106.png" - } + "type": "entries", + "name": "The Dogs of War", + "page": 12, + "entries": [ + "War has raged between the Faigon empire and the Voth city-states for five years. The half-orc general Ikonn Ironmaw hires the characters for a series of missions to destabilize the Voth. Little do the characters know that Avende the Blue Star, elven general of the Voth, hired the Grim Accord to do likewise to Faigon. As the characters engage in missions of sabotage, defense, assassination, rescue, espionage, negotiation, and diplomacy, they find signs of the Grim Accord, until the two groups finally come faceto- face on the battlefield. The confrontation may end in bloodshed, but perhaps the characters can convince the Accord to turn against the Voth and end the war." + ] } ] }, { - "type": "entries", - "name": "Cavern Features", - "page": 27, + "type": "section", + "name": "Stormborn Tower, Lair of the Grim Accord", + "page": 12, "entries": [ - "The caverns have a range of spaces, from open rooms with high ceilings to narrow crawl spaces. Unless otherwise mentioned, there are no light sources in the caverns, save for those the characters bring with them. If the characters have no light sources, Calliope gives them three torches.", - "The caverns' stone is a combination of grey and green minerals, oxidizing from the air. Stalactites and stalagmites jut out across the floors and ceilings, almost as if they are protecting the caverns from wanderers. Climbing the walls of the caverns requires a successful DC 12 Strength (Athletics) check, which is made with advantage if the character uses climbing equipment.", - "As Calliope guides the characters through the cavern, describe the tight spaces and strange sights they encounter. You can use one of the following descriptions each time the characters travel the tunnels from one challenge to the next:", - { - "type": "list", - "items": [ - "A tunnel wall contains a faded carving of three stags goring a wolf with their antlers above a phrase in Druidic that reads \"The final resting place of Fawning Summerset.\"", - "Dripping echoes down a yawning tunnel that divides into four halls. Rubble blocks three of the paths, and the remaining tunnel shines with eerie green stone on the walls.", - "Calliope stands in the middle of a cavern, her eyes darting around at the various tunnel exits, her brow furrowed. \"There used to be a shaft that led up to the surface here.\" The elf shakes her head and thinks for a moment about which way to go. (If the characters wish to help with the navigation of the caves, see \"Between Encounters.\")", - "Calliope's torchlight illuminates a wall ahead covered in inky black shadow. As she gets closer, the shadow, some sort of ooze, slides into a crack in the wall and disappears. (Consider running an encounter with a black pudding if you use this description.)", - "Sticky white strands of rope hang from the ceiling, an abandoned web meant for creatures the size of a horse. (Consider running an encounter with a giant spider if you use this description.)" - ] - }, - "Calliope makes several comments about tunnels getting tighter and having extra bends and stalagmites than last time she was in the caves." + "These villainous adventures have their own headquarters, a lair known as Stormborn Tower. This location can serve as an adventuring location should the characters approach the Grim Accord on their turf. The characters may travel here to spy on the Grim Accord, do battle with the adventuring band, steal something the Accord possesses, or visit the members of the Grim Accord as quest NPCs.", + "Stormborn Tower sits at the edge of civilization and the wilds\u2014exactly where the Accord likes it. Once the lair of Zhakius Stormborn, a wizard who took power from the perpetual storms surrounding the tower, the Grim Accord seized it as a legitimate salvage for defeating the mage and the storm-infused warriors that served him. A ceaseless storm cloud surrounds the rocky hilltop where the tower sits, and rumors persist of a powerful arcane machine in the lair's uppermost reaches that draws energy from the storm above. If the Grim Accord has made use of this strange machine, none know of it.", + "The Grim Accord repurposed many of the tower's chambers, each member building out their portion to suit their desires.", + "The tower sits atop a deep catacomb beneath its rocky hill, the origins of which predate the building's construction. Multiple layers of primeval tombs, vaults, and ossuaries lead into the earth. Even the Accord hasn't fully explored the depths. Perhaps they fear the horrors lurking in the unhallowed halls and guarding the secret paths leading into the tower's lower levels." ] }, { - "type": "entries", - "name": "Cavern Encounters", - "page": 28, + "type": "section", + "name": "Grim Accord NPC Realm", + "page": 13, "entries": [ - "Most of the caverns are not dangerous, but the characters encounter several terrain obstacles they must overcome. Each obstacle has a map and description.", + "Though the Grim Accord mainly consists of the four NPCs described in this article, they expand their ranks and hire other mercenaries when the job calls for it. The group keeps some of these other ruffians on retainer, creating a mercenary band that fights larger battles for clients. If you are using the rules in {@loader Kingdoms & Warfare|book/MCDM Productions; Kingdoms & Warfare.json}, you can make the Grim Accord an NPC realm with the following statistics.", { "type": "entries", - "name": "Between Encounters", - "page": 28, + "name": "Grim Accord", + "page": 13, "entries": [ - "Each time the characters approach a new encounter in the caves, have them make a group DC 12 Wisdom (Survival) check to find their way through the caves. If Calliope is with the characters, she turns up to two failures into successes whenever the group makes this check.", - "If the group succeeds, they move through the caverns without incident. If the group fails, they get lost in the tunnels and spend a lot of time backtracking. Each character must make a DC 10 Constitution saving throw. On a failed save, a character gains a level of {@condition exhaustion}.", + "{@i Adventuring party (mercenary company)}", { "type": "inset", - "name": "Time Saver", + "page": 13, "entries": [ - "If you're short on time, you can skip any of the following challenges in this section. If you do, the characters will have more of their hit points, spells, and resources for the final confrontation with the cryad, but that's not necessarily a bad thing!" + { + "type": "list", + "style": "list-no-bullets", + "columns": 2, + "page": 13, + "items": [ + { + "type": "item", + "name": "Skills", + "entries": [ + "", + "Diplomacy {@skillCheck diplomacy +0}", + "Espionage {@skillCheck espionage +1}", + "Lore {@skillCheck lore +2}", + "Operations {@skillCheck operations +3}" + ] + }, + { + "type": "item", + "name": "Defenses", + "entries": [ + "", + "Communications 12", + "Resolve 14", + "Resources 13" + ] + } + ] + }, + { + "type": "item", + "name": "Size", + "entries": [ + "", + "1 ({@dice d4} Power die, 5 domain turns during intrigue)" + ] + } ] } ] }, { "type": "entries", - "name": "The Gorge", - "page": 28, + "name": "Title", + "page": 13, "entries": [ - "You can use the Gorge map to run this encounter. After about a half an hour of following Calliope in the caverns, the characters enter this chamber from the west and come to their first obstacle.", + "As the leader of the Grim Accord, {@creature Irae Firetouched|Ar6} gains the following title.", { - "type": "insetReadaloud", + "type": "entries", "entries": [ - "A narrow tunnel gives way to a much wider cavern that smells of guano and glitters with a few tiny crystals embedded scattershot across the walls. Small drips echo through the chamber as water falls from the stalactites into a great gorge that slashes across your path like a deep, dark scar. Two prominent pillars of rock jut out from the middle of the gorge floor and could form a path across for daring athletes. \"We need to get to the other side,\" Calliope says as she sets her jaw with determination." + { + "type": "entries", + "name": "Magus Protector", + "page": 13, + "entries": [ + "When a creature within 15 feet of Irae is hit with an attack or targeted by a magic missile spell, she can use her reaction to cast the {@spell shield} spell using a spell slot of 1st-level or higher. The {@spell shield} spell affects the creature instead of Irae.", + "Additionally, during a short or long rest, Irae can bolster herself or another creature's defenses with magic. The target gains 10 temporary hit points." + ] + } ] - }, - "The gorge before the characters is 80 feet across and 40 feet deep.", - "{@b {@i Crossing the Gorge.}} If a character attempts to hop across the pillars to the other side of the gorge, they must succeed on a DC 14 Dexterity (Acrobatics) check or lose their balance as they leap, falling to the bottom of the gorge, landing {@condition prone}, and taking 14 ({@damage 4d6}) bludgeoning damage from the fall. A character could also attempt to climb the cavern walls to cross to the other side, or climb down to the bottom of the gorge, walk across, then climb back up (see \"Cavern Features\"). A character who fails a Strength (Athletics) check made to climb the walls or down into or out of the gorge falls 40 feet to the gorge's floor.", + } + ] + }, + { + "type": "entries", + "name": "Powers", + "page": 13, + "entries": [ + "All officers of the Grim Accord get the following organization powers.", { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/001-0111.png" - } - }, - "A young {@creature roper} with 60 hit points hides in the ceiling among the stalactites between the pillars. The first time a character attempts to leap across the chasm using the pillars, the roper attacks, using its tendrils to reel the character up to the ceiling for a feast and grapple then drop any rescuers into the gorge. If the characters instead climb down to the bottom of the gorge to cross, the roper moves to the east side of the gorge and waits for them to climb up. A character with a passive Wisdom (Perception) score of 15 or higher notices the roper moving across the ceiling. The roper fights until reduced to 30 hit points, then flees along the ceiling.", - "{@b {@i Treasure.}} If a character succeeds on a DC 13 Wisdom (Perception) check, they notice gear at the bottom of the gorge. Roll a d6 and use the Gorge Treasure table to determine what the characters find.", - { - "type": "table", - "caption": "Gorge Treasure", - "colLabels": [ - "d6", - "Item" - ], - "colStyles": [ - "col- text-", - "col- text- " - ], - "rows": [ - [ - "1", - "Two backpacks with {@dice 1d6} rations each" - ], - [ - "2", - "Morrigy's Field Journal, an incomplete journal for foraging mushrooms" - ], - [ - "3", - "A silvered dagger" - ], - [ - "4", - "A pouch containing {@dice 20d10} sp" - ], - [ - "5", - "Two half-full waterskins" - ], - [ - "6", - "Four unused 50-foot-long coils of hemp rope" - ] + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Evil Friends Forever", + "page": 13, + "entries": [ + "When a creature within 5 feet of a Grim Accord officer is targeted with an attack, the officer can use a reaction to take a power die from their pool and become the target of the attack instead. The officer adds the number on the power die to their AC against the attack." + ] + }, + { + "type": "entries", + "name": "Fighting Dirty", + "page": 13, + "entries": [ + "Before a Grim Accord officer makes a weapon or spell attack, they can use a bonus action to target one of their opponent's vulnerable spots, making for a more challenging attack but dealing more damage. The officer takes a power die from their domain's pool and subtracts the number on the die from their attack roll. If the attack hits, it deals extra damage equal to 5 × the number on the power die." + ] + } ] - }, - "In addition, the characters find goggles of night among the belongings. Calliope informs the characters that the gear they found belongs to the teens. If the characters rescue them, the teens allow the heroes to keep what they found as thanks." + } ] }, { "type": "entries", - "name": "Skimming across the Stones", - "page": 29, + "name": "Features", + "page": 13, "entries": [ - "You can use the Crossing the Stones map to run this encounter. The characters come upon this spot about twenty minutes after they leave the gorge cavern. They enter the chamber from the south.", { - "type": "insetReadaloud", + "type": "entries", "entries": [ - "Calliope crawls through a low chamber on her hands and knees, motioning for you to follow. As you join her in the tight tunnel, dark standing water splashes up into your mouth, and the strong, bitter taste of mineralization overwhelms your senses. The short crawl space opens into a longer tunnel with a deep pool of this opaque water. Six smooth black stones, each topped with a cluster of crystals, dot a path across the pool to a dry opening on the other side of the narrow cavern." + { + "type": "entries", + "name": "Break Their Spirit (1/Intrigue)", + "page": 13, + "entries": [ + "As a domain bonus action, a Grim Accord officer can make an Operations test against an opposed domain's Resolve. On a success, the target domain's Resolve level decreases by 1, and the Grim Accord's Resolve level increases by 1." + ] + }, + { + "type": "entries", + "name": "Can We Get a Raise?", + "page": 13, + "entries": [ + "As a domain action, a Grim Accord officer can make a {@dc 14} Operations test. On a success, the officer chooses one of the following benefits:", + { + "type": "list", + "items": [ + "Until the end of the next battle, each Grim Accord officer has a +1 bonus to weapon attack and damage rolls. (The GM can rule that this bonus ends if it takes too long for the next battle to happen.)", + "The next time the Grim Accord musters a cavalry or artillery unit, they can also muster an additional infantry unit.", + "Each infantry unit the Grim Accord musters from now until the start of the next battle has its experience increased one level." + ] + }, + "The Grim Accord can use this feature multiple times during an intrigue, but must pick a different benefit each time. The DC increases by 2 for each successive use." + ] + }, + { + "type": "entries", + "name": "Vengeance (Special Unit)", + "page": 13, + "entries": [ + "A Grim Accord officer can make a {@dc 14} Operations test as a domain action. On a success, the Grim Accord musters Vengeance, a special unit of merciless warriors." + ] + }, + { + "type": "entries", + "name": "Survive Till Payday", + "page": 13, + "entries": [ + "If the Grim Accord's Resolve level is 2 or higher at the start of a battle, each unit they control has advantage on Power tests to resist battle magic during that battle." + ] + } ] - }, - "The opaque standing water in this chamber is 2 feet deep, and the ceiling is 10 feet high. Entering the water attracts the attention of two swarms of quippers that live in the pool. The fish attack any creature that disturbs the waters, save the mimic, which they consider a predator. These quippers are cave fish\u2014they have blindsight out to a radius of 60 feet and are blind beyond that radius.", - "{@b {@i South Stone.}} The southernmost stone in the water is a disguised mimic. Being partially submerged in the water for so long has given the mimic chills. A character with a passive Wisdom (Perception) score of 15 or higher notices the mimic shiver occasionally in very short bursts. Creatures who notice the mimic can choose to avoid it while crossing the stones. The mimic waits for a character to touch it or fall in the water, then attacks, fighting to the death.", - "{@b {@i Crossing the Stones.}} The five northernmost stones in the pool have been smoothed over with sediment, creating an unusually slick surface. A character who attempts to hop across the stones must succeed on a DC 14 Dexterity (Acrobatics) check to do so. On a failed check, they fall into the water. A character who doesn't choose to avoid the stone-disguised mimic lands on top of it.", - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/001-0116.png" - } } ] }, { "type": "entries", - "name": "Illusion of Daylight", - "page": 0, + "name": "New Warfare Unit Traits", + "page": 13, "entries": [ - "You can use the Illusion of Daylight map to run this encounter. The characters come upon this spot, where a crystal produces a veil of light that obscures a pit in their path, about ten minutes after they leave the standing water cavern. They enter this tunnel from the west.", + "The Vengeance special unit has the following traits:", { - "type": "insetReadaloud", + "type": "entries", "entries": [ - "Moving through a wide tunnel, you notice a beam of brilliant light coming through a crystal embedded in the ceiling ahead. You have only seen darkness and torchlight since entering the Summerset Caverns, but now this solid prism of blinding rainbow light obstructs any view of the path ahead." + { + "type": "entries", + "name": "By Any Means Necessary", + "page": 13, + "entries": [ + "As a reaction to this unit failing an Attack or Power test, it can suffer 1 casualty and succeed on that test instead." + ] + }, + { + "type": "entries", + "name": "An Everchanging Band of Misfits", + "page": 13, + "entries": [ + "When this unit is deployed, choose either Adaptable, Eternal, Relentless, Stalwart, or Warbred. This unit gains that trait until the end of battle." + ] + } ] }, - "The ceiling in this chamber is 15 feet high.", - "{@b {@i Light Crystal.}} The crystal embedded in the ceiling is 5 feet in diameter and extends up to the surface, where it catches the light and then magnifies it. The crystal's structure even enhances moonlight into a brilliant rainbow.", - "A {@spell detect magic} spell reveals that the crystal radiates an aura of evocation magic. The crystal has AC 17, 50 hit points, and immunity to poison and psychic damage. If the crystal is destroyed, it explodes in a burst of brilliant light and each creature in the chamber must succeed on a DC 12 Constitution saving throw or take 9 ({@damage 2d8}) radiant damage and become {@condition blinded} for 1 hour. Destroying the crystal makes the light disappear.", - "{@b {@i Pit.}} Just beyond the veil of light is a 15-foot-deep pit with a 20-foot-square opening. A {@creature gelatinous cube} with a climbing speed of 15 feet waits at the bottom of the pit and automatically engulfs any creature that falls into it. If two creatures pass over the pit without falling inside, the cube moves up over the opening and attempts to engulf the next creature to cross.", - "A character who makes a successful DC 12 Intelligence (Investigation) check discovers the pit on the other side of the light before crossing over. If a character doesn't notice the pit, they fall into it.", - "{@b {@i Crystal Grove Entrance.}} The entrance to the Crystal Grove is only about a five-minute walk from the pit.", { "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/001-0118.png" - } + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00055.webp" + }, + "altText": "A pictorial representation of a Vengance Unit statblock." } ] } ] + } + ] + }, + { + "type": "section", + "name": "Armor Of Zevellon", + "page": 14, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00060.webp" + } }, { "type": "entries", - "name": "The Crystal Grove", - "page": 32, + "page": 14, + "style": "text-center", + "entries": [ + "{@style a new magic item set and encounter|dnd-font;large}", + "by Gabe Hicks" + ] + }, + { + "type": "inset", + "page": 14, "entries": [ - "The small tunnel leading into the Crystal Grove is 3 feet wide, 3 feet tall, 5 feet long, and 4 feet off the ground. When the characters enter the tunnel, read or paraphrase the following boxed text:", { - "type": "insetReadaloud", + "type": "quote", "entries": [ - "Vibrating energy in this darkened cavern flows through the air, creating a gentle hum of growth that echoes across the walls. The hum builds to a loud groan, then almost a scream, a harrowing greeting. As the volume increases, clusters of white, pink, green, yellow, and blue crystals glow with bright light, forming a cohesive fabric of sparkling destiny that covers the ground's rolling mounds. Some crystals are just a bit more than a speck of dust, while others are as thick as trees with heights over eight feet tall." - ] - }, - "You can use the Crystal Grove map to run this encounter. The entrance to the cavern is on the east wall. The ceiling in this room is 15 feet high and the crystals provide bright light throughout the entire area.", + "With every moment a person grows older, the more fully they understand how little they know. The more they see that existence is just chaos. And I have lived eons." + ], + "by": "Zevellon, the Crimson Scorn" + } + ] + }, + "The {@item Armor of Zevellon|Ar6} is a set of four magic items that make up a suit of deep red armor. The demigod Zevellon placed his essence into the pieces of armor to cheat death, similar to the way a lich conceals its soul in an object. When the pieces are worn together, Zevellon possesses the wearer, turning them into his avatar.", + "But Zevellon's story began long ago, when the young elf was adopted and raised by humans. Years passed, and Zevellon's family and friends died while he was still in his early life. A few passed suddenly in accidents or battles, most were claimed by old age as time inevitably marched on. The unstoppable force withered all mortals, even long-lived elves like Zevellon. He concluded that death rendered life meaningless. All existence was chaos...unless one could cheat death. There was the answer\u2014immortality was all he needed to bring an end to his fears and give his existence true purpose.", + "Obsessed with achieving godhood to beat death, Zevellon traveled across the planes, uncovering ancient rituals to fill his body with divine magic. After displaying the gifts of heightened strength and intelligence he could bestow upon others, warriors and mages came to worship at the feet of the self-declared Crimson Scorn, Demigod of Chaos. These warlocks pledged their fealty and received a piece of the Crimson Scorn's power in exchange. Of course, Zevellon never shared all his gifts with his vassals\u2014 just enough to tempt them.", + "Zevellon's greatest secret lies within his armor, which contains his very soul. Over the centuries Zevellon lived, he infused his essence bit by bit into the suit. The Crimson Scorn bound the pieces to each other so that, when worn together, the armor would amplify his might.", + "Moments before the great paladin Emilia Draeshade thrust her sword into Zevellon's heart, he transferred his life force into the armor. Servants of the Crimson Scorn carried the armor's pieces to different places, hiding them in deep dungeons, and waited for a host worthy of Zevellon. The demigod's essence disguises the armor to look like holy relics until all are worn together, at which point they will return to their true, gloriously red sheen.", + { + "type": "entries", + "name": "Armor of a Demigod", + "page": 15, + "entries": [ + "The {@item Armor of Zevellon|Ar6} is composed of four pieces, each implanted with the magic and lifeforce of the demigod himself. The armor consists of gauntlets, a helmet, the body, and boots. An illusion makes the armor look like silvery holy relics, but {@sense truesight} and similar abilities that can pierce illusion magic reveal the suit's fiery red appearance.", + "The first time you attune to a piece of the armor, you gain the following flaw, \"I must seek out the other pieces of this armor at all cost.\" While you are attuned to and wearing at least one piece of the armor, you gain a +1 bonus to AC for each piece you wear.", + "All pieces of the armor count as a single item for the purposes of your magic item attunement limit. Once you attune to any piece of the armor, it can't be removed and you can't unattune from it unless you die or the {@spell wish} spell is cast to remove it.", { "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/001-0122.png" - } + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00065.webp" + }, + "credit": "Grace Cheung" + }, + { + "type": "statblock", + "tag": "item", + "source": "Ar6", + "name": "Zevellon's Gaze", + "page": 15, + "style": "inset" + }, + { + "type": "statblock", + "tag": "item", + "source": "Ar6", + "name": "Zevellon's Scourge", + "page": 16, + "style": "inset" + }, + { + "type": "statblock", + "tag": "item", + "source": "Ar6", + "name": "Zevellon's Grasp", + "page": 16, + "style": "inset" + }, + { + "type": "statblock", + "tag": "item", + "source": "Ar6", + "name": "Zevellon's Steps", + "page": 16, + "style": "inset" + }, + { + "type": "inset", + "name": "That's a Lot of Items", + "page": 16, + "entries": [ + "If you introduce the {@item Armor of Zevellon|Ar6} into your game, there is a good chance that one character winds up wearing every item in the set. If this character finds several of the pieces quickly, their power will be unmatched by any other in the party. For some groups, this is fine, but many players may feel that their own characters are underpowered and overshadowed by their friend in the sweet new armor. If you put a few levels of adventuring between each piece of armor and ensure that plenty of other cool magic items go to the other characters, you'll avoid the issue of one character suddenly becoming the star of the show. You'll also better equip the heroes for when their friend becomes possessed by Zevellon and inevitably turns on them." + ] } ] }, { "type": "entries", - "name": "The Environment", - "page": 32, + "name": "Completing the Armor of Zevellon", + "page": 17, "entries": [ - "The largest crystal at the center of the chamber is a cloudy white color, and one side of it has been smashed open. The inside is hollow. A character who knows about cryads (see the \"What Changed the Caves?\" sidebar) knows that this enormous hollow crystal likely held one. The teens broke the crystal open, causing the changes to Summerset Caverns.", - "A {@spell detect magic} spell reveals that the crystals in this chamber radiate auras of necromancy magic. The four southern-most Medium crystals (see below) have mounds covered in tiny crystals beneath them.", - "A character who makes a successful DC 14 Intelligence (Investigation or Nature) check can tell that the mounds underneath the largest crystals are the sleeping bodies of the four missing teens (who are noncombatants). The crystals slowly drain the life of Ogin and Vold Reedsnip and Syrah and Poli Twell. A character who examines a crystal mound and wipes away the dust notices the teens beneath. When this happens, all the teens wake and speak in unison, urging the characters to flee.", { - "type": "insetReadaloud", + "type": "inset", + "page": 17, "entries": [ - "\"The children you know are gone\u2014trapped, one with the crystal. We pay penance to Fawning's grove, make something beautiful out of our dying sacks. Go! Leave! Leave us to the crystal, or join its growth forever!\"" + { + "type": "quote", + "entries": [ + "I am finally returned by a worthy warrior. Let us roil chaos together. I can give you great gifts. All I need from you is a promise. Swear to me that your body is mine when you die. Do so, and for the rest of your mortal life, I shall make you a god. Pledge unto me your corpse. You won't be using it anyway." + ] + } + ] + }, + "When you are attuned to and wearing all the pieces of the armor, Zevellon's spirit revives. He asks to inhabit your body when you die and, in the meantime, to take a piece of your lifeforce in exchange for wielding his power:", + { + "type": "list", + "items": [ + "If you agree to allow Zevellon to inhabit your body after your death, your hit point maximum is reduced by 20 and you can wield Zevellon's power (see below). If you die while attuned to the armor, your body returns to life, but Zevellon's soul, and not yours, inhabits the form.", + "If you deny Zevellon, you must make a {@dc 25} Wisdom saving throw. On a success, Zevellon is temporarily subdued but makes the offer again in 1 week. After three successful saving throws to resist Zevellon, Zevellon gives up asking you. On a failed save, Zevellon gains control of your body. You are {@condition incapacitated} but remain aware. Zevellon uses your statistics, except he has 20 Intelligence, 20 Wisdom, and 24 Charisma, and he can access your knowledge, class features, and proficiencies. This possession lasts for as long as you remain attuned to the armor." ] }, - "The teens can't move on their own while covered in crystals. After the teens speak and while the cryad is alive, a character that touches a crystal-covered teen must succeed on a DC 14 Constitution saving throw or take 5 ({@damage 1d10}) necrotic damage as the crystals siphon some of their life energy.", - "A character who knows about cryads knows that destroying the cryad, a successful DC 14 Wisdom check with jeweler's or mason's tools made as an action, or a {@spell lesser restoration} spell or similar magic causes the crystals surrounding the teens to break, releasing the children from their magic and severing their connection to Fawn ing. Each teen weighs 500 pounds while covered in crystals, but is not attached to the floor and can be dragged out of the room by a creature with a Strength score of 17 or higher.", { "type": "image", "href": { "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JennysHomebrewStuff/Arcadia%20Issue%206%20Images/001-0125.png" - } - } + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00071.webp" + }, + "credit": "Grace Cheung" + }, + "While you wield Zevellon's power and you are wearing and attuned to the full suit of the {@item Armor of Zevellon|Ar6}, you gain the following benefits:", + { + "type": "list", + "items": [ + "You have advantage on saving throws against spells and other magical effects.", + "You are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks.", + "When a creature hits you with a melee attack, you can use your reaction to make an attack roll with a {@hit +10} bonus against the attacker using the tendrils of Zevellon's Scourge. You can perform this reaction whether the tendrils are activated or not, and doing so doesn't activate the tendrils. On a hit, the attacker takes {@damage 4d10} necrotic damage and is {@condition restrained} until the end of its next turn. You can't use this benefit again until you complete a long rest.", + "As an action, you can shout and emit a wave of negative energy from the armor. Each creature of your choice within 10 feet of you that can hear you must make a {@dc 18} Wisdom saving throw. On a failed save, the creature magically begins to turn to stone and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic. You can't use this benefit again until you complete a long rest." + ] + }, + "If Zevellon possesses your body, he gains access to the same benefits.", + "In addition, if your body dies while possessed by Zevellon or if Zevellon returns to life in your body and is then killed, his soul retreats back into the pieces of armor. If the armor is permanently destroyed (see \"Destroying the Armor,\" below), Zevellon dies and his soul can't be returned to life." ] }, { "type": "entries", - "name": "The Cryad", - "page": 33, + "name": "Destroying the Armor", + "page": 18, "entries": [ - "At the west end of the chamber, {@creature Fawning Summerset|Ar6}, a cryad, watches the area and feeds off the energy from her growing crystals. Her False Appearance trait allows her to remain undetected while motionless. When the characters interact with the mounds, she comes to life and attacks, fighting until destroyed.", - "Fawning stands just over eight feet tall and is composed of a fine crystal powder. When she springs to action, her face appears and limbs grow from her body. Her eyes shine in the light and appear clear like water.", + "Individual pieces of armor can't be destroyed, but when the armor is united and Zevellon is resurrected by inhabiting the wearer's corpse, the whole suit becomes vulnerable. While Zevellon lives again, a single piece of his armor can be destroyed if it is targeted with a {@spell disintegrate} spell.{@footnote {@sup 1}|{@spell Disintegrate} normally doesn't destroy magic items, but that's why Zevellon made this his armor's weakness. Any spellcaster who knows their craft wouldn't bother wasting a 6th-level spell slot trying to destroy a magic item.} If a single piece of armor is destroyed, it reforms on Zevellon's body {@dice 1d10} days later. If all the pieces of armor are destroyed before a single piece can reform, the suit never reforms.", { - "type": "entries", - "name": "Engaging the Enemy", - "page": 33, + "type": "inset", + "name": "Now I'm the Villain", + "page": 18, "entries": [ - "Once the characters interact with the cryad's crystals, she attacks and can't be convinced to stop her advance until their bodies grow replacement crystals for those they disturbed. There is no way to peacefully resolve conflict with the cryad.", - "Fawning uses Blinding Light at the start of combat then charges into melee with two characters near one another, using Multiattack to target both, attempting to knock them {@condition prone}. She then uses her Fertilize lair action. Once she has some control of the battlefield, she deals as much damage as possible to the characters with more slam attacks and her Shake lair action. If the characters try to pin her down, she can use Crystal Stride to escape or cast spells to attack them at a distance." + "If a character winds up suddenly possessed by Zevellon, that player may feel betrayed and cheated. While those are appropriate emotions for a character in the situation to have, it's not fun for a player to feel that way. When the characters first find pieces of the armor, you may want to bring a player aside and ask them how they feel about their character becoming a villain. If the player likes the idea, you can have them play the part of Zevellon when the moment is right and turn against their friends. If the player hates the idea, the characters can find books or an NPC that can tell them more about the items. Now the quest isn't to find more pieces of the armor, but to find a way to unattune to the armor, or even attune someone else to the magic armor so it can be destroyed.", + "Likewise, you can hint to a character that the armor is evil before they assemble all its pieces by having it send telepathic messages to them. If you use this approach, the armor plays the part of a pious magic item most of the time, but it does occasionally try to push the character toward more nefarious action, which is a good sign that it's not what it seems." ] }, { - "type": "entries", - "name": "Medium Crystals", - "page": 33, - "entries": [ - "Fawning's Crystal Stride trait and Faerie Lights lair action refer to Medium or larger crystals in the grove. Any crystal on the Crystal Grove map that is large enough to take up at least 1 square counts as a Medium or larger crystal.", - "Each crystal has AC 17, 18 hit points, and immunity to poison and psychic damage. Destroying a crystal also deals 10 damage to Fawning. A character proficient in Arcana or Nature knows that destroying a cryad's larger crystals harms the cryad.", - { - "type": "inset", - "name": "She Won't Harm Teens", - "entries": [ - "Fawning doesn't harm the teens with any of her actions. She sees their bodies are precious resources and chooses to keep them alive if she can." - ] - } - ] + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00073.webp" + }, + "credit": "Grace Cheung" } ] }, { - "type": "entries", - "name": "Escaping", - "page": 34, + "type": "section", + "name": "Keevial's Rage", + "page": 19, "entries": [ - "If the characters flee the encounter with Fawning, they can escape through the hole in the wall that they used to enter. There are no other exits in the cavern. Medium creatures can squeeze through it. Small and Tiny creatures can move through with no problem.", - "If the characters free the teenagers, they willingly follow any of the character's instructions. Fawning can peer and reach through the hole, but she is too large and is unable to pass through." + "{@note See the adventure {@adventure Keevial's Rage|Ar6-KR}.}" ] + } + ] + }, + { + "type": "section", + "name": "Spelunking!", + "page": 23, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00089.webp" + } }, { "type": "entries", - "name": "Treasure", - "page": 34, + "page": 14, + "style": "text-center", "entries": [ - "The large crystal that held Fawning's form for so long has a staff of swarming insects, the druid's old staff, embedded in its still-standing walls. If the cryad dies, the crystals in the chamber immediately crumble to dust and reveal the staff." + "{@style An adventure for 4th-level characters|dnd-font;large}", + "by H.H. Carlan" ] }, + "{@note See the adventure {@adventure Spelunking!|Ar6-S}.}" + ] + }, + { + "type": "section", + "name": "Resources", + "page": 36, + "entries": [ + { + "type": "entries", + "name": "Spelunking!:", + "page": 36, + "entries": [ + "{@link https://files.mcdmproductions.com/Arcadia202107/CrossingTheStones-140ppi-grid.jpg}", + "{@link https://files.mcdmproductions.com/Arcadia202107/CrossingTheStones-140ppi-nogrid.jpg}", + "{@link https://files.mcdmproductions.com/Arcadia202107/CrystalGrove-140ppi-grid.jpg}", + "{@link https://files.mcdmproductions.com/Arcadia202107/CrystalGrove-140ppi-nogrid.jpg}", + "{@link https://files.mcdmproductions.com/Arcadia202107/GorgeSideview-140ppi-grid.jpg}", + "{@link https://files.mcdmproductions.com/Arcadia202107/GorgeSideview-140ppi-nogrid.jpg}", + "{@link https://files.mcdmproductions.com/Arcadia202107/IllusionOfDaylight-140ppi-grid.jpg}", + "{@link https://files.mcdmproductions.com/Arcadia202107/IllusionOfDaylight-140ppi-nogrid.jpg}" + ] + } + ] + }, + { + "type": "section", + "name": "Author Profiles", + "page": 37, + "entries": [ { "type": "entries", - "name": "Conclusion", - "page": 34, "entries": [ - "If the characters free the teens and leave Fawning's chamber, Ogin and Vold shout in unison once the group is safely out of the Crystal Grove.", { - "type": "insetReadaloud", - "entries": [ - "\"Quick! There's another way out!\"" + "type": "list", + "style": "list-hang-notitle", + "columns": 2, + "page": 37, + "items": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00137.webp" + }, + "altText": "Photo of Michael E. Shea", + "maxWidth": 250 + }, + "{@b Michael E. Shea} is the writer for the website {@link Sly Flourish|https://slyflourish.com/} and the author of {@link Return of the Lazy Dungeon Master|https://shop.slyflourish.com/products/return-of-the-lazy-dungeon-master}, the {@link Lazy DM's Workbook|https://shop.slyflourish.com/products/the-lazy-dms-workbook}, {@link Fantastic Adventures: Ruins of the Grendleroot|https://shop.slyflourish.com/products/fantastic-adventures-ruins-of-the-grendleroot-pdf-map-pack}, and co-author of {@link Fantastic Lairs|https://fantasticlairs.com/} along with Scott Fitzgerald Gray and James Introcaso. Mike has freelanced for a bunch of RPG companies including Wizards of the Coast, Kobold Press, Pelgrane Press, and Sasquash Games. Mike's been playing RPGs since the mid 80s and writing for and about RPGs since 2008." ] }, - "Thanks to their connection to the cryad, the twins know of a nearby secret exit that is blocked by a rock, easily slid out of the way, revealing a path down to Pirn.", - "If the characters are unable to heal the teenagers and carry them from the cavern back to Prin, a healer in town restores the children. Once restored and safe, the children explain to the characters that they found the grove and broke open the crystal because they thought they saw a staff inside it!", - "If the teenagers are returned, their parents and the grateful townsfolk offer their thanks and promised rewards to the characters. If the characters refuse the reward from the parents, Waylon Bonesforth pays it instead.", - "The mayor holds a party in the characters' honor at the Brewmaster's Table and declares:", { - "type": "insetReadaloud", - "entries": [ - "\"Good night! The sight of these returned children brings joy to our hearts! What can we do to repay you? Will anything ever be sufficient for returning our kids to us?\"" + "type": "list", + "style": "list-hang-notitle", + "columns": 2, + "page": 37, + "items": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00136.webp" + }, + "altText": "Photo of Gabe Hicks", + "maxWidth": 250 + }, + "{@b Gabe Hicks} is an east coast game designer whose credits include {@loader Kingdoms & Warfare|book/MCDM Productions; Kingdoms & Warfare.json} from MCDM, {@i Uk'otoa} by Darrington Press, {@i The Mwangi Expanse} by Paizo, and {@i Flames of Freedom} by Andrews McMeel. He has worked as Game Master for Roll20, Team Liquid, Jaspers Game Day, CRFoundation, and plenty of other organizations. \"If it exists, you can make a mimic out of it.\"" ] }, - "Everly Westmore offers the characters free rooms for life! Fern Woodsmith promises free drinks for life! The children also allow the characters to keep any of the equipment they found in the gorge (see \"Crossing the Gorge\"). If the characters also killed Fawning, Waylon gives them an extra reward of 250 gp each for \"saving the town's tourist industry.\"", - "If the characters leave Pirn, the mayor and the parents stand in the road and wave goodbye, the sun setting on the recent spelunkers, crystal dust billowing off their clothes. If the characters return without the teenagers, the parents go into mourning for their lost children. They still pay the characters as promised, but there are no offers for free drinks and nights at the inn.", - "If the characters die facing Fawning, their bodies serve as fertilizer for more crystals." + { + "type": "list", + "style": "list-hang-notitle", + "columns": 2, + "page": 37, + "items": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/Ar6/00138.webp" + }, + "altText": "Photo of H.H. Carlan", + "maxWidth": 250 + }, + "{@b H.H. Carlan} is a TTRPG designer, consultant, and novelist. She is a co-author on the Dungeons & Dragons hardcover adventure {@i Icewind Dale: Rime of the Frostmaiden}. H.H. is a lore consultant for the Forgotten Realms setting for Wizards of the Coast, and she continues to work on other independent TRPG projects. Her fiction can be found in publications including Jazz House and the Macabre Ladies. A frequent traveller, H.H. has lived across the United States, and she currently resides in Atlanta with her husband and tiny humans." + ] + } ] - }, + } + ] + }, + { + "type": "section", + "name": "License", + "page": 38, + "entries": [ + "OPEN GAME License Version 1.0a The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc (\"Wizards\"). All Rights Reserved.", { - "type": "entries", - "name": "Advancement", - "page": 34, - "entries": [ - "If the characters successfully complete this adventure, they earn 1,900 experience points each, which is half of what they need to advance to level 5." + "type": "list", + "style": "list-decimal", + "columns": 2, + "page": 38, + "items": [ + "Definitions: (a)\"Contributors\" means the copyright and/or trademark owners who have contributed Open Game Content; (b)\"Derivative Material\" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) \"Distribute\" means to reproduce, License, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)\"Open Game Content\" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) \"Product Identity\" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, Spells, enchantments, personalities, teams, personas, likenesses and Special abilities; places, locations, environments, creatures, Equipment, magical or supernatural Abilities or Effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the OPEN Game Content; (f) \"Trademark\" means the logos, names, mark, sign, motto, designs that are used by a Contributor to Identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) \"Use\", \"Used\" or \"Using\" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) \"You\" or \"Your\" means the licensee in terms of this agreement.", + "The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or Conditions may be applied to any Open Game Content distributed using this License.", + "Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.", + "Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive License with the exact terms of this License to Use, the Open Game Content.", + "Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original Creation and/or You have sufficient rights to grant the rights conveyed by this License.", + "Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.", + "Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a Challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.", + "Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.", + "Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.", + "Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.", + "Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.", + "Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.", + "Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.", + "Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "COPYRIGHT NOTICE", + "page": 38, + "entries": [ + "", + "Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.", + "System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.", + "ARCADIA Issue 6. Copyright 2021, MCDM Productions, LLC. Authors: Mike Shea, Gabe Hicks, H.H. Carlan, Matt Colville, and James Introcaso" + ] + } + ] + } + ] + } ] } ] diff --git a/book/MCDM Productions; Arcadia Issue 7.json b/book/MCDM Productions; Arcadia Issue 7.json index 5afecbc18..1a26c232b 100644 --- a/book/MCDM Productions; Arcadia Issue 7.json +++ b/book/MCDM Productions; Arcadia Issue 7.json @@ -3728,7 +3728,7 @@ "name": "Domain Statistics", "page": 11, "entries": [ - "If you're using the domain rules from {@link Kingdoms & Warfare|https://shop.mcdmproductions.com/products/kingdoms-and-warfare-pdf} {@footnote *|Currently unconverted for 5eTools, tracked as {@code BREW-281}.} in your game, the Pickling Guild could be an NPC or villainous realm in your game with the following statistics.", + "If you're using the domain rules from {@loader Kingdoms & Warfare|book/MCDM Productions; Kingdoms & Warfare.json} in your game, the Pickling Guild could be an NPC or villainous realm in your game with the following statistics.", { "type": "entries", "name": "Title", @@ -3835,7 +3835,7 @@ "type": "item", "name": "Swamp Mother (Special Unit)", "entries": [ - "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the Pickling Guild musters the Swamp Mother, a special unit formed of shambling mounds. (See the \"Domains & Intrigue\" chapter in {@footnote Kingdoms & Warfare|Currently unconverted for 5eTools, tracked as {@code BREW-281}.})." + "As a domain action, an officer makes a {@dc 13} Lore test. On a success, the Pickling Guild musters the Swamp Mother, a special unit formed of shambling mounds. (See the \"Domains & Intrigue\" chapter in {@loader Kingdoms & Warfare|book/MCDM Productions; Kingdoms & Warfare.json})." ] }, { diff --git a/collection/Various; Lyra's Legendarium.json b/collection/Various; Lyra's Legendarium.json index 1885b658c..95025c424 100644 --- a/collection/Various; Lyra's Legendarium.json +++ b/collection/Various; Lyra's Legendarium.json @@ -39,7 +39,7 @@ ] }, "internalCopies": [ - "suclass" + "subclass" ], "edition": "one", "status": "ready", From 3a8fea3e5f2260d9042e85ba083f3b87cb61c8b7 Mon Sep 17 00:00:00 2001 From: Giddy Date: Sun, 8 Dec 2024 21:19:00 +0000 Subject: [PATCH 35/40] BREW-783 - Free League; The Lord of the Rings Roleplaying (#2310) Co-authored-by: Lyra [he/him] <52298102+revilowaldow@users.noreply.github.com> --- ...ue; The Lord of the Rings Roleplaying.json | 33559 ++++++++++++++++ 1 file changed, 33559 insertions(+) create mode 100644 collection/Free League; The Lord of the Rings Roleplaying.json diff --git a/collection/Free League; The Lord of the Rings Roleplaying.json b/collection/Free League; The Lord of the Rings Roleplaying.json new file mode 100644 index 000000000..0a76d48de --- /dev/null +++ b/collection/Free League; The Lord of the Rings Roleplaying.json @@ -0,0 +1,33559 @@ +{ + "_meta": { + "sources": [ + { + "json": "TLotRR", + "abbreviation": "TLotRR", + "full": "The Lord of the Rings Roleplaying", + "authors": [ + "Free League", + "Middle-earth Enterprises", + "Sophisticated Games" + ], + "convertedBy": [ + "Giddy", + "Lyra [he/him]" + ], + "version": "1.0.0", + "partnered": true, + "url": "https://marketplace.dndbeyond.com/category/DB0000154", + "dateReleased": "2024-11-26", + "color": "616734" + } + ], + "internalCopies": [ + "monsterFluff", + "raceFluff", + "itemFluff", + "race", + "monster" + ], + "featCategories": { + "VtCom": "Common Virtues", + "VtBar": "Virtues of the Bardings", + "VtDwa": "Virtues of the Dwarves", + "VtElf": "Virtues of the Elves", + "VtHob": "Virtues of the Hobbits", + "VtMBr": "Virtues of the Men of Bree", + "VtNRg": "Virtues of the Rangers of the North", + "Craft": "Craft", + "B10L": "Beyond 10th Level" + }, + "optionalFeatureTypes": { + "FS:C": "Fighting Style; Captain" + }, + "currencyConversions": { + "M-E": [ + { + "coin": "g", + "mult": 0.01 + }, + { + "coin": "s", + "mult": 0.1 + }, + { + "coin": "c", + "mult": 1, + "isFallback": true + } + ] + }, + "edition": "classic", + "dateAdded": 1732983778, + "dateLastModified": 1732983778, + "_dateLastModifiedHash": "aaaaaaaaaa" + }, + "class": [ + { + "name": "Captain", + "source": "TLotRR", + "page": 45, + "edition": "classic", + "hd": { + "number": 1, + "faces": 10 + }, + "proficiency": [ + "con", + "cha" + ], + "featProgression": [ + { + "name": "Virtue", + "category": [ + "VtCom", + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg" + ], + "progression": { + "4": 1, + "8": 2 + } + }, + { + "name": "Virtue or Craft", + "category": [ + "VtCom", + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg", + "Craft" + ], + "progression": { + "2": 1, + "6": 2, + "10": 3 + } + } + ], + "startingProficiencies": { + "armor": [ + "light", + "medium", + "heavy", + "shield" + ], + "weapons": [ + "simple", + "martial" + ], + "skills": [ + { + "choose": { + "from": [ + "animal handling", + "athletics", + "insight", + "intimidation", + "persuasion", + "travel|TLotRR" + ], + "count": 2 + } + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "defaultData": [ + { + "a": [ + "ring-mail|TLotRR" + ], + "b": [ + "Hide Armor|PHB" + ] + }, + { + "a": [ + { + "equipmentType": "weaponMartialMelee" + }, + "shield|phb" + ], + "b": [ + { + "equipmentType": "weaponMartialMelee" + }, + { + "equipmentType": "weaponSimpleMelee" + } + ] + }, + { + "a": [ + { + "item": "Shortbow|PHB", + "displayName": "bow" + }, + "Quiver|phb", + "arrows (20)|phb" + ], + "b": [ + { + "equipmentType": "weaponMartialMelee", + "quantity": 2 + } + ] + } + ], + "entries": [ + "You start with the following equipment, in addition to the {@table Starting Gear|TLotRR|equipment granted by your standard of living}:", + { + "type": "list", + "items": [ + "(a) {@item ring-mail|TLotRR} or (b) {@item Hide Armor|PHB|hide armour}", + "(a) a martial melee weapon and a {@item shield|PHB} or (b) a martial melee weapon and a simple melee weapon", + "(a) a {@item Shortbow|PHB|bow} and a {@item quiver|PHB} of 20 {@item Arrows (20)|PHB|arrows} or (b) two {@filter simple melee weapons|items|source=phb;tlotrr|category=basic|type=simple weapon;melee weapon=sand}" + ] + } + ] + }, + "multiclassing": { + "requirements": { + "str": 13, + "cha": 13 + }, + "proficienciesGained": { + "armor": [ + "light", + "medium", + "heavy", + "shield" + ], + "weapons": [ + "simple", + "martial" + ] + } + }, + "classFeatures": [ + "Leadership|Captain|TLotRR|1|TLotRR", + "Fighting Style|Captain|TLotRR|2|TLotRR", + "Craft or Virtue|Captain|TLotRR|2|TLotRR", + { + "classFeature": "Captain Title|Captain|TLotRR|3|TLotRR", + "gainSubclassFeature": true + }, + "Valiant|Captain|TLotRR|3|TLotRR", + "Virtue|Captain|TLotRR|4|TLotRR", + "Extra Attack|Captain|TLotRR|5|TLotRR", + "Aura of Valour|Captain|TLotRR|6|TLotRR", + "Craft or Virtue|Captain|TLotRR|6|TLotRR", + { + "classFeature": "Captain Title feature|Captain|TLotRR|7|TLotRR", + "gainSubclassFeature": true + }, + "Virtue|Captain|TLotRR|8|TLotRR", + "Aura of Courage|Captain|TLotRR|10|TLotRR", + "Craft or Virtue|Captain|TLotRR|10|TLotRR" + ], + "subclassTitle": "Title", + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Champion", + "source": "TLotRR", + "page": 48, + "edition": "classic", + "hd": { + "number": 1, + "faces": 10 + }, + "proficiency": [ + "str", + "con" + ], + "featProgression": [ + { + "name": "Virtue", + "category": [ + "VtCom", + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg" + ], + "progression": { + "4": 1, + "8": 2 + } + }, + { + "name": "Virtue or Craft", + "category": [ + "VtCom", + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg", + "Craft" + ], + "progression": { + "2": 1, + "6": 2 + } + } + ], + "startingProficiencies": { + "armor": [ + "light", + "medium", + "heavy", + "shield" + ], + "weapons": [ + "simple", + "martial" + ], + "skills": [ + { + "choose": { + "from": [ + "acrobatics", + "animal handling", + "athletics", + "hunting|TLotRR", + "intimidation", + "perception" + ], + "count": 2 + } + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "defaultData": [ + { + "a": [ + "ring-mail|TLotRR" + ], + "b": [ + "Hide Armor|PHB" + ], + "c": [ + "leather shirt|TLotRR", + { + "item": "longbow|PHB", + "displayName": "great bow" + }, + "Quiver|phb", + "arrows (20)|phb" + ] + }, + { + "a": [ + { + "equipmentType": "weaponMartialMelee" + }, + "shield|phb" + ], + "b": [ + { + "equipmentType": "weaponMartialMelee" + }, + { + "equipmentType": "weaponSimpleMelee" + } + ] + }, + { + "a": [ + { + "item": "Shortbow|PHB", + "displayName": "bow" + }, + "Quiver|phb", + "arrows (20)|phb" + ], + "b": [ + { + "equipmentType": "weaponMartialMelee", + "quantity": 2 + } + ] + } + ], + "entries": [ + "You start with the following equipment, in addition to the {@table Starting Gear|TLotRR|equipment granted by your standard of living}:", + { + "type": "list", + "items": [ + "(a) {@item ring-mail|TLotRR} or (b) {@item Hide Armor|PHB|hide armour} or (c) {@item leather shirt|TLotRR}, {@item Longbow|PHB|great bow}, and a {@item quiver|PHB} of 20 {@item Arrows (20)|PHB|arrows}", + "(a) a martial melee weapon and a {@item shield|PHB} or (b) a martial melee weapon and a simple melee weapon", + "(a) a {@item Shortbow|PHB|bow} and a {@item quiver|PHB} of 20 {@item Arrows (20)|PHB|arrows} or (b) two simple melee weapons" + ] + } + ] + }, + "multiclassing": { + "requirements": { + "or": [ + { + "str": 13, + "dex": 13 + } + ] + }, + "proficienciesGained": { + "armor": [ + "light", + "medium", + "heavy", + "shield" + ], + "weapons": [ + "simple", + "martial" + ] + } + }, + "classFeatures": [ + "Fighting Style|Champion|TLotRR|1|TLotRR", + "Surge of Vigour|Champion|TLotRR|1|TLotRR", + "Craft or Virtue|Champion|TLotRR|2|TLotRR", + { + "classFeature": "Champion Way|Champion|TLotRR|3|TLotRR", + "gainSubclassFeature": true + }, + "Virtue|Champion|TLotRR|4|TLotRR", + "Extra Attack|Champion|TLotRR|5|TLotRR", + "Craft or Virtue|Champion|TLotRR|6|TLotRR", + { + "classFeature": "Champion Way feature|Champion|TLotRR|7|TLotRR", + "gainSubclassFeature": true + }, + "Virtue|Champion|TLotRR|8|TLotRR", + "Indomitable|Champion|TLotRR|9|TLotRR", + "Extra Attack (2)|Champion|TLotRR|10|TLotRR" + ], + "subclassTitle": "Way", + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Messenger", + "source": "TLotRR", + "page": 51, + "edition": "classic", + "hd": { + "number": 1, + "faces": 8 + }, + "proficiency": [ + "dex", + "cha" + ], + "featProgression": [ + { + "name": "Virtue", + "category": [ + "VtCom", + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg" + ], + "progression": { + "4": 1, + "8": 2 + } + }, + { + "name": "Virtue or Craft", + "category": [ + "VtCom", + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg", + "Craft" + ], + "progression": { + "2": 1, + "6": 2, + "10": 3 + } + } + ], + "startingProficiencies": { + "armor": [ + "light" + ], + "weapons": [ + "simple", + "short sword", + "swords" + ], + "weaponProficiencies": [ + { + "simple": true, + "shortsword|phb": true, + "sword|TLotRR": true + } + ], + "tools": [ + "A tool of your choice" + ], + "toolProficiencies": [ + { + "any": 1 + } + ], + "skills": [ + { + "choose": { + "from": [ + "animal handling", + "explore|TLotRR", + "hunting|TLotRR", + "insight", + "intimidation", + "old lore|TLotRR", + "perception", + "performance", + "persuasion", + "riddle|TLotRR", + "stealth", + "travel|TLotRR" + ], + "count": 4 + } + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "defaultData": [ + { + "_": [ + { + "equipmentType": "toolArtisan" + }, + { + "equipmentType": "weaponSimpleMelee" + } + ] + }, + { + "a": [ + "shortsword|PHB" + ], + "b": [ + "sword|TLotRR" + ] + }, + { + "a": [ + "leather shirt|TLotRR" + ], + "b": [ + { + "item": "Shortbow|PHB", + "displayName": "bow" + }, + "Quiver|phb", + "arrows (20)|phb" + ] + } + ], + "entries": [ + "You start with the following equipment, in addition to the {@table Starting Gear|TLotRR|equipment granted by your standard of living}:", + { + "type": "list", + "items": [ + "Any one tool and any simple melee weapon", + "(a) a {@item Shortsword|PHB|short sword} or (b) a {@item sword|TLotRR}", + "(a) {@item Leather shirt|TLotRR} or (b) a {@item Shortbow|PHB|bow} and a {@item quiver|PHB} of 20 {@item Arrows (20)|PHB|arrows}" + ] + } + ] + }, + "multiclassing": { + "requirements": { + "dex": 13, + "cha": 13 + }, + "proficienciesGained": { + "armor": [ + "light" + ], + "weapons": [ + "simple" + ], + "weaponProficiencies": [ + { + "simple": true + } + ], + "skills": [ + { + "choose": { + "from": [ + "animal handling", + "explore|TLotRR", + "hunting|TLotRR", + "insight", + "intimidation", + "old lore|TLotRR", + "perception", + "performance", + "persuasion", + "riddle|TLotRR", + "stealth", + "travel|TLotRR" + ] + } + } + ], + "tools": [ + "A tool of your choice" + ], + "toolProficiencies": [ + { + "any": 1 + } + ] + } + }, + "classTableGroups": [ + { + "colLabels": [ + "Sneak Attack" + ], + "rows": [ + [ + "\u2014" + ], + [ + "{@dice 1d6}" + ], + [ + "{@dice 1d6}" + ], + [ + "{@dice 1d6}" + ], + [ + "{@dice 2d6}" + ], + [ + "{@dice 2d6}" + ], + [ + "{@dice 2d6}" + ], + [ + "{@dice 2d6}" + ], + [ + "{@dice 3d6}" + ], + [ + "{@dice 3d6}" + ] + ] + } + ], + "classFeatures": [ + "Folk-Lore|Messenger|TLotRR|1|TLotRR", + "Tireless and Swift|Messenger|TLotRR|1|TLotRR", + "Unarmoured Defence|Messenger|TLotRR|1|TLotRR", + "Craft or Virtue|Messenger|TLotRR|2|TLotRR", + "Sneak Attack|Messenger|TLotRR|2|TLotRR", + "Errand Runner|Messenger|TLotRR|3|TLotRR", + { + "classFeature": "Messenger Path|Messenger|TLotRR|3|TLotRR", + "gainSubclassFeature": true + }, + "Virtue|Messenger|TLotRR|4|TLotRR", + "Uncanny Dodge|Messenger|TLotRR|5|TLotRR", + "Craft or Virtue|Messenger|TLotRR|6|TLotRR", + "Tireless and Swift improvement|Messenger|TLotRR|6|TLotRR", + { + "classFeature": "Messenger Path feature|Messenger|TLotRR|7|TLotRR", + "gainSubclassFeature": true + }, + "Virtue|Messenger|TLotRR|8|TLotRR", + "Tireless and Swift improvement|Messenger|TLotRR|10|TLotRR", + "Craft or Virtue|Messenger|TLotRR|10|TLotRR" + ], + "subclassTitle": "Path", + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Scholar", + "source": "TLotRR", + "page": 54, + "edition": "classic", + "hd": { + "number": 1, + "faces": 8 + }, + "proficiency": [ + "int", + "wis" + ], + "featProgression": [ + { + "name": "Virtue", + "category": [ + "VtCom", + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg" + ], + "progression": { + "4": 1, + "6": 2, + "8": 3 + } + }, + { + "name": "Crafts", + "category": [ + "Craft" + ], + "progression": { + "1": 1, + "3": 2, + "5": 3, + "7": 4, + "9": 5 + } + } + ], + "startingProficiencies": { + "armor": [ + "light" + ], + "weapons": [ + "simple" + ], + "weaponProficiencies": [ + { + "simple": true + } + ], + "tools": [ + "Two tools of your choice among {@item calligrapher's supplies|PHB}, {@item cartographer's tools|PHB}, {@item herbalism kit|PHB}, a {@item musical instrument|SCAG}, {@item navigator's tools|PHB}, or {@item pipe|TLotRR|pipes}." + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "calligrapher's supplies", + "cartographer's tools", + "herbalism kit", + "musical instrument", + "navigator's tools", + "pipe|TLotRR" + ], + "count": 2 + } + } + ], + "skills": [ + { + "choose": { + "from": [ + "animal handling", + "insight", + "investigation", + "medicine", + "nature", + "Old Lore|TLotRR", + "performance", + "Riddle|TLotRR", + "Travel|TLotRR" + ], + "count": 3 + } + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "defaultData": [ + { + "_": [ + "healer's kit|phb", + { + "equipmentType": "weaponSimpleMelee" + }, + { + "equipmentType": "toolArtisan", + "quantity": 2 + } + ] + }, + { + "a": [ + "leather shirt|TLotRR" + ], + "b": [ + { + "item": "Shortbow|PHB", + "displayName": "bow" + }, + "Quiver|phb", + "arrows (20)|phb" + ] + } + ], + "entries": [ + "You start with the following equipment, in addition to the {@table Starting Gear|TLotRR|equipment granted by your standard of living}:", + { + "type": "list", + "items": [ + "A {@item healer's kit|PHB}, any simple melee weapon, and any two tools", + "(a) {@item Leather shirt|TLotRR} or (b) a {@item Shortbow|PHB|bow} and a {@item quiver|PHB} of 20 {@item Arrows (20)|PHB|arrows}" + ] + } + ] + }, + "multiclassing": { + "requirements": { + "int": 13 + }, + "proficienciesGained": { + "armor": [ + "light" + ], + "weapons": [ + "simple" + ], + "weaponProficiencies": [ + { + "simple": true + } + ], + "skills": [ + { + "choose": { + "from": [ + "animal handling", + "insight", + "investigation", + "medicine", + "nature", + "Old Lore|TLotRR", + "performance", + "Riddle|TLotRR", + "Travel|TLotRR" + ], + "count": 1 + } + } + ], + "tools": [ + "One of the tools from the class' tools list" + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "calligrapher's supplies", + "cartographer's tools", + "herbalism kit", + "musical instrument", + "navigator's tools", + "pipe|TLotRR" + ], + "count": 1 + } + } + ] + } + }, + "classTableGroups": [ + { + "colLabels": [ + "Craft Slots" + ], + "rows": [ + [ + 1 + ], + [ + 1 + ], + [ + 2 + ], + [ + 2 + ], + [ + 3 + ], + [ + 3 + ], + [ + 4 + ], + [ + 4 + ], + [ + 5 + ], + [ + 5 + ] + ] + } + ], + "classFeatures": [ + "Crafts|Scholar|TLotRR|1|TLotRR", + { + "classFeature": "Rhymes of Lore|Scholar|TLotRR|1|TLotRR", + "tableDisplayName": "Rhymes of Lore (d6)" + }, + "Unarmoured Defence|Scholar|TLotRR|1|TLotRR", + "Cunning Mind|Scholar|TLotRR|2|TLotRR", + { + "classFeature": "Hands of a Healer|Scholar|TLotRR|2|TLotRR", + "tableDisplayName": "Hands of a Healer (d6)" + }, + "Expertise|Scholar|TLotRR|3|TLotRR", + { + "classFeature": "Scholar Tradition|Scholar|TLotRR|3|TLotRR", + "gainSubclassFeature": true + }, + "Virtue|Scholar|TLotRR|4|TLotRR", + "Rhymes of Lore (d8)|Scholar|TLotRR|5|TLotRR", + "Unending Rhymes|Scholar|TLotRR|5|TLotRR", + "Virtue|Scholar|TLotRR|6|TLotRR", + { + "classFeature": "Scholar Tradition feature|Scholar|TLotRR|7|TLotRR", + "gainSubclassFeature": true + }, + "Virtue|Scholar|TLotRR|8|TLotRR", + "Hands of a Healer (d8)|Scholar|TLotRR|9|TLotRR", + "Expertise|Scholar|TLotRR|10|TLotRR", + "Rhymes of Lore (d10)|Scholar|TLotRR|10|TLotRR", + "Unfailing Rhymes|Scholar|TLotRR|10|TLotRR" + ], + "subclassTitle": "Tradition", + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Treasure Hunter", + "source": "TLotRR", + "page": 57, + "edition": "classic", + "hd": { + "number": 1, + "faces": 8 + }, + "proficiency": [ + "dex", + "int" + ], + "featProgression": [ + { + "name": "Virtue", + "category": [ + "VtCom", + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg" + ], + "progression": { + "4": 1, + "8": 2 + } + }, + { + "name": "Craft or Virtue", + "category": [ + "Craft", + "VtCom", + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg" + ], + "progression": { + "6": 1 + } + } + ], + "startingProficiencies": { + "armor": [ + "light" + ], + "weapons": [ + "simple", + "short sword", + "swords" + ], + "weaponProficiencies": [ + { + "simple": true, + "shortsword|phb": true, + "sword|TLotRR": true + } + ], + "tools": [ + "A tool of your choice among {@item cartographer's tools|PHB}, a gaming set, or {@item thieves' tools|PHB}" + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "cartographer's tools", + "gaming set", + "thieves' tools" + ], + "count": 2 + } + } + ], + "skills": [ + { + "choose": { + "from": [ + "acrobatics", + "athletics", + "deception", + "insight", + "investigation", + "Old Lore|TLotRR", + "perception", + "persuasion", + "Riddle|TLotRR", + "sleight of hand", + "stealth", + "Travel|TLotRR" + ], + "count": 4 + } + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "defaultData": [ + { + "_": [ + "leather shirt|TLotRR", + { + "equipmentType": "weaponSimpleMelee" + }, + { + "equipmentType": "toolArtisan", + "quantity": 1 + } + ] + }, + { + "a": [ + "shortsword|PHB" + ], + "b": [ + "sword|TLotRR" + ] + }, + { + "a": [ + { + "item": "Shortbow|PHB", + "displayName": "bow" + }, + "Quiver|phb", + "arrows (20)|phb" + ], + "b": [ + { + "equipmentType": "weaponSimpleMelee" + } + ] + } + ], + "entries": [ + "You start with the following equipment, in addition to the {@table Starting Gear|TLotRR|equipment granted by your standard of living}:", + { + "type": "list", + "items": [ + "{@item Leather shirt|TLotRR}, any simple melee weapon, and any one tool", + "(a) a {@item Shortsword|PHB|short sword} or (b) a {@item sword|TLotRR}", + "(a) a {@item Shortbow|PHB|bow} and a {@item quiver|PHB} of 20 {@item Arrows (20)|PHB|arrows} or (b) any simple melee weapon" + ] + } + ] + }, + "multiclassing": { + "requirements": { + "dex": 13 + }, + "proficienciesGained": { + "armor": [ + "light" + ], + "weapons": [ + "simple" + ], + "weaponProficiencies": [ + { + "simple": true + } + ], + "skills": [ + { + "choose": { + "from": [ + "acrobatics", + "athletics", + "deception", + "insight", + "investigation", + "Old Lore|TLotRR", + "perception", + "persuasion", + "Riddle|TLotRR", + "sleight of hand", + "stealth", + "Travel|TLotRR" + ], + "count": 1 + } + } + ], + "tools": [ + "One of the tools from the class' tools list" + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "cartographer's tools", + "gaming set", + "thieves' tools" + ], + "count": 1 + } + } + ] + } + }, + "classTableGroups": [ + { + "colLabels": [ + "Sneak Attack" + ], + "rows": [ + [ + "{@dice 1d6}" + ], + [ + "{@dice 1d6}" + ], + [ + "{@dice 2d6}" + ], + [ + "{@dice 2d6}" + ], + [ + "{@dice 3d6}" + ], + [ + "{@dice 3d6}" + ], + [ + "{@dice 4d6}" + ], + [ + "{@dice 4d6}" + ], + [ + "{@dice 5d6}" + ], + [ + "{@dice 5d6}" + ] + ] + } + ], + "classFeatures": [ + "Expertise|Treasure Hunter|TLotRR|1|TLotRR", + "Sneak Attack|Treasure Hunter|TLotRR|1|TLotRR", + "Cunning Action|Treasure Hunter|TLotRR|2|TLotRR", + { + "classFeature": "Treasure Hunter Speciality|Treasure Hunter|TLotRR|3|TLotRR", + "gainSubclassFeature": true + }, + "Virtue|Treasure Hunter|TLotRR|4|TLotRR", + "Uncanny Dodge|Treasure Hunter|TLotRR|5|TLotRR", + "Craft or Virtue|Treasure Hunter|TLotRR|6|TLotRR", + { + "classFeature": "Treasure Hunter Speciality feature|Treasure Hunter|TLotRR|7|TLotRR", + "gainSubclassFeature": true + }, + "Virtue|Treasure Hunter|TLotRR|8|TLotRR", + "Expertise|Treasure Hunter|TLotRR|9|TLotRR", + "Reliable Talent|Treasure Hunter|TLotRR|10|TLotRR" + ], + "subclassTitle": "Speciality", + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Warden", + "source": "TLotRR", + "page": 60, + "edition": "classic", + "hd": { + "number": 1, + "faces": 10 + }, + "proficiency": [ + "str", + "wis" + ], + "featProgression": [ + { + "name": "Virtue", + "category": [ + "VtCom", + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg" + ], + "progression": { + "4": 1, + "8": 2 + } + }, + { + "name": "Virtue or Craft", + "category": [ + "VtCom", + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg", + "Craft" + ], + "progression": { + "2": 1, + "6": 2, + "10": 3 + } + } + ], + "startingProficiencies": { + "armor": [ + "light", + "medium", + "shield" + ], + "weapons": [ + "simple", + "martial" + ], + "skills": [ + { + "choose": { + "from": [ + "animal handling", + "athletics", + "Explore|TLotRR", + "Hunting|TLotRR", + "insight", + "investigation", + "nature", + "perception", + "Travel|TLotRR" + ], + "count": 3 + } + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "defaultData": [ + { + "a": [ + "Hide Armor|PHB" + ], + "b": [ + "leather shirt|TLotRR" + ] + }, + { + "a": [ + { + "equipmentType": "weaponMartialMelee" + }, + "shield|phb" + ], + "b": [ + { + "equipmentType": "weaponMartialMelee" + }, + { + "equipmentType": "weaponSimpleMelee" + } + ] + }, + { + "a": [ + { + "item": "longbow|PHB", + "displayName": "great bow" + }, + "Quiver|phb", + "arrows (20)|phb" + ], + "b": [ + { + "equipmentType": "weaponMartialMelee", + "quantity": 2 + } + ] + } + ], + "entries": [ + "You start with the following equipment, in addition to the {@table Starting Gear|TLotRR|equipment granted by your standard of living}:", + { + "type": "list", + "items": [ + "(a) {@item Hide Armor|PHB|hide armour} or (b) {@item leather shirt|TLotRR}", + "(a) a martial weapon and a {@item shield|PHB} or (b) a martial melee weapon and a simple melee weapon", + "(a) a {@item Longbow|PHB|great bow} and a {@item quiver|PHB} of 20 {@item Arrows (20)|PHB|arrows} or (b) two simple melee weapons" + ] + } + ] + }, + "multiclassing": { + "requirements": { + "wis": 13 + }, + "proficienciesGained": { + "armor": [ + "light", + "medium", + "shield" + ], + "weapons": [ + "simple", + "martial" + ] + } + }, + "classFeatures": [ + "Shadow-Lore|Warden|TLotRR|1|TLotRR", + "Warded Lands|Warden|TLotRR|1|TLotRR", + "Craft or Virtue|Warden|TLotRR|2|TLotRR", + "Fighting Style|Warden|TLotRR|2|TLotRR", + { + "classFeature": "Warden Oath|Warden|TLotRR|3|TLotRR", + "gainSubclassFeature": true + }, + "Rumour of the Earth|Warden|TLotRR|3|TLotRR", + "Virtue|Warden|TLotRR|4|TLotRR", + "Warded Lands improvement|Warden|TLotRR|4|TLotRR", + "Extra Attack|Warden|TLotRR|5|TLotRR", + "Craft or Virtue|Warden|TLotRR|6|TLotRR", + "Shadow-Lore improvement|Warden|TLotRR|6|TLotRR", + "Warded Lands improvement|Warden|TLotRR|6|TLotRR", + { + "classFeature": "Warden Oath feature|Warden|TLotRR|7|TLotRR", + "gainSubclassFeature": true + }, + "Virtue|Warden|TLotRR|8|TLotRR", + "Warded Lands improvement|Warden|TLotRR|8|TLotRR", + "Long Stride|Warden|TLotRR|9|TLotRR", + "Craft or Virtue|Warden|TLotRR|10|TLotRR", + "Shadow-Lore improvement|Warden|TLotRR|10|TLotRR", + "Warded Lands improvement|Warden|TLotRR|10|TLotRR" + ], + "subclassTitle": "Oath", + "hasFluff": true, + "hasFluffImages": true + } + ], + "classFluff": [ + { + "name": "Captain", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "He stood up, and seemed suddenly to grow taller. In his eyes gleamed a light, keen and commanding." + ], + "style": "quote-pull" + }, + "When the world is on the brink of ruin, it is the duty of all individuals of worth to rise and take the lead, whatever the risk. You have chosen to put your judgement to the service of others, to guide them in this dark hour. But you don't want others to heed your commands out of fear or obedience\u2014you want them to follow you because they trust you.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Path", + "page": 46, + "entries": [ + { + "type": "entries", + "name": "{@reward Lure of Power|TLotRR}:", + "page": 46, + "entries": [ + "When individuals are given a position of authority, either by rank, lineage, or stature, they may end up mistaking their own aggrandisement for the greater good of the people they should be guiding or keeping safe. Power is the quintessential temptation, and provides the Shadow with an easy way to win the hearts of those who desire it." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/026-02-14.captain.webp" + }, + "width": 850, + "height": 1318 + } + ] + }, + { + "name": "Champion", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "War must be, while we defend our lives against a destroyer who would devour all..." + ], + "style": "quote-pull" + }, + "You deem that there is but one way to oppose the return of the Shadow, and that it is to conquer it by strength of arms. You are recognised as a warrior among your folk, a valiant fighter, onward into battle. For you, the road to adventure leads straight to wherever your foes prowl or hide.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Path", + "page": 49, + "entries": [ + { + "type": "entries", + "name": "{@reward Curse of Vengeance|TLotRR}:", + "page": 49, + "entries": [ + "Individuals who live by the sword are ever tempted to draw it, either literally or figuratively, when their will is thwarted or when they deem their honour to have been impugned by an insult. As corruption spreads in their spirit, their behaviour worsens, leading to more extreme violent reactions." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/027-02-15.champion.webp" + }, + "width": 850, + "height": 1342 + } + ] + }, + { + "name": "Messenger", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Elrond is sending Elves, and they will get in touch with the Rangers, and maybe with Thranduil's folk in Mirkwood." + ], + "style": "quote-pull" + }, + "The Wise hold that evil days lie ahead, and that to keep hope, all who fight the Enemy must be as one. Yet, many miles and centuries of isolation separate the Free Peoples, and estrangement breeds mistrust. You have decided that it is your duty to travel to distant lands, carrying tidings and warning people of the coming danger.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Path", + "page": 52, + "entries": [ + { + "type": "entries", + "name": "{@reward Wandering-Madness|TLotRR}:", + "page": 52, + "entries": [ + "Travelling afar might be the duty chosen by a Messenger, but it carries the risk of never finding a place to fight for. The Road goes ever on and on, it's true, but whither then?" + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/028-02-16.messanger.webp" + }, + "width": 850, + "height": 1220 + } + ] + }, + { + "name": "Scholar", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Speak no secrets! Here is a scholar in the Ancient Tongue." + ], + "style": "quote-pull" + }, + "For you, knowledge makes the wild world a less threatening place. Yellowed maps in lost books replace a fear of the unknown with curiosity and wonder, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Path", + "page": 55, + "entries": [ + { + "type": "entries", + "name": "{@reward Lure of Secrets|TLotRR}:", + "page": 55, + "entries": [ + "Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use, and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire to uncover them may corrupt the heart." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/029-02-17.scholar.webp" + }, + "width": 850, + "height": 1831 + } + ] + }, + { + "name": "Treasure Hunter", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Far over the Misty Mountains cold, To dungeons deep and caverns old. We must away ere break of day, To seek the pale enchanted gold." + ], + "style": "quote-pull", + "skipMarks": true + }, + "The world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in Orc-infested dungeons. Hoards of stolen gold and jewels, guarded by fell beasts, beckon all who dare to find them. You seek to recover what is lost, even when it means braving unspeakable dangers.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Path", + "page": 58, + "entries": [ + { + "type": "entries", + "name": "{@reward Dragon-Sickness|TLotRR}:", + "page": 58, + "entries": [ + "Adventurers who find themselves on the Road to seek lost riches run the risk of catching the age-old disease capable of turning a pile of enchanted gold into bitter ashes. As the Shadow tightens its grip on their hearts, the world shrinks around them and their closely guarded possessions." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/030-02-18.treasure-hunter.webp" + }, + "width": 850, + "height": 1100 + } + ] + }, + { + "name": "Warden", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Travellers scowl at us, and countrymen give us scornful names." + ], + "style": "quote-pull" + }, + "In this age of the world, when shadows grow deeper with every passing year, you have sworn to defend all who cannot defend themselves. Often, your choice forces you to forsake civilised areas, to better guard their inhabitants from what lurks right outside their fences. This has made you a stranger in the eyes of the common folk, a threatening figure like those you are protecting them from.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Path", + "page": 61, + "entries": [ + { + "type": "entries", + "name": "{@reward Path of Despair|TLotRR}:", + "page": 61, + "entries": [ + "Self-doubt is often the way that the Shadow chooses to reach the heart of those who oppose it. For they know that the Enemy is strong and terrible and that those they protect are too naive or weak to fend for themselves. Every day they ask themselves: will my strength be enough to prevail, or will I drag down the innocent in defeat?" + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/031-02-19.warden.webp" + }, + "width": 850, + "height": 1120 + } + ] + } + ], + "subclass": [ + { + "name": "Burglar", + "shortName": "Burglar", + "source": "TLotRR", + "className": "Treasure Hunter", + "classSource": "TLotRR", + "page": 59, + "subclassFeatures": [ + "Burglar|Treasure Hunter|TLotRR|Burglar|TLotRR|3|TLotRR", + "Quiet-Footed|Treasure Hunter|TLotRR|Burglar|TLotRR|7|TLotRR" + ], + "hasFluff": true + }, + { + "name": "Chieftain", + "shortName": "Chieftain", + "source": "TLotRR", + "className": "Captain", + "classSource": "TLotRR", + "page": 46, + "subclassFeatures": [ + "Chieftain|Captain|TLotRR|Chieftain|TLotRR|3|TLotRR", + "Pursuer of Foes|Captain|TLotRR|Chieftain|TLotRR|7|TLotRR" + ], + "hasFluff": true + }, + { + "name": "Counsellor", + "shortName": "Counsellor", + "source": "TLotRR", + "className": "Messenger", + "classSource": "TLotRR", + "page": 52, + "subclassFeatures": [ + "Counsellor|Messenger|TLotRR|Counsellor|TLotRR|3|TLotRR", + "A Dangerous Gift|Messenger|TLotRR|Counsellor|TLotRR|7|TLotRR" + ], + "hasFluff": true + }, + { + "name": "Forayer", + "shortName": "Forayer", + "source": "TLotRR", + "className": "Warden", + "classSource": "TLotRR", + "page": 62, + "subclassFeatures": [ + "Forayer|Warden|TLotRR|Forayer|TLotRR|3|TLotRR", + "Harrier|Warden|TLotRR|Forayer|TLotRR|7|TLotRR" + ], + "hasFluff": true + }, + { + "name": "Healing", + "shortName": "Healing", + "source": "TLotRR", + "className": "Scholar", + "classSource": "TLotRR", + "page": 56, + "subclassFeatures": [ + "Healing|Scholar|TLotRR|Healing|TLotRR|3|TLotRR", + "A Cure for Weariness|Scholar|TLotRR|Healing|TLotRR|7|TLotRR" + ], + "hasFluff": true + }, + { + "name": "Herald", + "shortName": "Herald", + "source": "TLotRR", + "className": "Messenger", + "classSource": "TLotRR", + "page": 53, + "subclassFeatures": [ + "Herald|Messenger|TLotRR|Herald|TLotRR|3|TLotRR", + "Extra Attack|Messenger|TLotRR|Herald|TLotRR|7|TLotRR" + ], + "hasFluff": true + }, + { + "name": "Hunter", + "shortName": "Hunter", + "source": "TLotRR", + "className": "Warden", + "classSource": "TLotRR", + "page": 62, + "subclassFeatures": [ + "Hunter|Warden|TLotRR|Hunter|TLotRR|3|TLotRR", + "Defensive Tactics|Warden|TLotRR|Hunter|TLotRR|7|TLotRR" + ], + "hasFluff": true + }, + { + "name": "Lore", + "shortName": "Lore", + "source": "TLotRR", + "className": "Scholar", + "classSource": "TLotRR", + "page": 56, + "subclassFeatures": [ + "Lore|Scholar|TLotRR|Lore|TLotRR|3|TLotRR", + "Words of Command|Scholar|TLotRR|Lore|TLotRR|7|TLotRR" + ], + "hasFluff": true + }, + { + "name": "Sharp-Shooter", + "shortName": "Sharp-Shooter", + "source": "TLotRR", + "className": "Champion", + "classSource": "TLotRR", + "page": 49, + "subclassFeatures": [ + "Sharp-Shooter|Champion|TLotRR|Sharp-Shooter|TLotRR|3|TLotRR", + "True Shot|Champion|TLotRR|Sharp-Shooter|TLotRR|7|TLotRR" + ], + "hasFluff": true + }, + { + "name": "Slayer", + "shortName": "Slayer", + "source": "TLotRR", + "className": "Champion", + "classSource": "TLotRR", + "page": 50, + "subclassFeatures": [ + "Slayer|Champion|TLotRR|Slayer|TLotRR|3|TLotRR", + "War-Hardened|Champion|TLotRR|Slayer|TLotRR|7|TLotRR" + ], + "hasFluff": true + }, + { + "name": "Spy", + "shortName": "Spy", + "source": "TLotRR", + "className": "Treasure Hunter", + "classSource": "TLotRR", + "page": 59, + "subclassFeatures": [ + "Spy|Treasure Hunter|TLotRR|Spy|TLotRR|3|TLotRR", + "Sharp-Eyed|Treasure Hunter|TLotRR|Spy|TLotRR|7|TLotRR" + ], + "hasFluff": true + }, + { + "name": "Thane", + "shortName": "Thane", + "source": "TLotRR", + "className": "Captain", + "classSource": "TLotRR", + "page": 47, + "subclassFeatures": [ + "Thane|Captain|TLotRR|Thane|TLotRR|3|TLotRR", + "Tireless Leader|Captain|TLotRR|Thane|TLotRR|7|TLotRR" + ], + "hasFluff": true + } + ], + "subclassFluff": [ + { + "name": "Burglar", + "shortName": "Burglar", + "source": "TLotRR", + "className": "Treasure Hunter", + "classSource": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Burglar wants a good job, plenty of Excitement and reasonable Reward, that's how it is usually read." + ], + "skipMarks": true + } + ] + }, + { + "name": "Chieftain", + "shortName": "Chieftain", + "source": "TLotRR", + "className": "Captain", + "classSource": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Here is Aragorn son of Arathorn, chieftain of the Dúnedain of Arnor, Captain of the Host of the West..." + ] + } + ] + }, + { + "name": "Counsellor", + "shortName": "Counsellor", + "source": "TLotRR", + "className": "Messenger", + "classSource": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...advice is a dangerous gift, even from the wise to the wise, and all courses may run ill." + ] + } + ] + }, + { + "name": "Forayer", + "shortName": "Forayer", + "source": "TLotRR", + "className": "Warden", + "classSource": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "From such men the Lord Denethor chose his forayers, who crossed the Anduin secretly (how or where, they would not say) to harry the Orcs and other enemies that roamed between the Ephel Dúath and the River." + ], + "skipMarks": true + } + ] + }, + { + "name": "Healing", + "shortName": "Healing", + "source": "TLotRR", + "className": "Scholar", + "classSource": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...the leechcraft of Gondor was still wise, and skilled in the healing of wound and hurt, and all such sickness as east of the Sea mortal men were subject to." + ] + } + ] + }, + { + "name": "Herald", + "shortName": "Herald", + "source": "TLotRR", + "className": "Messenger", + "classSource": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "I was the herald of Gil-galad and marched with his host. I was at the Battle of Dagorlad before the Black Gate of Mordor, where we had the mastery..." + ] + } + ] + }, + { + "name": "Hunter", + "shortName": "Hunter", + "source": "TLotRR", + "className": "Warden", + "classSource": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "I am called Strider,\" answered Aragorn. \"I came out of the North. I am hunting Orcs." + ] + } + ] + }, + { + "name": "Lore", + "shortName": "Lore", + "source": "TLotRR", + "className": "Scholar", + "classSource": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "This only would he say, that Imladris was of old the name among the Elves of a far northern dale, where Elrond the Halfelven dwelt, greatest of lore-masters." + ] + } + ] + }, + { + "name": "Sharp-Shooter", + "shortName": "Sharp-Shooter", + "source": "TLotRR", + "className": "Champion", + "classSource": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "That was a mighty shot in the dark, my friend!" + ] + } + ] + }, + { + "name": "Slayer", + "shortName": "Slayer", + "source": "TLotRR", + "className": "Champion", + "classSource": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "The day will come when they will perish and I shall go back!" + ] + } + ] + }, + { + "name": "Spy", + "shortName": "Spy", + "source": "TLotRR", + "className": "Treasure Hunter", + "classSource": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "But it appeared that he was nobody's friend, and nobody could recollect when he had joined their party." + ] + } + ] + }, + { + "name": "Thane", + "shortName": "Thane", + "source": "TLotRR", + "className": "Captain", + "classSource": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "From dark Dunharrow in the dim morning/with thane and captain rode Thengel's son:/to Edoras he came, the ancient halls/of the Mark-wardens mist-enshrouded..." + ], + "skipMarks": true + } + ] + } + ], + "classFeature": [ + { + "name": "Leadership", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "level": 1, + "entries": [ + "You possess the ability to direct others to action\u2014when under pressure, other people naturally turn to you for guidance. As an action in combat, choose a number of friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you, up to twice your proficiency bonus. Each creature can gain {@book temporary hit points|PHB|9|Temporary Hit Points} equal to your Captain level + your Charisma modifier. These temporary hit points last until they are depleted or the creature finishes a short or long rest. You must then finish a short or long rest to use this feature again." + ] + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "level": 2, + "entries": [ + "At 2nd level, and again at 4th, 6th, 8th, and 10th level, you can take a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues}). You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.", + "At 2nd, 6th, and 10th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." + ] + }, + { + "name": "Fighting Style", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "level": 2, + "entries": [ + "At 2nd level, you adopt a particular style of fighting as your speciality. Choose one of the following options. You cannot 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": "Dueling|PHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Great Weapon Fighting|TLotRR" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Protection|TLotRR" + } + ] + } + ] + } + ] + }, + { + "name": "Captain Title", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "level": 3, + "entries": [ + "At 3rd level, you receive a title as a reward for your accomplishments. Choose {@subclass Chieftain|Captain|TLotRR|TLotRR} or {@subclass Thane|Captain|TLotRR|TLotRR}, both detailed at the end of the calling description. The title you choose grants you features at 3rd level and again at 7th level." + ] + }, + { + "name": "Valiant", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "level": 3, + "entries": [ + "Starting at 3rd level, you can add half your proficiency bonus, rounded down, to any saving throw you make that doesn't already include your proficiency bonus." + ] + }, + { + "name": "Virtue", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "level": 4, + "entries": [ + "At 4th level, you can take a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues})." + ] + }, + { + "name": "Extra Attack", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "level": 5, + "entries": [ + "Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Aura of Valour", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "level": 6, + "entries": [ + "Starting at 6th level, whenever you or a friendly creature within 10 feet of you hit a target with a melee weapon attack, the creature can add your Charisma modifier to the damage roll. You cannot grant this bonus if you are {@condition frightened} or {@condition unconscious}." + ] + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "level": 6, + "entries": [ + "At 6th level, you can take a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues}). You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.", + "At 6th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." + ] + }, + { + "name": "Captain Title feature", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "level": 7, + "entries": [ + "At 7th level, you gain a feature granted by your Captain Title feature." + ] + }, + { + "name": "Virtue", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "level": 8, + "entries": [ + "At 8th level, you can take a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues})." + ] + }, + { + "name": "Aura of Courage", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "level": 10, + "entries": [ + "At 10th level, you and friendly creatures within 10 feet of you cannot be {@condition frightened} while you are conscious (but can still accumulate {@book Shadow points|TLotRR|7|Shadow Points} from Dread)." + ] + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "level": 10, + "entries": [ + "At 10th level, you can take a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues}). You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.", + "At 10th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." + ] + }, + { + "name": "Fighting Style", + "source": "TLotRR", + "page": 49, + "className": "Champion", + "classSource": "TLotRR", + "level": 1, + "entries": [ + "You adopt a particular style of fighting as your speciality. Choose one of the following options. You cannot 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": "Archery|PHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Defense|PHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Dueling|PHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Great Weapon Fighting|TLotRR" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Protection|TLotRR" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Two-Weapon Fighting|PHB" + } + ] + } + ] + } + ] + }, + { + "name": "Surge of Vigour", + "source": "TLotRR", + "page": 49, + "className": "Champion", + "classSource": "TLotRR", + "level": 1, + "entries": [ + "You have a limited well of stamina that you can draw on to protect yourself from harm, or to push yourself beyond your normal limits for a moment. You can use a bonus action to either take the {@action Attack}, {@action Dash}, {@action Disengage}, or {@action Dodge} action, or to regain hit points equal to {@dice 1d8} + your Champion level + your Constitution modifier. Once you use this feature, you must finish a short or long rest before you can use it again." + ] + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "page": 49, + "className": "Champion", + "classSource": "TLotRR", + "level": 2, + "entries": [ + "At 2nd level, and again at 4th, 6th, and 8th level, you can take a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues}). You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.", + "At 2nd, 6th, and 10th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." + ] + }, + { + "name": "Champion Way", + "source": "TLotRR", + "page": 49, + "className": "Champion", + "classSource": "TLotRR", + "level": 3, + "entries": [ + "At 3rd level, you choose a way that you strive to follow in your combat styles and techniques. Choose {@subclass Sharp-Shooter|Champion|TLotRR|TLotRR} or {@subclass Slayer|Champion|TLotRR|TLotRR}, both detailed at the end of the calling description. The way you choose grants you features at 3rd level and again at 7th level." + ] + }, + { + "name": "Virtue", + "source": "TLotRR", + "page": 49, + "className": "Champion", + "classSource": "TLotRR", + "level": 4, + "entries": [ + "At 4th level, you can take a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues})." + ] + }, + { + "name": "Extra Attack", + "source": "TLotRR", + "page": 49, + "className": "Champion", + "classSource": "TLotRR", + "level": 5, + "entries": [ + "Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn.", + "The number of attacks increases to three when you reach 10th level in this calling." + ] + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "page": 49, + "className": "Champion", + "classSource": "TLotRR", + "level": 6, + "entries": [ + "At 6th level, you can take a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues}). You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.", + "At 6th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." + ] + }, + { + "name": "Champion Way feature", + "source": "TLotRR", + "page": 49, + "className": "Champion", + "classSource": "TLotRR", + "level": 7, + "entries": [ + "At 7th level, you gain a feature granted by your Champion Way feature." + ] + }, + { + "name": "Virtue", + "source": "TLotRR", + "page": 49, + "className": "Champion", + "classSource": "TLotRR", + "level": 8, + "entries": [ + "At 8th level, you can take a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues})." + ] + }, + { + "name": "Indomitable", + "source": "TLotRR", + "page": 49, + "className": "Champion", + "classSource": "TLotRR", + "level": 9, + "conditionImmune": [ + "charmed", + "frightened" + ], + "entries": [ + "At 9th level, you become immune to being {@condition charmed} or {@condition frightened} (but can still accumulate {@book Shadow points|TLotRR|7|Shadow Points} from Dread and Sorcery)." + ] + }, + { + "name": "Extra Attack (2)", + "source": "TLotRR", + "page": 49, + "className": "Champion", + "classSource": "TLotRR", + "level": 10, + "entries": [ + "At 10th level, you can attack three times whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Folk-Lore", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 1, + "entries": [ + "You possess some knowledge of the many traditional customs, beliefs, and stories of the various communities that compose the Free Peoples. Whenever you make an Intelligence check related to one of these topics, you are considered proficient in the {@skill Old Lore|TLotRR} skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Likely the result of your wanderings, this information may help you when dealing with strangers, allowing you to come up with some useful facts regarding their folk or a smattering of the appropriate language." + ] + }, + { + "name": "Tireless and Swift", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 1, + "entries": [ + "Beginning at 1st level, your speed increases by 5 feet while you are not wearing heavy armour. In addition, whenever you must make a fatigue saving throw during a journey (see {@book Chapter 5|TLotRR|4|3. Ending the Journey}), you gain a bonus to the saving throw equal to your Messenger level.", + "The speed bonus increases to 10 feet when you reach 6th level in this calling. At 10th level, the speed bonus increases to 15 feet, and whenever you finish a short rest, your {@condition exhaustion} level (if any) is decreased by 1." + ] + }, + { + "name": "Unarmoured Defence", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 1, + "entries": [ + "Where such laws hold, it is custom for ambassadors not to be assailed. While you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier." + ] + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 2, + "entries": [ + "At 2nd level, and again at 4th, 6th, 8th, and 10th level, you can take a {@book common or cultural virtue|TLotRR|3|Virtues} of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.", + "At 2nd, 6th, and 10th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." + ] + }, + { + "name": "Sneak Attack", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 2, + "entries": [ + "Starting at 2nd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra {@damage 1d6} damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a {@itemProperty F||finesse} or a ranged weapon.", + "You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't {@condition incapacitated}, and you don't have disadvantage on the attack roll.", + "The amount of the extra damage increases as you gain levels in this calling, as shown in the Sneak Attack column of the Messenger table." + ] + }, + { + "name": "Errand Runner", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 3, + "entries": [ + "By 3rd level, the many errands you've borne during your travels have made you proficient in a little bit of everything. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus." + ] + }, + { + "name": "Messenger Path", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 3, + "entries": [ + "At 3rd level, you choose a path that shapes your calling as a Messenger. Choose the path of the {@subclass Counsellor|Messenger|TLotRR|TLotRR} or the path of the {@subclass Herald|Messenger|TLotRR|TLotRR}, both detailed at the end of the calling description. Your choice grants you features at 3rd level and again at 7th level." + ] + }, + { + "name": "Virtue", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 4, + "entries": [ + "At 4th level, you can take a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues})." + ] + }, + { + "name": "Uncanny Dodge", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 5, + "entries": [ + "Beginning at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you." + ] + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 6, + "entries": [ + "At 6th level, you can take a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues}). You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.", + "At 6th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." + ] + }, + { + "name": "Tireless and Swift improvement", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 6, + "entries": [ + "The speed bonus increases to 10 feet when you reach 6th level in this calling." + ] + }, + { + "name": "Messenger Path feature", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 7, + "entries": [ + "At 7th level, you gain a feature granted by your Messenger Path feature." + ] + }, + { + "name": "Virtue", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 8, + "entries": [ + "At 8th level, you can take a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues})." + ] + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 10, + "entries": [ + "At 10th level, you can take a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues}). You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.", + "At 10th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." + ] + }, + { + "name": "Tireless and Swift improvement", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "level": 10, + "entries": [ + "At 10th level, the speed bonus increases to 15 feet, and whenever you finish a short rest, your {@condition exhaustion} level (if any) is decreased by 1." + ] + }, + { + "name": "Crafts", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 1, + "entries": [ + "You have learned techniques that have been passed down along the generations. These crafts do not translate into mere skill but represent obscure branches of knowledge, forgotten by most and seeming almost magical to uneducated eyes.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craft Slots:", + "entry": "The Scholar table shows how many slots you have to use your crafts. To use one of your crafts, you must expend a craft slot. You regain all expended craft slots when you finish a short or long rest." + }, + { + "type": "item", + "name": "Known Crafts:", + "entry": "You know a craft of your choice from the {@book \"Crafts\"|TLotRR|2|Crafts} list, at the end of this chapter. Each time you gain a new craft slot, you also learn another craft of your choice." + } + ] + } + ] + }, + { + "name": "Rhymes of Lore", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 1, + "entries": [ + "Rhymes of Lore are short verses created by many cultures to help them remember significant facts from ancient history which might otherwise be lost. You can use a bonus action on your turn to choose one creature (including yourself) within 30 feet of you who can hear and understand you. That creature gains one Lore die, a {@dice d6}.", + "Once within the next minute, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after seeing the roll before deciding to use the Lore die, but must decide before the Loremaster says whether the roll succeeds or fails. Once the Lore die is rolled, it is lost. A creature can have only one Lore die at a time.", + "You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain any expended uses when you finish a long rest.", + "Your Rhymes of Lore die changes when you reach certain levels in this calling. The die becomes a {@dice d8} at 5th level, and a {@dice d10} at 10th level." + ] + }, + { + "name": "Unarmoured Defence", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 1, + "entries": [ + "Beginning at 1st level, while you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier." + ] + }, + { + "name": "Cunning Mind", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 2, + "entries": [ + "Starting at 2nd level, you can take a bonus action on each of your turns in combat. This action can be used only to make an Intelligence or Wisdom check, or to take the {@action Stabilize a Creature||Help} action." + ] + }, + { + "name": "Hands of a Healer", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 2, + "entries": [ + "Beginning at 2nd level, you can use healing techniques to treat the wounds of your allies during a short rest. Choose a number of friendly creatures (including yourself) who spent one or more Hit Dice at the end of the short rest, up to twice your proficiency bonus. Each of those creatures regains an extra {@dice 1d6} hit points for each Hit Die spent.", + "The extra hit points increase to {@dice 1d8} when you reach 9th level in this calling." + ] + }, + { + "name": "Expertise", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 3, + "expertise": [ + { + "anyProficientSkill": 2 + }, + { + "anyProficientTool": 2 + }, + { + "anyProficientSkill": 1, + "anyProficientTool": 1 + } + ], + "entries": [ + "At 3rd level, choose any combination of two of your skill and tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.", + "At 10th level, you can choose another two proficiencies (in skills or with tools) to gain this benefit." + ] + }, + { + "name": "Scholar Tradition", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 3, + "entries": [ + "Also at 3rd level, you choose a tradition that determines the focus of your study. Choose {@subclass Healing|Scholar|TLotRR|TLotRR} or {@subclass Lore|Scholar|TLotRR|TLotRR} (both are detailed at the end of the calling description). The tradition you choose grants you features at 3rd level and again at 7th level." + ] + }, + { + "name": "Virtue", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 4, + "entries": [ + "At 4th level, and again at 6th and 8th level, you can take a {@book common or cultural virtue|TLotRR|3|Virtues} of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature." + ] + }, + { + "name": "Rhymes of Lore (d8)", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 5, + "entries": [ + "The die becomes a {@dice d8} at 5th level." + ] + }, + { + "name": "Unending Rhymes", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 5, + "entries": [ + "Beginning when you reach 5th level, you regain all of your expended uses of Rhymes of Lore when you finish a short or long rest." + ] + }, + { + "name": "Virtue", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 6, + "entries": [ + "At 6th level, you can take a {@book common or cultural virtue|TLotRR|3|Virtues} of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature." + ] + }, + { + "name": "Scholar Tradition feature", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 7, + "entries": [ + "At 7th level, you gain a feature granted by your Scholar Tradition feature." + ] + }, + { + "name": "Virtue", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 8, + "entries": [ + "At 8th level, you can take a {@book common or cultural virtue|TLotRR|3|Virtues} of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature." + ] + }, + { + "name": "Hands of a Healer (d8)", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 9, + "entries": [ + "The extra hit points increase to {@dice 1d8} when you reach 9th level in this calling." + ] + }, + { + "name": "Expertise", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 10, + "expertise": [ + { + "anyProficientSkill": 2 + }, + { + "anyProficientTool": 2 + }, + { + "anyProficientSkill": 1, + "anyProficientTool": 1 + } + ], + "entries": [ + "At 10th level, you can choose another two proficiencies (in skills or with tools) to gain this benefit." + ] + }, + { + "name": "Rhymes of Lore (d10)", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 10, + "entries": [ + "The die becomes a {@dice d10} at 10th level." + ] + }, + { + "name": "Unfailing Rhymes", + "source": "TLotRR", + "page": 55, + "className": "Scholar", + "classSource": "TLotRR", + "level": 10, + "entries": [ + "At 10th level, your Rhymes of Lore mastery is such that those who listen to them are bound to succeed. When a creature adds one of your Lore dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Lore die." + ] + }, + { + "name": "Expertise", + "source": "TLotRR", + "page": 58, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "level": 1, + "expertise": [ + { + "anyProficientSkill": 2 + }, + { + "anyProficientTool": 2 + }, + { + "anyProficientSkill": 1, + "anyProficientTool": 1 + } + ], + "entries": [ + "At 1st level, choose any combination of two of your skill and tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.", + "At 9th level, you can choose another two proficiencies (in skills or with tools) to gain this benefit." + ] + }, + { + "name": "Sneak Attack", + "source": "TLotRR", + "page": 58, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "level": 1, + "entries": [ + "Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra {@dice 1d6} damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a {@itemProperty F||finesse} or a ranged weapon.", + "You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't {@condition incapacitated}, and you don't have disadvantage on the attack roll.", + "The amount of the extra damage increases as you gain levels in this calling, as shown in the Sneak Attack column of the Treasure Hunter table." + ] + }, + { + "name": "Cunning Action", + "source": "TLotRR", + "page": 58, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "level": 2, + "entries": [ + "Starting at 2nd level, you can take a bonus action on each of your turns in combat. This action can be used only to take the {@action Dash}, {@action Disengage}, or {@action Hide} action." + ] + }, + { + "name": "Treasure Hunter Speciality", + "source": "TLotRR", + "page": 58, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "level": 3, + "entries": [ + "When you reach 3rd level, you choose a speciality to pattern your career as a Treasure Hunter after. You can choose to be a {@subclass Burglar|Treasure Hunter|TLotRR|TLotRR} or a {@subclass Spy|Treasure Hunter|TLotRR|TLotRR}. Specialities grant you features at 3rd and 7th level. Both specialties are detailed at the end of the calling description." + ] + }, + { + "name": "Virtue", + "source": "TLotRR", + "page": 59, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "level": 4, + "entries": [ + "At 4th level, and again at 6th and 8th level, you can take a {@book common or cultural virtue|TLotRR|3|Virtues} of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.", + "At 6th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." + ] + }, + { + "name": "Uncanny Dodge", + "source": "TLotRR", + "page": 59, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "level": 5, + "entries": [ + "Beginning at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you." + ] + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "page": 58, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "level": 6, + "entries": [ + "At 6th level, you can take a {@book common or cultural virtue|TLotRR|3|Virtues} of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.", + "At 6th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." + ] + }, + { + "name": "Treasure Hunter Speciality feature", + "source": "TLotRR", + "page": 59, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "level": 7, + "entries": [ + "At 7th level, you gain a feature granted by your Treasure Hunter Speciality feature." + ] + }, + { + "name": "Virtue", + "source": "TLotRR", + "page": 59, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "level": 8, + "entries": [ + "At 8th level, you can take a {@book common or cultural virtue|TLotRR|3|Virtues} of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature." + ] + }, + { + "name": "Expertise", + "source": "TLotRR", + "page": 59, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "level": 9, + "expertise": [ + { + "anyProficientSkill": 2 + }, + { + "anyProficientTool": 2 + }, + { + "anyProficientSkill": 1, + "anyProficientTool": 1 + } + ], + "entries": [ + "At 9th level, you can choose another two proficiencies (in skills or with tools) to gain this benefit." + ] + }, + { + "name": "Reliable Talent", + "source": "TLotRR", + "page": 58, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "level": 10, + "entries": [ + "By 10th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a {@dice d20} roll of 9 or lower as a 10." + ] + }, + { + "name": "Shadow-Lore", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 1, + "languageProficiencies": [ + { + "any": 1 + } + ], + "entries": [ + "Beginning at 1st level, you have significant experience studying, tracking, and hunting the servants of the Shadow. Choose a kind of favoured foe: Beasts, Evil Men, Giants, Monstrosities, Orcs, or Undead.", + "You can add your Wisdom modifier to the damage roll whenever you hit one of your favoured foes, and to saving throws you make against their special abilities. Additionally, you have advantage on Wisdom ({@skill Hunting|TLotRR}) and Wisdom ({@skill Perception}) checks to find your favoured foes, as well as on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favoured foes, if they speak one at all.", + "You choose one additional favoured foe at 6th level, and again at 10th level. As you gain levels, your choices should reflect the types of enemies you have encountered on your adventures." + ] + }, + { + "name": "Warded Lands", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 1, + "entries": [ + "You are particularly familiar with the lands you have sworn to protect and are adept at travelling and surviving in such regions. Choose one warded land from among the following: Arthedain, Cardolan, Enedwaith, Eregion, Lindon, and Rhudaur (the Loremaster may wish to expand or alter this list depending on the chosen setting). When you make an Intelligence or Wisdom check related to your warded lands, your proficiency bonus is doubled if you are using a skill that you're proficient in.", + "During journeys in your warded lands, you gain the following benefits:", + { + "type": "list", + "items": [ + "You are allowed to cover more than one role without penalties (see {@book Chapter 5|TLotRR|4|Assign Journey Roles}).", + "You have advantage on fatigue saving throws if the journey path (see {@book Chapter 5|TLotRR|4|1. Set Journey Path}) is entirely within your warded lands.", + "You can move stealthily at a normal pace, and hexes suggesting {@book difficult terrain|PHB|8|Difficult Terrain} do not slow your Company's travel (see {@book Chapter 5|TLotRR|4|3. Ending the Journey}).", + "While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area." + ] + }, + "Finally, a Company including a Warden that spends a Fellowship Phase in a warded land can choose the {@action Gather Rumours|TLotRR} undertaking as a free undertaking.", + "You choose one additional warded land at 4th level, and again at 6th, 8th, and 10th level. As you gain levels, your choices should reflect the regions you have visited on your adventures." + ] + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 2, + "entries": [ + "Also at 2nd level, and again at 4th, 6th, 8th, and 10th level, you can take a {@book common or cultural virtue|TLotRR|3|Virtues} of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.", + "At 2nd, 6th, and 10th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." + ] + }, + { + "name": "Fighting Style", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 2, + "entries": [ + "At 2nd level, you adopt a particular style of fighting as your speciality. Choose one of the following options. You cannot 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": "Archery|PHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Dueling|PHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Protection|TLotRR" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Two-Weapon Fighting|PHB" + } + ] + } + ] + } + ] + }, + { + "name": "Rumour of the Earth", + "source": "TLotRR", + "page": 62, + "className": "Warden", + "classSource": "TLotRR", + "level": 3, + "entries": [ + "Beginning at 3rd level, you can use your action to focus your awareness on the region around you. You can sense whether and which of your favoured foes are present within a number of miles of you equal to your Wisdom modifier (minimum of 1; double this value if you are in your warded lands). This feature doesn't reveal the creatures' location or number. Once you use this feature, you cannot use it again until you finish a short or long rest." + ] + }, + { + "name": "Warden Oath", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 3, + "entries": [ + "At 3rd level, you swear your oath as a Warden. You might choose to be a {@subclass Forayer|Warden|TLotRR|TLotRR} or a {@subclass Hunter|Warden|TLotRR|TLotRR}, both detailed at the end of the calling description. Your choice grants you features at 3rd level and again at 7th level." + ] + }, + { + "name": "Virtue", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 4, + "entries": [ + "At 4th level, you can take a {@book common or cultural virtue|TLotRR|3|Virtues} of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature." + ] + }, + { + "name": "Warded Lands improvement", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 4, + "entries": [ + "You choose one additional warded land at 4th level. As you gain levels, your choices should reflect the regions you have visited on your adventures." + ] + }, + { + "name": "Extra Attack", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 5, + "entries": [ + "When you reach 5th level you make two attacks when you take the {@action Attack} action on your turn, instead of one." + ] + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 6, + "entries": [ + "At 6th level, you can take a {@book common or cultural virtue|TLotRR|3|Virtues} of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.", + "At 6th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." + ] + }, + { + "name": "Shadow-Lore improvement", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 6, + "languageProficiencies": [ + { + "any": 1 + } + ], + "entries": [ + "You choose one additional favoured foe at 6th level. As you gain levels, your choices should reflect the types of enemies you have encountered on your adventures." + ] + }, + { + "name": "Warded Lands improvement", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 6, + "entries": [ + "You choose one additional warded land at 6th level. As you gain levels, your choices should reflect the regions you have visited on your adventures." + ] + }, + { + "name": "Warden Oath feature", + "source": "TLotRR", + "page": 62, + "className": "Warden", + "classSource": "TLotRR", + "level": 7, + "entries": [ + "At 7th level, you gain a feature granted by your Warden Oath feature." + ] + }, + { + "name": "Virtue", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 8, + "entries": [ + "At 8th level, you can take a {@book common or cultural virtue|TLotRR|3|Virtues} of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature." + ] + }, + { + "name": "Warded Lands improvement", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 8, + "entries": [ + "You choose one additional warded land at 8th level. As you gain levels, your choices should reflect the regions you have visited on your adventures." + ] + }, + { + "name": "Long Stride", + "source": "TLotRR", + "page": 62, + "className": "Warden", + "classSource": "TLotRR", + "level": 9, + "entries": [ + "Starting at 9th level, your speed increases by 10 feet while you are not wearing heavy armour, and moving through {@book difficult terrain|PHB|8|Difficult Terrain} costs you no extra movement." + ] + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 10, + "entries": [ + "At 10th level, you can take a {@book common or cultural virtue|TLotRR|3|Virtues} of your choice. You can take each virtue only once. As normal, you cannot increase an ability score above 20 using this feature.", + "At 10th level, instead of taking a virtue you can gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." + ] + }, + { + "name": "Shadow-Lore improvement", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 10, + "languageProficiencies": [ + { + "any": 1 + } + ], + "entries": [ + "You choose one additional favoured foe at 10th level. As you gain levels, your choices should reflect the types of enemies you have encountered on your adventures." + ] + }, + { + "name": "Warded Lands improvement", + "source": "TLotRR", + "page": 61, + "className": "Warden", + "classSource": "TLotRR", + "level": 10, + "entries": [ + "You choose one additional warded land at 10th level. As you gain levels, your choices should reflect the regions you have visited on your adventures." + ] + } + ], + "foundryClassFeature": [ + { + "name": "Virtue", + "source": "TLotRR", + "className": "Captain", + "classSource": "TLotRR", + "level": 4, + "isIgnored": true + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "className": "Captain", + "classSource": "TLotRR", + "level": 6, + "isIgnored": true + }, + { + "name": "Virtue", + "source": "TLotRR", + "className": "Captain", + "classSource": "TLotRR", + "level": 8, + "isIgnored": true + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "className": "Captain", + "classSource": "TLotRR", + "level": 10, + "isIgnored": true + }, + { + "name": "Virtue", + "source": "TLotRR", + "className": "Champion", + "classSource": "TLotRR", + "level": 4, + "isIgnored": true + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "className": "Champion", + "classSource": "TLotRR", + "level": 6, + "isIgnored": true + }, + { + "name": "Virtue", + "source": "TLotRR", + "className": "Champion", + "classSource": "TLotRR", + "level": 8, + "isIgnored": true + }, + { + "name": "Virtue", + "source": "TLotRR", + "className": "Messenger", + "classSource": "TLotRR", + "level": 4, + "isIgnored": true + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "className": "Messenger", + "classSource": "TLotRR", + "level": 6, + "isIgnored": true + }, + { + "name": "Virtue", + "source": "TLotRR", + "className": "Messenger", + "classSource": "TLotRR", + "level": 8, + "isIgnored": true + }, + { + "name": "Craft or Virtue", + "source": "TLotRR", + "className": "Messenger", + "classSource": "TLotRR", + "level": 10, + "isIgnored": true + } + ], + "subclassFeature": [ + { + "name": "Chieftain", + "source": "TLotRR", + "page": 46, + "className": "Captain", + "classSource": "TLotRR", + "subclassShortName": "Chieftain", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "As a chieftain you are both a leader and a weaponmaster, accustomed to leading your comrades by jumping first into battle.", + { + "type": "refSubclassFeature", + "subclassFeature": "Challenge|Captain|TLotRR|Chieftain|TLotRR|3|TLotRR" + } + ] + }, + { + "name": "Challenge", + "source": "TLotRR", + "page": 47, + "className": "Captain", + "classSource": "TLotRR", + "subclassShortName": "Chieftain", + "subclassSource": "TLotRR", + "level": 3, + "header": 2, + "entries": [ + "Starting at 3rd level, you can issue a challenge to a creature you can see within 10 feet of you as a bonus action. You gain advantage on melee attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls {@condition unconscious}. In addition, the creature must make a Wisdom ({@skill Insight}) check (DC 8 + your proficiency bonus + your Charisma modifier). On a failed check, the creature has disadvantage on attack rolls against targets other than you for the duration, until you attack another creature, if a creature friendly to you attacks the target, or if you end your turn more than 30 feet away from the target.", + "You must then finish a short or long rest to use this feature again." + ] + }, + { + "name": "Pursuer of Foes", + "source": "TLotRR", + "page": 47, + "className": "Captain", + "classSource": "TLotRR", + "subclassShortName": "Chieftain", + "subclassSource": "TLotRR", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, creatures provoke {@action opportunity attack||opportunity attacks} from you even if they take the {@action Disengage} action. In addition, when you hit a creature with an {@action opportunity attack}, the creature's speed becomes 0 for the rest of the turn." + ] + }, + { + "name": "Thane", + "source": "TLotRR", + "page": 47, + "className": "Captain", + "classSource": "TLotRR", + "subclassShortName": "Thane", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "You have sworn service to a King and serve as one of their chosen fighters. As long as war must be, you stand ready to protect the innocent and destroy your lord's enemies.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bright Blade|Captain|TLotRR|Thane|TLotRR|3|TLotRR" + } + ] + }, + { + "name": "Bright Blade", + "source": "TLotRR", + "page": 47, + "className": "Captain", + "classSource": "TLotRR", + "subclassShortName": "Thane", + "subclassSource": "TLotRR", + "level": 3, + "header": 2, + "entries": [ + "Starting at 3rd level, as a bonus action, you can imbue a melee weapon that you are holding with your bravery. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). For the duration of the effect, when you hit a creature, the next attack roll against the target made by an attacker other than you has advantage if the attack is made before the start of your next turn. If you are no longer holding or carrying this weapon, or if you fall {@condition unconscious}, this effect ends.", + "You must then finish a short or long rest to use this feature again." + ] + }, + { + "name": "Tireless Leader", + "source": "TLotRR", + "page": 47, + "className": "Captain", + "classSource": "TLotRR", + "subclassShortName": "Thane", + "subclassSource": "TLotRR", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, you and friendly creatures within 10 feet of you suffer the effects of {@condition exhaustion} as if it was one level lower (no effects at level 1, disadvantage on ability checks at level 2, and so on)." + ] + }, + { + "name": "Sharp-Shooter", + "source": "TLotRR", + "page": 49, + "className": "Champion", + "classSource": "TLotRR", + "subclassShortName": "Sharp-Shooter", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "As King Bard proved, well-placed arrow shots can slay dragons and restore lost kingdoms. You decided to follow his path by mastering ranged weapons.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Champion|TLotRR|Sharp-Shooter|TLotRR|3|TLotRR" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Mighty Shot|Champion|TLotRR|Sharp-Shooter|TLotRR|3|TLotRR" + } + ] + }, + { + "name": "Bonus Proficiency", + "source": "TLotRR", + "page": 50, + "className": "Champion", + "classSource": "TLotRR", + "subclassShortName": "Sharp-Shooter", + "subclassSource": "TLotRR", + "level": 3, + "skillProficiencies": [ + { + "perception": true + } + ], + "expertise": [ + {}, + { + "perception": true + } + ], + "header": 2, + "entries": [ + "When you choose this way at 3rd level, you gain proficiency in the {@skill Perception} skill. If you are already proficient, you add double your proficiency bonus to checks you make with it." + ] + }, + { + "name": "Mighty Shot", + "source": "TLotRR", + "page": 50, + "className": "Champion", + "classSource": "TLotRR", + "subclassShortName": "Sharp-Shooter", + "subclassSource": "TLotRR", + "level": 3, + "header": 2, + "entries": [ + "Starting at 3rd level, you have learned to put all your might into your shots. Before you make an attack with a ranged weapon, you can choose to roll the weapon's damage die and subtract the number rolled from the attack roll. If the attack hits, you roll two additional weapon damage dice on the damage roll. You can deal this extra damage only once per turn." + ] + }, + { + "name": "True Shot", + "source": "TLotRR", + "page": 50, + "className": "Champion", + "classSource": "TLotRR", + "subclassShortName": "Sharp-Shooter", + "subclassSource": "TLotRR", + "level": 7, + "header": 2, + "entries": [ + "By 7th level, once per turn when you take the {@action Attack} action and attack with a ranged weapon, you can forgo one of your attacks. If you do so, the next hit you score with a ranged weapon before the end of your turn is a critical hit." + ] + }, + { + "name": "Slayer", + "source": "TLotRR", + "page": 50, + "className": "Champion", + "classSource": "TLotRR", + "subclassShortName": "Slayer", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "You have chosen a brutal path, maybe because you are looking to avenge a wrong you suffered. For you, the sound of battle is a joyful call.", + { + "type": "refSubclassFeature", + "subclassFeature": "Sterner Than Steel|Champion|TLotRR|Slayer|TLotRR|3|TLotRR" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Battle-Fury|Champion|TLotRR|Slayer|TLotRR|3|TLotRR" + } + ] + }, + { + "name": "Battle-Fury", + "source": "TLotRR", + "page": 50, + "className": "Champion", + "classSource": "TLotRR", + "subclassShortName": "Slayer", + "subclassSource": "TLotRR", + "level": 3, + "header": 2, + "entries": [ + "Starting at 3rd level, you can throw aside all concern for defence to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength, a bonus to damage rolls equal to half your proficiency bonus (rounded down), and resistance to bludgeoning, piercing, and slashing damage until the start of your next turn, but attack rolls against you have advantage until your next turn." + ] + }, + { + "name": "Sterner Than Steel", + "source": "TLotRR", + "page": 50, + "className": "Champion", + "classSource": "TLotRR", + "subclassShortName": "Slayer", + "subclassSource": "TLotRR", + "level": 3, + "header": 2, + "entries": [ + "When you choose this way at 3rd level, your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in the Champion calling." + ] + }, + { + "name": "War-Hardened", + "source": "TLotRR", + "page": 50, + "className": "Champion", + "classSource": "TLotRR", + "subclassShortName": "Slayer", + "subclassSource": "TLotRR", + "level": 7, + "header": 2, + "entries": [ + "By 7th level, your instincts are so honed that you have advantage on initiative rolls, Strength checks, and Strength saving throws, and you cannot be {@status surprised}. To gain this benefit, you cannot be {@condition blinded}, {@condition deafened}, or {@condition incapacitated}." + ] + }, + { + "name": "Bonus Proficiencies", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "subclassShortName": "Counsellor", + "subclassSource": "TLotRR", + "level": 3, + "skillProficiencies": [ + { + "choose": { + "from": [ + "deception", + "insight", + "intimidation", + "performance", + "persuasion", + "riddle|TLotRR" + ], + "count": 2 + } + } + ], + "entries": [ + "When you choose this path at 3rd level, you become proficient in two of the following skills of your choice: {@skill Deception}, {@skill Insight}, {@skill Intimidation}, {@skill Performance}, {@skill Persuasion}, and {@skill Riddle|TLotRR}. If you are already proficient in any one of them, you add double your proficiency bonus to checks you make with it." + ] + }, + { + "name": "Counsellor", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "subclassShortName": "Counsellor", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "Wise counsel is rare to come by in the Twilight of the Third Age, as words can be distorted and put to crooked uses by the servants of the Enemy. This notwithstanding, you have chosen to oppose the Shadow by bringing your advice to all who need it.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Messenger|TLotRR|Counsellor|TLotRR|3|TLotRR" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Words of Guard and Guiding|Messenger|TLotRR|Counsellor|TLotRR|3|TLotRR" + } + ] + }, + { + "name": "Words of Guard and Guiding", + "source": "TLotRR", + "page": 52, + "className": "Messenger", + "classSource": "TLotRR", + "subclassShortName": "Counsellor", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "Starting at 3rd level, you can use a bonus action to make a Charisma check or take the {@action Stabilize a Creature||Help} action. In addition, whenever you use the {@action Help} action to aid an ally in attacking a creature, the target of the attack can be within 30 feet of you rather than within 5 feet of you, if the ally can hear and understand you." + ] + }, + { + "name": "A Dangerous Gift", + "source": "TLotRR", + "page": 53, + "className": "Messenger", + "classSource": "TLotRR", + "subclassShortName": "Counsellor", + "subclassSource": "TLotRR", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, you have advantage on Intelligence ({@skill Riddle|TLotRR}) and Wisdom ({@skill Insight}) checks. In addition, you can reroll a single ability check that you fail during the Interaction stage of a council (see {@book Chapter 5|TLotRR|4|3. Interaction})." + ] + }, + { + "name": "Fighting Style", + "source": "TLotRR", + "page": 53, + "className": "Messenger", + "classSource": "TLotRR", + "subclassShortName": "Herald", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "Also at 3rd level, you adopt a style of fighting as your speciality. Choose one of the following options. You cannot take a Fighting Style option more than once, even if you later get to choose again.", + { + "type": "options", + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Archery|PHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Defense|PHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Dueling|PHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Two-Weapon Fighting|PHB" + } + ] + } + ] + }, + { + "name": "Forth to Battle", + "source": "TLotRR", + "page": 53, + "className": "Messenger", + "classSource": "TLotRR", + "subclassShortName": "Herald", + "subclassSource": "TLotRR", + "level": 3, + "weaponProficiencies": [ + { + "martial": true + } + ], + "armorProficiencies": [ + { + "medium": true, + "shield": true + } + ], + "entries": [ + "When you choose this path at 3rd level, you gain proficiency with medium armour, shields, and martial weapons. In addition, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier." + ] + }, + { + "name": "Herald", + "source": "TLotRR", + "page": 53, + "className": "Messenger", + "classSource": "TLotRR", + "subclassShortName": "Herald", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "You believe that advice alone cannot stop the Enemy. To withstand such reckless hate you need both wise words and strength to back them.", + { + "type": "refSubclassFeature", + "subclassFeature": "Forth to Battle|Messenger|TLotRR|Herald|TLotRR|3|TLotRR" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Fighting Style|Messenger|TLotRR|Herald|TLotRR|3|TLotRR" + } + ] + }, + { + "name": "Extra Attack", + "source": "TLotRR", + "page": 53, + "className": "Messenger", + "classSource": "TLotRR", + "subclassShortName": "Herald", + "subclassSource": "TLotRR", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Bonus Proficiencies", + "source": "TLotRR", + "page": 56, + "className": "Scholar", + "classSource": "TLotRR", + "subclassShortName": "Healing", + "subclassSource": "TLotRR", + "level": 3, + "skillProficiencies": [ + { + "medicine": true + } + ], + "toolProficiencies": [ + { + "herbalism kit": true + } + ], + "expertise": [ + {}, + { + "medicine": true + }, + { + "herbalism kit": true + }, + { + "medicine": true, + "herbalism kit": true + } + ], + "entries": [ + "When you choose this tradition at 3rd level, you gain proficiency in the {@skill Medicine} skill and with the {@item herbalism kit|PHB}. If you are already proficient in any one of them, you add double your proficiency bonus to checks you make with it." + ] + }, + { + "name": "Healing", + "source": "TLotRR", + "page": 56, + "className": "Scholar", + "classSource": "TLotRR", + "subclassShortName": "Healing", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "Few can hope to learn as much as you will about the healing arts. Your skill can mend the body, as well as the mind and the spirit.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Scholar|TLotRR|Healing|TLotRR|3|TLotRR" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Wise Leechcraft|Scholar|TLotRR|Healing|TLotRR|3|TLotRR" + } + ] + }, + { + "name": "Wise Leechcraft", + "source": "TLotRR", + "page": 56, + "className": "Scholar", + "classSource": "TLotRR", + "subclassShortName": "Healing", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "Also starting at 3rd level, you add your Wisdom modifier (minimum of +1) to your Intelligence ({@skill Medicine}) checks, to the hit points regained for each Hit Die spent by any creature you choose as the target of your {@classFeature Hands of a Healer|Scholar|TLotRR|2|TLotRR}, and to the number of uses of your {@classFeature Rhymes of Lore|Scholar|TLotRR|1|TLotRR}. The Lore dice granted by these additional uses can only be added to Intelligence ({@skill Medicine}) checks.", + "In addition, when a creature would roll a Lore die it gained from you on an Intelligence ({@skill Medicine}) check, it instead uses the highest number possible for the die." + ] + }, + { + "name": "A Cure for Weariness", + "source": "TLotRR", + "page": 56, + "className": "Scholar", + "classSource": "TLotRR", + "subclassShortName": "Healing", + "subclassSource": "TLotRR", + "level": 7, + "header": 2, + "entries": [ + "Beginning at 7th level, the healing you impart on others also shakes off their weariness. During a short rest, you can reduce a creature's {@condition exhaustion} level by one. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain any expended uses when you finish a long rest." + ] + }, + { + "name": "Bonus Proficiencies", + "source": "TLotRR", + "page": 56, + "className": "Scholar", + "classSource": "TLotRR", + "subclassShortName": "Lore", + "subclassSource": "TLotRR", + "level": 3, + "skillProficiencies": [ + { + "old lore|TLotRR": true + } + ], + "toolProficiencies": [ + { + "calligrapher's supplies": true + } + ], + "expertise": [ + {}, + { + "old lore|TLotRR": true + }, + { + "calligrapher's supplies": true + }, + { + "old lore|TLotRR": true, + "calligrapher's supplies": true + } + ], + "entries": [ + "When you choose this tradition at 3rd level, you gain proficiency in the {@skill Old Lore|TLotRR} skill and with {@item calligrapher's supplies|PHB}. If you are already proficient in any one of them, you add double your proficiency bonus to checks you make with it." + ] + }, + { + "name": "Lore", + "source": "TLotRR", + "page": 56, + "className": "Scholar", + "classSource": "TLotRR", + "subclassShortName": "Lore", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "Some say that lore-masters risk accumulating knowledge at the expense of wisdom. You are determined to prove them wrong.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Scholar|TLotRR|Lore|TLotRR|3|TLotRR" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Lore-Master|Scholar|TLotRR|Lore|TLotRR|3|TLotRR" + } + ] + }, + { + "name": "Lore-Master", + "source": "TLotRR", + "page": 56, + "className": "Scholar", + "classSource": "TLotRR", + "subclassShortName": "Lore", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "Also at 3rd level, when a creature rolls a Lore die it gained from you, the creature can reroll the Lore die and use either total." + ] + }, + { + "name": "Words of Command", + "source": "TLotRR", + "page": 56, + "className": "Scholar", + "classSource": "TLotRR", + "subclassShortName": "Lore", + "subclassSource": "TLotRR", + "level": 7, + "header": 2, + "entries": [ + "At 7th level, when you roll a Lore die and add the number rolled to an ability check using a skill other than {@skill Medicine}, you can obtain a magical success. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain any expended uses when you finish a long rest." + ] + }, + { + "name": "Burglar", + "source": "TLotRR", + "page": 59, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "subclassShortName": "Burglar", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "Yours are the venerable arts of pickpocketing, lock picking, or otherwise getting hold of the possessions of others and accessing protected areas.", + { + "type": "refSubclassFeature", + "subclassFeature": "Clever-Handed|Treasure Hunter|TLotRR|Burglar|TLotRR|3|TLotRR" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Tree-Climber|Treasure Hunter|TLotRR|Burglar|TLotRR|3|TLotRR" + } + ] + }, + { + "name": "Clever-Handed", + "source": "TLotRR", + "page": 59, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "subclassShortName": "Burglar", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "Starting at 3rd level, you can use the bonus action granted by your {@classFeature Cunning Action|Treasure Hunter|TLotRR|2|TLotRR} to make a Dexterity ({@skill Sleight of Hand}) check or take the {@action use an object||utilize} action." + ] + }, + { + "name": "Tree-Climber", + "source": "TLotRR", + "page": 59, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "subclassShortName": "Burglar", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "Also at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.", + "In addition, you can add your Dexterity modifier to Strength ({@skill Athletics}) checks you make to climb or jump, and to the distance you cover (in feet) when you make a running jump." + ] + }, + { + "name": "Quiet-Footed", + "source": "TLotRR", + "page": 59, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "subclassShortName": "Burglar", + "subclassSource": "TLotRR", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, you have advantage on Dexterity ({@skill Sleight of Hand}) and Dexterity ({@skill Stealth}) checks if you move no more than half your speed on the same turn." + ] + }, + { + "name": "Cunning Eye", + "source": "TLotRR", + "page": 59, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "subclassShortName": "Spy", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "Starting at 3rd level, you can add your Intelligence modifier to your Wisdom ({@skill Insight}) and Wisdom ({@skill Perception}) checks. In addition, you can use the bonus action granted by your {@classFeature Cunning Action|Treasure Hunter|TLotRR|2|TLotRR} to take the {@action Search} action." + ] + }, + { + "name": "Spy", + "source": "TLotRR", + "page": 59, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "subclassShortName": "Spy", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "The Enemy sends many agents among the Free Peoples, and you intend to spy upon them, lest they undermine your efforts to resist the Shadow.", + { + "type": "refSubclassFeature", + "subclassFeature": "Cunning Eye|Treasure Hunter|TLotRR|Spy|TLotRR|3|TLotRR" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Weak Spot|Treasure Hunter|TLotRR|Spy|TLotRR|3|TLotRR" + } + ] + }, + { + "name": "Weak Spot", + "source": "TLotRR", + "page": 59, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "subclassShortName": "Spy", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "Also at 3rd level, you can use a bonus action to make an Intelligence ({@skill Investigation}) or Wisdom ({@skill Perception}) check against a creature within 30 feet of you that you can see, contested by the target's Dexterity ({@skill Stealth}) check. If you win the contest, you can use your {@classFeature Sneak Attack|Treasure Hunter|TLotRR|1|TLotRR} against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.", + "This benefit lasts for 1 minute or until you successfully use this feature against a different target." + ] + }, + { + "name": "Sharp-Eyed", + "source": "TLotRR", + "page": 59, + "className": "Treasure Hunter", + "classSource": "TLotRR", + "subclassShortName": "Spy", + "subclassSource": "TLotRR", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, you have advantage on Intelligence ({@skill Investigation}) and Wisdom ({@skill Perception}) checks if you move no more than half your speed on the same turn." + ] + }, + { + "name": "Ambusher", + "source": "TLotRR", + "page": 62, + "className": "Warden", + "classSource": "TLotRR", + "subclassShortName": "Forayer", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "Starting at 3rd level, you excel at ambushing your enemies. You can add your Wisdom modifier to your initiative rolls, and you have advantage on attack rolls against any creature that hasn't taken a turn. In addition, you gain the {@classFeature Sneak Attack|Treasure Hunter|TLotRR|1|TLotRR} feature. The extra damage is {@dice 1d6}, and it increases to {@dice 2d6} when you reach 7th level in this calling.", + { + "type": "refSubclassFeature", + "subclassFeature": "Sneak Attack|Warden|TLotRR|Forayer|TLotRR|3|TLotRR" + } + ] + }, + { + "name": "Bonus Proficiency", + "source": "TLotRR", + "page": 62, + "className": "Warden", + "classSource": "TLotRR", + "subclassShortName": "Forayer", + "subclassSource": "TLotRR", + "level": 3, + "skillProficiencies": [ + { + "stealth": true + } + ], + "expertise": [ + {}, + { + "stealth": true + } + ], + "entries": [ + "When you choose this oath at 3rd level, you gain proficiency in the {@skill Stealth} skill. If you are already proficient, or if you are in one of your warded lands, you add double your proficiency bonus to checks you make with it." + ] + }, + { + "name": "Forayer", + "source": "TLotRR", + "page": 62, + "className": "Warden", + "classSource": "TLotRR", + "subclassShortName": "Forayer", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "You patrol the land ceaselessly seeking to ambush the servants of the Enemy, for they are found in many places, not in Mordor only.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Warden|TLotRR|Forayer|TLotRR|3|TLotRR" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Ambusher|Warden|TLotRR|Forayer|TLotRR|3|TLotRR" + } + ] + }, + { + "name": "Sneak Attack", + "source": "TLotRR", + "page": 62, + "className": "Warden", + "classSource": "TLotRR", + "subclassShortName": "Forayer", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra {@dice 1d6} damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a {@itemProperty F||finesse} or a ranged weapon.", + "You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't {@condition incapacitated}, and you don't have disadvantage on the attack roll." + ] + }, + { + "name": "Harrier", + "source": "TLotRR", + "page": 62, + "className": "Warden", + "classSource": "TLotRR", + "subclassShortName": "Forayer", + "subclassSource": "TLotRR", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, you can use the {@action Hide} action as a bonus action on your turn." + ] + }, + { + "name": "Bonus Proficiency", + "source": "TLotRR", + "page": 62, + "className": "Warden", + "classSource": "TLotRR", + "subclassShortName": "Hunter", + "subclassSource": "TLotRR", + "level": 3, + "skillProficiencies": [ + { + "hunting|TLotRR": true + } + ], + "expertise": [ + {}, + { + "hunting|TLotRR": true + } + ], + "entries": [ + "When you choose this oath at 3rd level, you gain proficiency in the {@skill Hunting|TLotRR} skill. If you are already proficient, or when tracking your favoured foes, you add double your proficiency bonus to checks you make with it." + ] + }, + { + "name": "Hunter", + "source": "TLotRR", + "page": 62, + "className": "Warden", + "classSource": "TLotRR", + "subclassShortName": "Hunter", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "You have chosen to prey upon the enemies of the Free Peoples, as a hunter relentlessly seeks a dangerous quarry.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Warden|TLotRR|Hunter|TLotRR|3|TLotRR" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Hunter's Prey|Warden|TLotRR|Hunter|TLotRR|3|TLotRR" + } + ] + }, + { + "name": "Hunter's Prey", + "source": "TLotRR", + "page": 62, + "className": "Warden", + "classSource": "TLotRR", + "subclassShortName": "Hunter", + "subclassSource": "TLotRR", + "level": 3, + "entries": [ + "At 3rd level, you gain one of the following features of your choice.", + { + "type": "options", + "count": 1, + "entries": [ + { + "type": "entries", + "name": "Foe-Hammer:", + "entries": [ + "Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, you can roll one additional weapon damage die on the damage roll if it's below its hit points maximum. You can deal this extra damage only once per turn." + ] + }, + { + "type": "entries", + "name": "Goblin-Cleaver:", + "entries": [ + "Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon." + ] + }, + { + "type": "entries", + "name": "Troll-Killer:", + "entries": [ + "Once on each of your turns when you make a weapon attack against a Large or larger creature, you can make another attack with the same weapon against the same creature." + ] + } + ] + } + ] + }, + { + "name": "Defensive Tactics", + "source": "TLotRR", + "page": 62, + "className": "Warden", + "classSource": "TLotRR", + "subclassShortName": "Hunter", + "subclassSource": "TLotRR", + "level": 7, + "savingThrowProficiencies": [ + { + "choose": { + "from": [ + "dex", + "con", + "int", + "cha" + ] + } + } + ], + "header": 2, + "entries": [ + "At 7th level, you gain one of the following features of your choice.", + { + "type": "options", + "count": 1, + "entries": [ + { + "type": "entries", + "name": "Multiattack Defence:", + "entries": [ + "When a creature hits or misses you with an attack, you add your proficiency bonus to your AC against all subsequent attacks made by that creature for the rest of the turn." + ] + }, + { + "type": "entries", + "name": "Stout Resistance:", + "entries": [ + "You gain proficiency in a saving throw of your choice." + ] + }, + { + "type": "entries", + "name": "Swift to Fly:", + "entries": [ + "You can use the {@action Disengage} action as a bonus action on your turn." + ] + } + ] + } + ] + } + ], + "optionalfeature": [ + { + "name": "Great Weapon Fighting", + "source": "TLotRR", + "page": 46, + "featureType": [ + "FS:C" + ], + "entries": [ + "When you roll damage for an attack you make with a melee weapon that you are wielding with two hands, you can treat any roll of 4 or less on a damage die as a 5. The weapon must have the {@itemProperty 2H||two-handed} or {@itemProperty V||versatile} property for you to gain this benefit." + ] + }, + { + "name": "Protection", + "source": "TLotRR", + "page": 46, + "featureType": [ + "FS:C" + ], + "entries": [ + "When a creature you can see hits you or a target other than you that is within 5 feet of you with a melee attack, you can use your reaction to add your proficiency bonus to the target's AC for that attack, potentially causing the attack to miss. You must be wielding a {@item shield|PHB} or a {@itemProperty F||finesse} weapon." + ] + } + ], + "background": [ + { + "name": "A Life of Toil", + "source": "TLotRR", + "page": 33, + "prerequisite": [ + { + "race": [ + { + "name": "Dwarf" + } + ] + } + ], + "skillProficiencies": [ + { + "athletics": true, + "perception": true + } + ], + "toolProficiencies": [ + { + "mason's tools": true + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Athletics}, {@skill Perception}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "{@item Mason's tools|PHB}" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Secretive, Wilful" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "A Merchant Family", + "source": "TLotRR", + "page": 36, + "prerequisite": [ + { + "race": [ + { + "name": "Elf" + } + ] + } + ], + "skillProficiencies": [ + { + "persuasion": true, + "travel|tlotrr": true + } + ], + "toolProficiencies": [ + { + "vehicles (water)": true + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Persuasion}, {@skill Travel|TLotRR}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "Water vehicles" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Fair-spoken, Lordly" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "A Patient Hunter", + "source": "TLotRR", + "page": 30, + "prerequisite": [ + { + "race": [ + { + "name": "Barding" + } + ] + } + ], + "skillProficiencies": [ + { + "hunting|tlotrr": true, + "nature": true + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "leatherworker's tools", + "woodcarver's tools" + ] + } + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Hunting|TLotRR}, {@skill Nature}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "{@item Leatherworker's tools|PHB} or {@item woodcarver's tools|PHB}" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Bold, Fierce" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "A Penetrating Gaze", + "source": "TLotRR", + "page": 33, + "prerequisite": [ + { + "race": [ + { + "name": "Dwarf" + } + ] + } + ], + "skillProficiencies": [ + { + "insight": true, + "investigation": true + } + ], + "toolProficiencies": [ + { + "pipe|tlotrr": true + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Insight}, {@skill Investigation}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "{@item Pipe|TLotRR|Pipes}" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Wary, Wilful" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Bitter Exile", + "source": "TLotRR", + "page": 32, + "prerequisite": [ + { + "race": [ + { + "name": "Dwarf" + } + ] + } + ], + "skillProficiencies": [ + { + "explore|tlotrr": true, + "old lore|tlotrr": true + } + ], + "toolProficiencies": [ + { + "anyMusicalInstrument": 1 + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Explore|TLotRR}, {@skill Old Lore|TLotRR}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "A {@item musical instrument|SCAG} of your choice" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Fierce, Proud" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Bucklander", + "source": "TLotRR", + "page": 38, + "prerequisite": [ + { + "race": [ + { + "name": "Hobbit" + } + ] + } + ], + "skillProficiencies": [ + { + "hunting|tlotrr": true, + "perception": true + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "carpenter's tools", + "vehicles (water)" + ] + } + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Hunting|TLotRR}, {@skill Perception}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "{@item Carpenter's tools|PHB} or water vehicles" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Rustic, Wary" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "By Hammer and Anvil", + "source": "TLotRR", + "page": 29, + "prerequisite": [ + { + "race": [ + { + "name": "Barding" + } + ] + } + ], + "skillProficiencies": [ + { + "insight": true, + "intimidation": true + } + ], + "toolProficiencies": [ + { + "smith's tools": true + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Insight}, {@skill Intimidation}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "{@item Smith's tools|PHB}" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Proud, Wilful" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Counsellor", + "source": "TLotRR", + "page": 42, + "prerequisite": [ + { + "race": [ + { + "name": "Ranger of the North" + } + ] + } + ], + "skillProficiencies": [ + { + "insight": true, + "riddle|tlotrr": true + } + ], + "toolProficiencies": [ + { + "pipe|tlotrr": true + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Insight}, {@skill Riddle|TLotRR}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "{@item Pipe|TLotRR|Pipes}" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Secretive, Subtle" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Crossroads of the North", + "source": "TLotRR", + "page": 40, + "prerequisite": [ + { + "race": [ + { + "name": "Man of Bree" + } + ] + } + ], + "skillProficiencies": [ + { + "explore|tlotrr": true, + "persuasion": true + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "cobbler's tools", + "leatherworker's tools", + "weaver's tools" + ] + } + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Explore|TLotRR}, {@skill Persuasion}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "{@item Cobbler's tools|PHB}, {@item leatherworker's tools|PHB}, or {@item weaver's tools|PHB}" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Faithful, Generous" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Dragon Stories", + "source": "TLotRR", + "page": 29, + "prerequisite": [ + { + "race": [ + { + "name": "Barding" + } + ] + } + ], + "skillProficiencies": [ + { + "explore|tlotrr": true, + "old lore|tlotrr": true + } + ], + "toolProficiencies": [ + { + "anyMusicalInstrument": 1 + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Explore|TLotRR}, {@skill Old Lore|TLotRR}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "A {@item musical instrument|SCAG} of your choice" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Eager, Proud" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Eloquent Orator", + "source": "TLotRR", + 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"entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Deception}, {@skill Travel|TLotRR}" + ] + }, + { + "type": "item", + "name": "Tool Proficiency", + "entries": [ + "Land vehicles" + ] + }, + { + "type": "item", + "name": "Distinctive Features", + "entries": [ + "Cunning, Proud" + ] + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Far-Reaching Herald", + "source": "TLotRR", + "page": 43, + "prerequisite": [ + { + "race": [ + { + "name": "Ranger of the North" + } + ] + } + ], + "skillProficiencies": [ + { + "athletics": true, + "travel|tlotrr": true + } + ], + "toolProficiencies": [ + { + "vehicles (land)": true + } + ], + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entries": [ + "{@skill Athletics}, {@skill Travel|TLotRR}" + ] + }, + { + "type": "item", + "name": "Tool 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Unfortunately, to this day, most ancient Dwarf-holds are no more than Dragon's lairs or Orc-infested pits. You toil patiently, peering into the gloom with eyes hungry for the gleaming of gems and gold." + ] + }, + { + "name": "A Merchant Family", + "source": "TLotRR", + "entries": [ + "Elven ships still sometimes sail to Dol Amroth and Pelargir to trade with the Men of Gondor. You have traded with mortal folk for years, but the Corsairs of Umbar grow more numerous and the lords of Gondor more cautious. Now ships seldom sail south, and you have decided to travel elsewhere." + ] + }, + { + "name": "A Patient Hunter", + "source": "TLotRR", + "entries": [ + "Faithful to your ancestors' heritage, your family never embraced the ways of the merchants of Esgaroth, and when you were a child, your father spent long days hunting. For a few years after the death of the Dragon, hunting was a dangerous trade, bearing little fruit, as the land was still recovering from the Desolation of Smaug. But now the land is again blooming with every new spring, and birds and animals alike are returning in ever greater numbers." + ] + }, + { + "name": "A Penetrating Gaze", + "source": "TLotRR", + "entries": [ + "Your elder sibling instructed you to judge others by their deeds, not their words, especially when dealing with the fair-spoken Elves. But in time you have come to trust your instincts above all else, as your heart is not easily swayed. Thieves and liars do not dare to meet your eyes, as you seem able to lay bare their plots." + ] + }, + { + "name": "Bitter Exile", + "source": "TLotRR", + "entries": [ + "Your ancestors fled their home in the far North, and you grew up hearing stories of lost Dwarf-halls fallen to Orc-kind or burnt to cinders by Dragons. It is your ambition to return to those mountains and set things right." + ] + }, + { + "name": "Bucklander", + "source": "TLotRR", + "entries": [ + "Your parents belong to the folk of Buckland, and you were brought up on the 'wrong side of the Brandywine River', as they say. If half the tales be true, members of your family have always displayed a certain queerness of character, and an unusual fighting spirit, a strangeness you seem to possess yourself." + ] + }, + { + "name": "By Hammer and Anvil", + "source": "TLotRR", + "entries": [ + "Your parents paid richly for a Dwarf-smith to take you as an apprentice in his forge, and you worked hard under his severe discipline, to prove that your craft could reach his people's high standards. In the long hours you spent hammering on the anvil under the close scrutiny of your master, you have learnt that it is possible to create amazing things, but it is only by putting your heart into your work that you can succeed in creating a masterpiece." + ] + }, + { + "name": "Counsellor", + "source": "TLotRR", + "entries": [ + "You have been taught that the Enemy thrives upon secrecy and deception. For the plans of his servants to be laid bare, their honey-tongued lies must be exposed and their twisted words unravelled. Fortunately, you can see through their tricks quite well, and you can recognise honesty in all Men, Elves, and Dwarves." + ] + }, + { + "name": "Crossroads of the North", + "source": "TLotRR", + "entries": [ + "Your family has run a tailoring business in Bree since forever, serving the needs of Bree-landers and wanderers alike. Your grandfather even says he once had Elves on his doorstep\u2014and indeed, their coin was as good as anyone else's. You worked in the family business when you were younger, until a great desire came upon you to follow the Road and see where all those strangers and their gold come from." + ] + }, + { + "name": "Dragon Stories", + "source": "TLotRR", + "entries": [ + "Your family told many tales of Smaug the Dragon, from its arrival long ago to its death at the hand of your lord, King Bard. After his victory your family reclaimed their ancestral home in Dale. But now, the only dragons in Dale grace the painted signs of inns, and so you have left your home in search of adventure." + ] + }, + { + "name": "Eloquent Orator", + "source": "TLotRR", + "entries": [ + "The hardships endured by your folk during two ages of the world have inspired many songs. But the words that come easier to your lips are those recounting feats of great cunning, not those about deeds of valour. It is by your ingenuity that you seek the fall of your adversaries." + ] + }, + { + "name": "Far Trader", + "source": "TLotRR", + "entries": [ + "By the reckoning of the Dwarves, you were only a stripling when you left your home to follow your kin along the trading roads. You have since seen many places and met different folks eager to trade goods for the product of Dwarven handiwork, and your heart burns with a desire to see more." + ] + }, + { + "name": "Far-Reaching Herald", + "source": "TLotRR", + "entries": [ + "You wandered the far corners of the Northern Realm and travelled to places unknown to most before you reached 14 years of age. Many miles and many weeks spent in the Wild have made you strong and fit. Your talents have been noticed, and you have become a carrier of tidings, at the service of the many Rangers spread across one of the most dangerous realms of the world." + ] + }, + { + "name": "Forest-Dweller", + "source": "TLotRR", + "entries": [ + "Your kin dwell in the Chetwood, east of Bree. Most of the forest is wholesome, but parts of it\u2014especially near the Midgewater Marshes\u2014have their own perils. As a child you learned to find food that was safe to eat near certain old trees that whispered to one another in the night. It was worth creeping out of Archet and risking the dangers of the wood, though, because on some nights, you could hear Elves singing in the wind." + ] + }, + { + "name": "Gate-Warden", + "source": "TLotRR", + "entries": [ + "Great care is kept in the Bree-land to keep out of its borders anyone, or anything, that would make trouble. In addition to your ordinary job as a woodworker you served as one of the gate-wardens, and spent many cold, lonely nights on watch, with only the stars and hooting owls for company." + ] + }, + { + "name": "Gifted Senses", + "source": "TLotRR", + "entries": [ + "You are the first to notice when things are out of place, or just don't smell or sound right. Others have learned to pay attention to your intuition, and invite you to help them, since you may see something they missed. Little did you realise how far from home this would carry you." + ] + }, + { + "name": "Healing Hands", + "source": "TLotRR", + "entries": [ + "You have long served on a trading boat from Esgaroth, first leaving the Long Lake when you were very young. Once, staying for months in a distant town in Dorwinion, waiting for a caravan from the East to arrive, you fell victim to a foreign sickness, and were succoured by a lady speaking a strange tongue. She saved your life, and taught you how to save others in time of need." + ] + }, + { + "name": "Hunter of Orcs", + "source": "TLotRR", + "entries": [ + "Orcs raid the lone-lands of Eriador from their lairs in the mountains, causing great destruction. You protect the isolated farmsteads and communities, forcing the Orcs back to their holes. Then the cycle begins anew. Your heart cries for vengeance, but your mind fears there will be no end to this war." + ] + }, + { + "name": "Keeper of Lore", + "source": "TLotRR", + "entries": [ + "The history of your people is long and often obscure, and recorded only in Rivendell, away from the eyes of most of your kin. You've taken on the responsibility of telling tales of lost Arnor to whoever you meet, to spread the memory of the bitter struggle of your folk. Fortunately, Elrond has noticed and appreciated your efforts, and allowed you to visit the Last Homely House to learn." + ] + }, + { + "name": "Maker of Ships", + "source": "TLotRR", + "entries": [ + "You studied your chosen craft under the expert shipbuilders of Círdan; but though the long firth of Lune stirs your heart, you feel the world is wide, and you have lived your life on its edge. Perhaps it is time to go where no ship can take you..." + ] + }, + { + "name": "No Longer Free from Care and Fear", + "source": "TLotRR", + "entries": [ + "Many years ago you discovered that the Bree-land is far from being safe, but is rather a small island surrounded by unseen foes. You haven't told anyone as they won't believe you. But you know for sure, because you have listened to the stories that the Rangers tell when they trust somebody. Now you know that a Shadow is returning, and the day when you will go out and seek the Rangers is near." + ] + }, + { + "name": "Off with Dwarves", + "source": "TLotRR", + "entries": [ + "Once, Dwarwen travellers passing through Bree on their way to the Blue Mountains took you with them to care for their ponies. You became friends, if that is a word that can describe the grudging respect you earned from that stern folk. When you returned home to Bree you realised that you developed a wanderlust that will never allow you to sit idle in Bree anymore." + ] + }, + { + "name": "On Patrol", + "source": "TLotRR", + "entries": [ + "Your aunt was a Shirriff, and often brought you along with her when she went 'beating the bounds', that is, when she was appointed to watch the Shire's borders for Outsiders. More often than not, her watch included a visit to The Ivy Bush, a small inn on the Bywater Road. There, you heard the best stories over deep mugs of excellent beer." + ] + }, + { + "name": "Protector of the Land", + "source": "TLotRR", + "entries": [ + "Your people did not always live scattered across the lone-lands. Long ago, they were rulers, nobles and artisans of great kingdoms that existed here. Those realms failed and now you've only the land itself. Keep it safe, and it will do the same for you." + ] + }, + { + "name": "Restless Farmer", + "source": "TLotRR", + "entries": [ + "You were born into a family of farmers in the Southfarthing, where the best {@item pipe|TLotRR}-weed grows. To satisfy your curiosity\u2014and your parents' expectations\u2014you started to work at a very early age, learning a lot from farmhands and traders. From time to time, you feel your closeness to the earth move you, awakening a desire to sleep in the fields, under a canopy of stars." + ] + }, + { + "name": "Sky-Watcher", + "source": "TLotRR", + "entries": [ + "When aboard ship, you study the skies and predict the weather. With much practice, you became adept at this, and can detect a storm brewing hundreds of miles away. Now, when you are at home in the Havens, you notice strange movements in the air coming from the south-east, where lies Mordor, the Land of Shadows." + ] + }, + { + "name": "The Call of the Sea", + "source": "TLotRR", + "entries": [ + "No Elf could live by the Sea and not be moved by it. The crashing of waves is a second heartbeat to you; but you do not want to depart Middle-earth yet, for you feel that you have some purpose to fulfil before you sail away. You are not certain what lies in your future, but you are committed to finding out." + ] + }, + { + "name": "The Grief of Azanulbizar", + "source": "TLotRR", + "entries": [ + "A great war was fought between the Dwarves and the Orcs of the Misty Mountains about 170 years ago. The parents and grandparents of most Dwarves, including yours, remember the horrors of that war; you have vowed to mete out justice to all Orc-kind." + ] + }, + { + "name": "Too Many Paths to Tread", + "source": "TLotRR", + "entries": [ + "Your father was a mason and you were supposed to take his place in his workshop in Hardbottle at the age of 33. But before that time, a mysterious wanderlust took you and you were away from home for months. When you came back, you renounced your position, to the outrage of your whole neighbourhood. But you know that secretly your father approves; he always dreamed of leaving the Shire to 'go and see Elves'!" + ] + }, + { + "name": "Tookish Blood", + "source": "TLotRR", + "entries": [ + "Yours is a honourable family of potters from the Marish, Eastfarthing. One day, something Tookish stirred in your blood and overcame your respectability. It first happened on your way home one night, when you spotted some outlandish folk around a bright campfire. When you described them to your grandmother, she told you they were Dwarves, on their way to the Blue Mountains. From that night you started to shun well-trodden paths, hoping to meet other wayfarers secretly crossing the Shire." + ] + }, + { + "name": "Tower Guard", + "source": "TLotRR", + "entries": [ + "Your folk guards the Tower Hills, lest the Enemy benefit from great secrets hidden there. Sometimes, you have been tasked with keeping the boldest of the little folk away from the towers, and by Mithrandir's advice, you keep a secret watch on their border. You know not what destiny these Hobbits have, but a fondness for them grows in your heart." + ] + }, + { + "name": "Up the Greenway", + "source": "TLotRR", + "entries": [ + "Your grandfather was not born around here. He made a long journey up from the South, across the Gap of Rohan from beyond the Isen. He crossed the river at Tharbad with his wife and children and settled here by Bree-hill. The North is cold and wild compared to the southern lands, but the tales your grandfather used to tell about the fierce kings of the South never made you doubt his choice." + ] + }, + { + "name": "Visitor to the Mountains", + "source": "TLotRR", + "entries": [ + "Not content to stay in your homeland, you were drawn to the Blue Mountains and its folk. Most Dwarves want nothing to do with an overcurious Elf, but a few taught you enough for you to appreciate their skills and love for beautiful objects. You wonder what you could learn in other lands, and now prepare for a longer journey." + ] + }, + { + "name": "Watcher on the Border", + "source": "TLotRR", + "entries": [ + "Interested in the edges of things, especially maps, you were often sent to the borders of the land of your folk to keep watch on the servants of the Enemy or the simple people who live there. You've learned that the reach of the Shadow has grown, but that some simple people will not falter, though the days may grow dark." + ] + }, + { + "name": "Witty Gentlehobbit", + "source": "TLotRR", + "entries": [ + "You come from a well-to-do family of landed Westfarthing gentry, living in a Hobbit-hole in Michel Delving. It is rumoured that your great-grandfather once vanished, only to show up three days later at the local inn, talking of a giant Tree-man he had seen on the North Moors. Some believe your family's fortune is based on the giant's hoard your ancestor discovered, but you have been able to dispel such rumours with your humorous remarks." + ] + }, + { + "name": "Wordweaver", + "source": "TLotRR", + "entries": [ + "King Bard earned his throne by accomplishing a feat deemed unthinkable by most, setting an example for generations to come. But it is another deed that caught your interest and fired your imagination: that of the witty halfling who crossed words with Smaug the Golden in his lair. While you yourself do not expect to ever see a living Dragon, you look forward to your chance to win renown with your cunning." + ] + } + ], + "race": [ + { + "name": "Barding", + "source": "TLotRR", + "page": 28, + "edition": "one", + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "str": 1, + "cha": 1 + } + ], + "feats": [ + { + "anyFromCategory": { + "category": [ + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg" + ] + } + } + ], + "traitTags": [ + "Language Proficiency", + "Skill Proficiency", + "Weapon Proficiency" + ], + "skillProficiencies": [ + { + "persuasion": true + } + ], + "languageProficiencies": [ + { + "westron|TLotRR": true, + "dalish|TLotRR": true + } + ], + "weaponProficiencies": [ + { + "longbow|phb": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Adventuring Age", + "entries": [ + "Between 18\u201340 years of age. Bardings rarely become adventurers before their 18th year, and retire in their forties, when they return home to serve their family and folk." + ] + }, + { + "type": "entries", + "name": "Archers of Dale", + "entries": [ + "You have proficiency with the {@item longbow|PHB|great bow}." + ] + }, + { + "type": "entries", + "name": "Starting Virtue", + "entries": [ + "You gain one cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues})." + ] + }, + { + "type": "entries", + "name": "Trading People", + "entries": [ + "You have proficiency in the {@skill Persuasion} skill." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You can speak, read and write {@language Westron|TLotRR} and {@language Dalish|TLotRR}, a language that can be described as a very old form of the {@language Westron|TLotRR|Common Speech}." + ] + }, + { + "type": "entries", + "name": "Standard of Living: Prosperous", + "entries": [ + "The city of Dale and nearby Esgaroth are successful trading towns. Those among the Bardings who choose a life of adventure are usually members of less affluent families\u2014yet, their wealth is still superior to that of most of the denizens of Eriador.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Starting Gear", + "page": 70, + "collapsed": true + } + ] + }, + { + "type": "entries", + "name": "Backgrounds", + "entries": [ + "Players choosing a background receive a brief personal history, two skill proficiencies, a tool proficiency and two distinctive features:", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Dragon Stories|TLotRR}", + "{@background By Hammer and Anvil|TLotRR}", + "{@background Healing Hands|TLotRR}", + "{@background Gifted Senses|TLotRR}", + "{@background A Patient Hunter|TLotRR}", + "{@background Wordweaver|TLotRR}" + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true, + "startingEquipment": [ + { + "_": [ + "backpack|PHB", + "bedroll|PHB", + "mess kit|PHB", + "tinderbox|PHB", + "hooded lantern|PHB", + { + "quantity": 3, + "item": "Oil (flask)|PHB" + }, + { + "quantity": 10, + "item": "Rations, Cram|TLotRR" + }, + "waterskin|PHB", + "Silk Rope (50 feet)|PHB", + { + "item": "two-person tent|PHB", + "displayName": "tent" + }, + { + "item": "pouch|PHB", + "containsValue": 200 + } + ] + } + ] + }, + { + "name": "Bree-Hobbit", + "source": "TLotRR", + "page": 183, + "_copy": { + "name": "Hobbit", + "source": "TLotRR", + "_mod": { + "entries": [ + { + "mode": "replaceArr", + "replace": "Hobbit Elusiveness", + "items": { + "type": "entries", + "name": "Bree-Hobbit Curiosity", + "entries": [ + "You have proficiency in the {@skill Insight} skill." + ] + } + }, + { + "mode": "appendArr", + "items": { + "type": "entries", + "name": "Cultural Virtues", + "entries": [ + "Bree-hobbits pick their cultural virtues from the following list, rather than the options typical for {@race Hobbit|TLotRR|hobbits}:", + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Bree-Pony|TLotRR}", + "{@feat Desperate Courage|TLotRR}", + "{@feat Small Folk|TLotRR}", + "{@feat Strange as News from Bree|TLotRR}", + "{@feat The Art of Smoking|TLotRR}", + "{@feat Tough as Old Tree-Roots|TLotRR}" + ] + } + ] + } + } + ] + } + }, + "skillProficiencies": [ + { + "insight": true + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Dwarf", + "source": "TLotRR", + "page": 31, + "edition": "one", + "size": [ + "M" + ], + "speed": 25, + "ability": [ + { + "con": 2 + } + ], + "traitTags": [ + "Language Proficiency", + "Tool Proficiency", + "Weapon Proficiency" + ], + "languageProficiencies": [ + { + "Westron|TLotRR": true, + "Khuzdul|TLotRR": true + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "jeweler's tools", + "mason's tools", + "smith's tools" + ] + } + } + ], + "weaponProficiencies": [ + { + "battle axe|tlotrr": true, + "greataxe|phb": true, + "mattock|tlotrr": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Adventuring Age", + "entries": [ + "Between 50\u2013100 years of age. Dwarves generally start their life on the road in their fifties, and do not usually consider retiring before their nineties. Around that time, many among them choose to dedicate themselves solely to the perfection of their crafts." + ] + }, + { + "type": "entries", + "name": "Axes of the Dwarves", + "entries": [ + "You have proficiency with the {@item battle axe|TLotRR}, {@item greataxe|PHB|great axe}, and {@item mattock|TLotRR}." + ] + }, + { + "type": "entries", + "name": "Endurance of the Dwarves", + "entries": [ + "Your hit point maximum increases by 1, and it increases by an additional 1 every time you gain a level." + ] + }, + { + "type": "entries", + "name": "Make Light of Burdens", + "entries": [ + "Armour doesn't impose disadvantage on your fatigue saving throws, and your carrying capacity (including the weight you can carry before you are {@variantrule Encumbrance|TLotRR|encumbered or heavily encumbered}, and the weight you can push, drag or lift) is doubled." + ] + }, + { + "type": "entries", + "name": "Tool Proficiencies", + "entries": [ + "You have proficiency with the {@item artisan's tools|PHB} of your choice: {@item jeweler's tools|PHB}, {@item mason's tools|PHB}, or {@item smith's tools|PHB}." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You can speak, read and write {@language Westron|TLotRR} and {@language Khuzdul|TLotRR}, the secret language of the Dwarves." + ] + }, + { + "type": "entries", + "name": "Standard of Living: Prosperous", + "entries": [ + "With the fabulous Dragon-hoard of Erebor reclaimed and their kingdom restored, the Dwarves of Durin's Folk are the richest of the seven houses.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Starting Gear", + "page": 70, + "collapsed": true + } + ] + }, + { + "type": "entries", + "name": "Backgrounds", + "entries": [ + "Players choosing a background receive a brief personal history, two skill proficiencies, a tool proficiency and two distinctive features:", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Bitter Exile|TLotRR}", + "{@background Eloquent Orator|TLotRR}", + "{@background Far Trader|TLotRR}", + "{@background The Grief of Azanulbizar|TLotRR}", + "{@background A Life of Toil|TLotRR}", + "{@background A Penetrating Gaze|TLotRR}" + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true, + "startingEquipment": [ + { + "_": [ + "backpack|PHB", + "bedroll|PHB", + "mess kit|PHB", + "tinderbox|PHB", + "hooded lantern|PHB", + { + "quantity": 3, + "item": "Oil (flask)|PHB" + }, + { + "quantity": 10, + "item": "Rations, Cram|TLotRR" + }, + "waterskin|PHB", + "Silk Rope (50 feet)|PHB", + { + "item": "two-person tent|PHB", + "displayName": "tent" + }, + { + "item": "pouch|PHB", + "containsValue": 200 + } + ] + } + ] + }, + { + "name": "Elf", + "source": "TLotRR", + "page": 34, + "edition": "one", + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "wis": 2 + } + ], + "traitTags": [ + "Language Proficiency", + "Skill Proficiency" + ], + "skillProficiencies": [ + { + "perception": true + } + ], + "languageProficiencies": [ + { + "Westron|TLotRR": true, + "Sindarin|TLotRR": true + } + ], + "conditionImmune": [ + "disease" + ], + "entries": [ + { + "type": "entries", + "name": "Adventuring Age", + "entries": [ + "Between 100\u2013500 years of age. Elves may leave their homes at any time after they reach adulthood (at about a century of age). Adventurers older than 300 years are rare, as in time all Elves find the sea-longing that lies deep within their hearts to become irresistible." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Elves have slender builds and are taller than most Men, standing well over 6 feet tall. Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Elvish Dreams", + "entries": [ + "Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit as from 8 hours of sleep." + ] + }, + { + "type": "entries", + "name": "Elven-Skill", + "entries": [ + "By virtue of their birthright, Elves are capable of reaching levels of finesse unattainable by mortals. If you are not {@condition miserable|TLotRR} and make an ability check that lets you add your proficiency bonus, you can obtain a magical success. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Immortal Folk", + "entries": [ + "You are immune to ageing and disease." + ] + }, + { + "type": "entries", + "name": "Keen Eyes of the Elves", + "entries": [ + "You have proficiency in the {@skill Perception} skill, and dim light doesn't impose disadvantage on your Wisdom ({@skill Perception}) checks relying on sight." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You can speak, read, and write {@language Westron|TLotRR} and {@language Sindarin|TLotRR}, the Grey-elven tongue." + ] + }, + { + "type": "entries", + "name": "Backgrounds", + "entries": [ + "Players choosing a background receive a brief personal history, two skill proficiencies, a tool proficiency and two distinctive features:", + { + "type": "list", + "columns": 3, + "items": [ + "{@background The Call of the Sea|TLotRR}", + "{@background Maker of Ships|TLotRR}", + "{@background A Merchant Family|TLotRR}", + "{@background Sky-Watcher|TLotRR}", + "{@background Tower Guard|TLotRR}", + "{@background Visitor to the Mountains|TLotRR}" + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Hobbit", + "source": "TLotRR", + "page": 37, + "edition": "one", + "size": [ + "S" + ], + "speed": 25, + "ability": [ + { + "dex": 2 + } + ], + "traitTags": [ + "Amphibious", + "Language Proficiency", + "Skill Proficiency", + "Tool Proficiency" + ], + "skillProficiencies": [ + { + "stealth": true + } + ], + "languageProficiencies": [ + { + "westron|TLotRR": true + } + ], + "toolProficiencies": [ + { + "pipe|tlotrr": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Ability Score Increase", + "entries": [ + "Your Dexterity score increases by 2." + ] + }, + { + "type": "entries", + "name": "Adventuring Age", + "entries": [ + "Between 25\u201360 years of age. Hobbits do not abandon their comfortable lives easily, but when they do they usually wait for their coming of age at 33. A particularly reckless fellow might feel the call to adventure when in their tweens, as Hobbits call their twenties." + ] + }, + { + "type": "entries", + "name": "Hobbit Elusiveness", + "entries": [ + "You have proficiency in the {@skill Stealth} skill." + ] + }, + { + "type": "entries", + "name": "Hobbit-Sense", + "entries": [ + "You have advantage on all Intelligence, Wisdom, and Charisma saving throws against Shadow." + ] + }, + { + "type": "entries", + "name": "Pipe-Weed Lore", + "entries": [ + "You have proficiency with {@item pipe|TLotRR|pipes}." + ] + }, + { + "type": "entries", + "name": "Unobtrusive", + "entries": [ + "You can move through the space of any creature that is of a size larger than yours." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You speak, read and write {@language Westron|TLotRR}, preserving the use of a few words and names of your own forgotten tongue." + ] + }, + { + "type": "entries", + "name": "Standard of Living: Common", + "entries": [ + "Hobbits live in peace, their land is well-tilled and their borders protected, but theirs is an isolated island in the middle of a desolate region, and trading is an uncommon occurrence.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Starting Gear", + "page": 70, + "collapsed": true + } + ] + }, + { + "type": "entries", + "name": "Subculture", + "entries": [ + "All Hobbits display the traits described so far, but in their wandering days the Shire-folk were divided into three distinct groups: the Fallohides, the Harfoots, and the Stoors. Although those branches today are blended together in most families, there is a tendency for an individual Hobbit to display some characteristics that can be traced back to one of the three ancestral origins. Choose one of these subcultures." + ] + }, + { + "type": "entries", + "name": "Backgrounds", + "entries": [ + "Players choosing a background receive a brief personal history, two skill proficiencies, a tool proficiency and two distinctive features:", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Bucklander|TLotRR}", + "{@background On Patrol|TLotRR}", + "{@background Restless Farmer|TLotRR}", + "{@background Too Many Paths to Tread|TLotRR}", + "{@background Tookish Blood|TLotRR}", + "{@background Witty Gentlehobbit|TLotRR}" + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true, + "startingEquipment": [ + { + "_": [ + "backpack|PHB", + "bedroll|PHB", + "mess kit|PHB", + "tinderbox|PHB", + { + "quantity": 10, + "item": "torch|PHB" + }, + { + "quantity": 10, + "item": "Rations (1 day)|PHB" + }, + "waterskin|PHB", + "Hempen Rope (50 feet)|PHB", + { + "item": "pouch|PHB", + "containsValue": 150 + } + ] + } + ] + }, + { + "name": "Man of Bree", + "source": "TLotRR", + "page": 40, + "edition": "one", + "size": [ + "M" + ], + "speed": 30, + "ability": [ + { + "wis": 1, + "cha": 1 + } + ], + "feats": [ + { + "anyFromCategory": { + "category": [ + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg" + ] + } + } + ], + "traitTags": [ + "Language Proficiency", + "Skill Proficiency", + "Tool Proficiency" + ], + "skillProficiencies": [ + { + "insight": true + } + ], + "languageProficiencies": [ + { + "westron|TLotRR": true + } + ], + "toolProficiencies": [ + { + "pipe|tlotrr": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Adventuring Age", + "entries": [ + "Between 18\u201340 years of age. Actual adventurers from Bree-land are rare indeed. If they leave their villages at all, they do it when the vigour of youth is in their limbs, and usually return home to settle down before their fortieth year." + ] + }, + { + "type": "entries", + "name": "Pipe-Weed Lore", + "entries": [ + "You have proficiency with {@item pipe|TLotRR|pipes}." + ] + }, + { + "type": "entries", + "name": "See Through a Brick Wall in Time", + "entries": [ + "You have proficiency in the {@skill Insight} skill." + ] + }, + { + "type": "entries", + "name": "Starting Virtue", + "entries": [ + "You gain one cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues})." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You speak, read and write {@language Westron|TLotRR}, albeit slightly altered in a local dialect." + ] + }, + { + "type": "entries", + "name": "Standard of Living: Common", + "entries": [ + "Bree-land is not as wealthy as it once was, but these days the inhabitants of the four villages are no more rustic than their neighbours in the Shire, and no less well-off.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Starting Gear", + "page": 70, + "collapsed": true + } + ] + }, + { + "type": "entries", + "name": "Backgrounds", + "entries": [ + "Players choosing a background receive a brief personal history, two skill proficiencies, a tool proficiency and two distinctive features:", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Crossroads of the North|TLotRR}", + "{@background Forest-Dweller|TLotRR}", + "{@background Gate-Warden|TLotRR}", + "{@background No Longer Free from Care and Fear|TLotRR}", + "{@background Off with Dwarves|TLotRR}", + "{@background Up the Greenway|TLotRR}" + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true, + "startingEquipment": [ + { + "_": [ + "backpack|PHB", + "bedroll|PHB", + "mess kit|PHB", + "tinderbox|PHB", + { + "quantity": 10, + "item": "torch|PHB" + }, + { + "quantity": 10, + "item": "Rations (1 day)|PHB" + }, + "waterskin|PHB", + "Hempen Rope (50 feet)|PHB", + { + "item": "pouch|PHB", + "containsValue": 150 + } + ] + } + ] + }, + { + "name": "Ranger of the North", + "source": "TLotRR", + "page": 42, + "edition": "one", + "size": [ + "M" + ], + "speed": 35, + "ability": [ + { + "choose": { + "weighted": { + "weights": [ + 2, + 1, + 1 + ], + "from": [ + "str", + "con", + "wis" + ] + } + } + }, + { + "str": 1, + "con": 1, + "wis": 1, + "choose": { + "from": [ + "dex", + "int", + "cha" + ] + } + } + ], + "traitTags": [ + "Skill Proficiency" + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "Explore|TLotRR", + "Hunting|TLotRR", + "Old Lore|TLotRR", + "perception", + "stealth", + "Travel|TLotRR" + ], + "count": 2 + } + } + ], + "languageProficiencies": [ + { + "westron|TLotRR": true, + "sindarin|TLotRR": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Adventuring Age", + "entries": [ + "Between 20\u201350 years of age. Rangers take to the Wild around the age of twenty, but may begin to go on adventures even at a younger age. They retain their strength of body and will longer than most Men, but usually cease to travel far from Eriador when they reach their fifties." + ] + }, + { + "type": "entries", + "name": "Wandering Folk", + "entries": [ + "You have proficiency in two of the following skills of your choice: {@skill Explore|TLotRR}, {@skill Hunting|TLotRR}, {@skill Old Lore|TLotRR}, {@skill Perception}, {@skill Stealth}, or {@skill Travel|TLotRR}." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You can speak, read and write {@language Westron|TLotRR} and {@language Sindarin|TLotRR}." + ] + }, + { + "type": "entries", + "name": "Standard of Living: Frugal", + "entries": [ + "Rangers rarely wear or carry anything whose worth cannot be measured in a practical way. Their gear or garments are never considered precious for the gleam of stone or gold, but for their capability to endure long journeys and strenuous fights.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Starting Gear", + "page": 70, + "collapsed": true + } + ] + }, + { + "type": "entries", + "name": "Backgrounds", + "entries": [ + "Players choosing a background receive a brief personal history, two skill proficiencies, a tool proficiency and two distinctive features:", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Counsellor|TLotRR}", + "{@background Far-Reaching Herald|TLotRR}", + "{@background Hunter of Orcs|TLotRR}", + "{@background Keeper of Lore|TLotRR}", + "{@background Protector of the Land|TLotRR}", + "{@background Watcher on the Border|TLotRR}" + ] + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true, + "startingEquipment": [ + { + "_": [ + "backpack|PHB", + "bedroll|PHB", + "mess kit|PHB", + "tinderbox|PHB", + { + "quantity": 10, + "item": "Rations (1 day)|PHB" + }, + "waterskin|PHB", + { + "item": "pouch|PHB", + "containsValue": 100 + } + ] + } + ] + } + ], + "subrace": [ + { + "name": "Fallohide", + "source": "TLotRR", + "raceName": "Bree-Hobbit", + "raceSource": "TLotRR", + "_copy": { + "name": "Fallohide", + "source": "TLotRR", + "_preserve": { + "page": true + }, + "raceName": "Hobbit", + "raceSource": "TLotRR" + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Harfoot", + "source": "TLotRR", + "raceName": "Bree-Hobbit", + "raceSource": "TLotRR", + "_copy": { + "name": "Harfoot", + "source": "TLotRR", + "_preserve": { + "page": true + }, + "raceName": "Hobbit", + "raceSource": "TLotRR" + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Stoor", + "source": "TLotRR", + "raceName": "Bree-Hobbit", + "raceSource": "TLotRR", + "_copy": { + "name": "Stoor", + "source": "TLotRR", + "_preserve": { + "page": true + }, + "raceName": "Hobbit", + "raceSource": "TLotRR" + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Blue Mountain", + "source": "TLotRR", + "raceName": "Dwarf", + "raceSource": "TLotRR", + "page": 32, + "ability": [ + { + "int": 1 + } + ], + "skillProficiencies": [ + { + "old lore|tlotrr": true + } + ], + "toolProficiencies": [ + { + "anyMusicalInstrument": 1 + } + ], + "entries": [ + { + "type": "entries", + "name": "Songs of the Halls", + "entries": [ + "You gain proficiency in the {@skill Old Lore|TLotRR} skill, and with a {@item musical instrument|SCAG} of your choice." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Erebor", + "source": "TLotRR", + "raceName": "Dwarf", + "raceSource": "TLotRR", + "page": 32, + "ability": [ + { + "cha": 1 + } + ], + "languageProficiencies": [ + { + "dalish|TLotRR": true + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "jeweler's tools", + "mason's tools", + "smith's tools" + ], + "count": 2 + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Wrights of the Mountain", + "entries": [ + "You gain proficiency with the artisan's tools of your choice: {@item jeweler's tools|PHB}, {@item mason's tools|PHB}, or {@item smith's tools|PHB}. If you are already proficient with the tools of your choice, you add double your proficiency bonus to checks you make with them. Additionally, whenever you make an Intelligence check related to the origin of jewellery, metal-work, or stone-work, you are considered proficient in the {@skill Old Lore|TLotRR} skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus." + ] + }, + { + "type": "entries", + "name": "Extra Language", + "entries": [ + "You can speak, read, and write {@language Dalish|TLotRR}." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Iron Hill", + "source": "TLotRR", + "raceName": "Dwarf", + "raceSource": "TLotRR", + "page": 32, + "ability": [ + { + "str": 1 + } + ], + "armorProficiencies": [ + { + "light": true, + "medium": true, + "heavy": true, + "shield": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Shod with Iron", + "entries": [ + "You have proficiency with all armour and shields." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Wandering", + "source": "TLotRR", + "raceName": "Dwarf", + "raceSource": "TLotRR", + "page": 32, + "ability": [ + { + "wis": 1 + } + ], + "skillProficiencies": [ + { + "travel|tlotrr": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Wandering People", + "entries": [ + "You gain proficiency in the {@skill Travel|TLotRR} skill." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Lindon", + "source": "TLotRR", + "raceName": "Elf", + "raceSource": "TLotRR", + "page": 35, + "ability": [ + { + "dex": 1, + "int": 1 + } + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "nature", + "old lore|tlotrr", + "performance" + ] + } + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "carpenter's tools", + "anyMusicalInstrument", + "vehicles (water)" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Elven-Lore", + "entries": [ + "You have proficiency in one of the following skills of your choice: {@skill Nature}, {@skill Old Lore|TLotRR}, or {@skill Performance}." + ] + }, + { + "type": "entries", + "name": "Shipwrights and Singers", + "entries": [ + "You have proficiency with the tools of your choice: {@item carpenter's tools|PHB}, water vehicles, or a {@item musical instrument|SCAG} of your choice." + ] + }, + { + "type": "entries", + "name": "Standard of Living: Frugal", + "entries": [ + "The Fair Folk of Eriador live in harmony with Middle-earth and have little or no use for those things that others consider precious. They lack nothing, and craft beautiful things using the richest materials, but they don't profit from their wealth the way other folks do.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Starting Gear", + "page": 70, + "collapsed": true + } + ] + } + ], + "hasFluff": true, + "hasFluffImages": true, + "startingEquipment": [ + { + "_": [ + "backpack|PHB", + "bedroll|PHB", + "mess kit|PHB", + "tinderbox|PHB", + { + "quantity": 10, + "item": "Rations (1 day)|PHB" + }, + "waterskin|PHB", + { + "item": "pouch|PHB", + "containsValue": 100 + } + ] + } + ] + }, + { + "name": "Fallohide", + "source": "TLotRR", + "raceName": "Hobbit", + "raceSource": "TLotRR", + "page": 38, + "ability": [ + { + "cha": 1 + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "calligrapher's supplies", + "cartographer's tools", + "anyMusicalInstrument" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Skill in Language and Song", + "entries": [ + "You have proficiency with the tools of your choice: {@item calligrapher's supplies|PHB}, {@item cartographer's tools|PHB}, or a {@item musical instrument|SCAG}." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Harfoot", + "source": "TLotRR", + "raceName": "Hobbit", + "raceSource": "TLotRR", + "page": 38, + "ability": [ + { + "wis": 1 + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "herbalism kit", + "mason's tools", + "weaver's tools" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Skilful with Tools", + "entries": [ + "You have proficiency with the {@item artisan's tools|PHB} of your choice: {@item herbalism kit|PHB}, {@item mason's tools|PHB}, or {@item weaver's tools|PHB}." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Stoor", + "source": "TLotRR", + "raceName": "Hobbit", + "raceSource": "TLotRR", + "page": 38, + "ability": [ + { + "con": 1 + } + ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "carpenter's tools", + "woodcarver's tools", + "vehicles (water)" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Riverside Dweller", + "entries": [ + "You have proficiency with the tools of your choice: {@item carpenter's tools|PHB}, water vehicles, or {@item woodcarver's tools|PHB}." + ] + } + ], + "hasFluff": true, + "hasFluffImages": true + } + ], + "raceFluff": [ + { + "name": "Barding", + "source": "TLotRR", + "entries": [ + { + "type": "section", + "entries": [ + { + "type": "quote", + "entries": [ + "He was a descendant in long line of Girion, Lord of Dale, whose wife and child had escaped down the Running River from the ruin long ago." + ], + "skipMarks": true + }, + "The Bardings are Northmen of noble origins hailing from Wilderland, far off to the east. They rebuilt their city of Dale from its ashes after the slaying of the Dragon Smaug and they earned a new prosperity trading with nearby kingdoms of Elves and Dwarves.", + "Each year, Barding merchants reach new faraway lands, as they look outside their borders to expand their trade and influence. Sometimes, warriors follow in their wake, hoping to prove their mettle against worthy adversaries, inspired by their King's slaying of the Dragon.", + { + "type": "entries", + "name": "Description", + "page": 28, + "entries": [ + "Strong in body and fearless in spirit, the Northmen are the denizens of Middle-earth that many consider to be nearest in kin to the Men of the West. They are strong-limbed, with fair hair, although dark or even black hair is not unknown. Barding men tend to keep beards, and often let their hair grow to reach their shoulders. Women adventurers braid their hair in long, tight tresses.", + "When abroad they may be recognised by their gear, as they often carry equipment of superior make. Unlike most denizens of Wilderland, Bardings prefer to use swords over axes, and naturally favour the bow, after the example of their King." + ] + }, + { + "type": "entries", + "name": "Typical Names", + "page": 28, + "entries": [ + "Like most Northmen, Bardings often name their children after a renowned ancestor or relative, or choose a name beginning with the same sound or sharing one element with that of the father (whose name is often given with their first name when introduced formally\u2014for example, Lifstan, son of Leiknir, or Ingrith, daughter of Ingolf).", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Sample Female Names:", + "entries": [ + "Aldrif, Asfrid, Asny, Astrith, Bera, Bergdis, Dagny, Dalla, Eilif, Erna, Eydis, Estrild, Frida, Geira, Gerda, Grimhild, Gundrid, Gunnhild, Halla, Halldis, Hild, Holma, Inga, Ingirun, Ingrith, Kelda, Lif, Linhild, Ragna, Runa, Saldis, Sigga, Signy, Solveig, Thora, Thorhild, Thorleif, Ulfhild, Ulfrun, Una, Vigdis, Walda." + ] + }, + { + "type": "item", + "name": "Sample Male Names:", + "entries": [ + "Aegir, Arn, Brandulf, Domarr, Erland, Farald, Gautarr, Hafgrim, Hjalmar, Ingolf, Ketilmund, Kol, Kolbeinn, Leiknir, Lodin, Lomund, Magni, Mord, Munan, Nari, Nefstan, Nerulf, Oddmarr, Ornolf, Ottarr, Reinald, Runolf, Sandarr, Saxulf, Sigdan, Sigfast, Sigvald, Sigward, Sigmund, Skarf, Skefill, Smidur, Steinarr, Torwald, Ulfarr, Unnarr, Valbrand." + ] + } + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Barding.webp" + }, + "width": 1700, + "height": 1139 + } + ] + }, + { + "name": "Bree-Hobbit", + "source": "TLotRR", + "_copy": { + "name": "Hobbit", + "source": "TLotRR", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + "There are many families of Hobbits spread among the villages of the Bree-land, especially in Staddle. These Bree-hobbits are of course closely related to their neighbours in the {@book Shire|TLotRR|8|The Shire}\u2013indeed, to most Big Folk, it is impossible to tell the difference (unless one makes the mistake of asking one of the Hobbits, in which case get comfortable\u2014you are in for a long talk about family trees, obscure legal issues, and exceedingly minute cultural differences).", + "If you desire to create a {@race Bree-hobbit|TLotRR}, use all the rules concerning {@book the Hobbits|TLotRR|2|Hobbits of the Shire}, with the following exceptions:", + { + "type": "list", + "items": [ + "Bree-hobbits have proficiency in {@skill Insight} instead of {@skill Stealth}.", + "They must pick their cultural virtues from the following list: {@feat Bree-Pony|TLotRR}, {@feat Desperate Courage|TLotRR}, {@feat Small Folk|TLotRR}, {@feat Strange as News from Bree|TLotRR}, {@feat The Art of Smoking|TLotRR}, {@feat Tough as Old Tree-Roots|TLotRR}." + ] + }, + "Bree-hobbits share many family names with the local Big Folk (Mugworts, for example), but most have Shire-sounding names, such as Banks, Brockhouse, Longhole, Sandheaver, Tunnelly, and Underhill.", + { + "type": "hr" + } + ] + } + } + } + }, + { + "name": "Bree-Hobbit (Fallohide)", + "source": "TLotRR", + "_copy": { + "name": "Hobbit (Fallohide)", + "source": "TLotRR", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + "There are many families of Hobbits spread among the villages of the Bree-land, especially in Staddle. These Bree-hobbits are of course closely related to their neighbours in the {@book Shire|TLotRR|8|The Shire}\u2013indeed, to most Big Folk, it is impossible to tell the difference (unless one makes the mistake of asking one of the Hobbits, in which case get comfortable\u2014you are in for a long talk about family trees, obscure legal issues, and exceedingly minute cultural differences).", + "If you desire to create a {@race Bree-hobbit|TLotRR}, use all the rules concerning {@book the Hobbits|TLotRR|2|Hobbits of the Shire}, with the following exceptions:", + { + "type": "list", + "items": [ + "Bree-hobbits have proficiency in {@skill Insight} instead of {@skill Stealth}.", + "They must pick their cultural virtues from the following list: {@feat Bree-Pony|TLotRR}, {@feat Desperate Courage|TLotRR}, {@feat Small Folk|TLotRR}, {@feat Strange as News from Bree|TLotRR}, {@feat The Art of Smoking|TLotRR}, {@feat Tough as Old Tree-Roots|TLotRR}." + ] + }, + "Bree-hobbits share many family names with the local Big Folk (Mugworts, for example), but most have Shire-sounding names, such as Banks, Brockhouse, Longhole, Sandheaver, Tunnelly, and Underhill.", + { + "type": "hr" + } + ] + } + } + } + }, + { + "name": "Bree-Hobbit (Harfoot)", + "source": "TLotRR", + "_copy": { + "name": "Hobbit (Harfoot)", + "source": "TLotRR", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + "There are many families of Hobbits spread among the villages of the Bree-land, especially in Staddle. These Bree-hobbits are of course closely related to their neighbours in the {@book Shire|TLotRR|8|The Shire}\u2013indeed, to most Big Folk, it is impossible to tell the difference (unless one makes the mistake of asking one of the Hobbits, in which case get comfortable\u2014you are in for a long talk about family trees, obscure legal issues, and exceedingly minute cultural differences).", + "If you desire to create a {@race Bree-hobbit|TLotRR}, use all the rules concerning {@book the Hobbits|TLotRR|2|Hobbits of the Shire}, with the following exceptions:", + { + "type": "list", + "items": [ + "Bree-hobbits have proficiency in {@skill Insight} instead of {@skill Stealth}.", + "They must pick their cultural virtues from the following list: {@feat Bree-Pony|TLotRR}, {@feat Desperate Courage|TLotRR}, {@feat Small Folk|TLotRR}, {@feat Strange as News from Bree|TLotRR}, {@feat The Art of Smoking|TLotRR}, {@feat Tough as Old Tree-Roots|TLotRR}." + ] + }, + "Bree-hobbits share many family names with the local Big Folk (Mugworts, for example), but most have Shire-sounding names, such as Banks, Brockhouse, Longhole, Sandheaver, Tunnelly, and Underhill.", + { + "type": "hr" + } + ] + } + } + } + }, + { + "name": "Bree-Hobbit (Stoor)", + "source": "TLotRR", + "_copy": { + "name": "Hobbit (Stoor)", + "source": "TLotRR", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + "There are many families of Hobbits spread among the villages of the Bree-land, especially in Staddle. These Bree-hobbits are of course closely related to their neighbours in the {@book Shire|TLotRR|8|The Shire}\u2013indeed, to most Big Folk, it is impossible to tell the difference (unless one makes the mistake of asking one of the Hobbits, in which case get comfortable\u2014you are in for a long talk about family trees, obscure legal issues, and exceedingly minute cultural differences).", + "If you desire to create a {@race Bree-hobbit|TLotRR}, use all the rules concerning {@book the Hobbits|TLotRR|2|Hobbits of the Shire}, with the following exceptions:", + { + "type": "list", + "items": [ + "Bree-hobbits have proficiency in {@skill Insight} instead of {@skill Stealth}.", + "They must pick their cultural virtues from the following list: {@feat Bree-Pony|TLotRR}, {@feat Desperate Courage|TLotRR}, {@feat Small Folk|TLotRR}, {@feat Strange as News from Bree|TLotRR}, {@feat The Art of Smoking|TLotRR}, {@feat Tough as Old Tree-Roots|TLotRR}." + ] + }, + "Bree-hobbits share many family names with the local Big Folk (Mugworts, for example), but most have Shire-sounding names, such as Banks, Brockhouse, Longhole, Sandheaver, Tunnelly, and Underhill.", + { + "type": "hr" + } + ] + } + } + } + }, + { + "name": "Dwarf", + "source": "TLotRR", + "entries": [ + { + "type": "section", + "entries": [ + "{@i Only on the Road would travellers be found, most often Dwarves, hurrying along on business of their own, and with no help and few words to spare for strangers.}", + "The Dwarves are an ancient and proud folk, whose customs and traditions are mostly unknown to outsiders. A dwindling people, they have recently recovered some of their lost greatness, and a Dwarven King reigns once again under the Lonely Mountain, in Wilderland.", + "Many Dwarves cross into Eriador from the East, on their way to their mines in the Blue Mountains. They can often be seen marching along the East-West Road that runs through the Shire and ends at the Grey Havens.", + { + "type": "entries", + "name": "Description", + "entries": [ + "The Dwarves are exceedingly strong for their height, and hard to break or corrupt, but often at odds with other folks over old quarrels or new slights. They are short and stocky, with robust limbs and heads crowned with long hair and longer beards that give them their typically elderly appearance. When on a journey or in battle they plait their forked beards and thrust them into their belts.", + "In battle most Dwarves use axes and swords, but those belonging to their easternmost kin wield heavy two-handed mattocks, a weapon derived from their mining tools." + ] + }, + { + "type": "entries", + "name": "Typical Names", + "entries": [ + "All Dwarves receive a true name at birth that they do not reveal to members of other folks, and adopt another name in the tradition of their neighbours. This custom has been in use for so long that a number of names have become traditionally associated with Dwarves, and are used almost exclusively by them. Dwarves of renown are sometimes given an honorific title, celebrating an exceptional deed or distinctive quality (for example, Thorin Oakenshield or Dáin Ironfoot).", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Sample Female Names", + "entries": [ + "Adís, Afrid, Agda, Bersa, Birna, Dagrún, Dís, Drífa, Edda, Elin, Fenja, Frida, Geira, Gísla, Hadda, Hón, Ida, Ilmr, Jóra, Kára, Kóna, Líf, Línhild, Már, Mist, Nál, Oda, Ósk, Rán, Rinda, Sefa, Syn, Tóra, Trana, Úlfrún, Vírún, Yrr" + ] + }, + { + "type": "item", + "name": "Sample Male Names", + "entries": [ + "Ai, Anar, Beli, Bláin, Borin, Burin, Bruni, Farin, Flói, Frár, Frerin, Frór, Ginar, Gróin, Grór, Hanar, Hepti, Iari, Lófar, Lóni, Náli, Nár, Niping, Nói, Núr, Nýrád, Ónar, Póri, Regin, Svior, Veig, Vidar" + ] + } + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Dwarf.webp" + }, + "width": 1700, + "height": 1284 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Dwarf 2.webp" + }, + "width": 850, + "height": 473 + } + ] + }, + { + "name": "Dwarf (Blue Mountain)", + "source": "TLotRR", + "_copy": { + "name": "Dwarf", + "source": "TLotRR", + "_mod": { + "entries": { + "mode": "prependArr", + "items": { + "type": "section", + "entries": [ + "The folk who now inhabit these ancient mountains are more likely to be scholars or musicians than miners." + ] + } + } + } + } + }, + { + "name": "Dwarf (Erebor)", + "source": "TLotRR", + "_copy": { + "name": "Dwarf", + "source": "TLotRR", + "_mod": { + "entries": { + "mode": "prependArr", + "items": { + "type": "section", + "entries": [ + "For many long years, the Dwarves were denied the Lonely Mountain, as the Dragon made it its lair. But with the death of Smaug, the kingdom lives again and riches flow down the river, as in the songs of old." + ] + } + } + } + } + }, + { + "name": "Dwarf (Iron Hill)", + "source": "TLotRR", + "_copy": { + "name": "Dwarf", + "source": "TLotRR", + "_mod": { + "entries": { + "mode": "prependArr", + "items": { + "type": "section", + "entries": [ + "Your family has worked in the mines beneath the Iron Hills for generations, earning a living by chasing veins of the ore for which those mountains are named." + ] + } + } + } + } + }, + { + "name": "Dwarf (Wandering)", + "source": "TLotRR", + "_copy": { + "name": "Dwarf", + "source": "TLotRR", + "_mod": { + "entries": { + "mode": "prependArr", + "items": { + "type": "section", + "entries": [ + "Those Dwarves who didn't go east to Erebor and the Iron Hills or west to the Blue Mountains carve out a living as wandering craftsmen and traders. With no forge of their own, they take work where they can find it, but always look north to the lost realm of their ancestors, seeking to restore their place in the world and glory to their lost kingdom." + ] + } + } + } + } + }, + { + "name": "Elf", + "source": "TLotRR", + "entries": [ + { + "type": "section", + "entries": [ + "{@i 'Yes, it is Elves,' said Frodo. 'One can meet them sometimes in the Woody End.'}", + "The Fair Folk of Eriador have dwelt in the Westlands since before the drowning of Beleriand. They are all members of the Firstborn, displaying a wisdom beyond the reach of Men. They rarely leave their sanctuaries in the Grey Havens, for these are their fading years.", + "More and more leave Middle-earth sailing West on grey ships, never to return. Those who still remain live mostly along the western coasts, where once were found great kingdoms of their kindred.", + { + "type": "entries", + "name": "Description", + "entries": [ + "All Elves are endowed with tremendous vitality and great vigour. They are not subject to illness or old age, and thus can dwell within the circles of the world until they choose to leave it, or are slain.", + "In battle, most Elves carry bows and spears. Many wield swords too, but by ancient tradition some still favour axes." + ] + }, + { + "type": "entries", + "name": "Typical Names", + "entries": [ + "For the most part, Elves bear names fashioned in their own, fair tongue\u2013the Sindarin speech.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Sample Female Names", + "entries": [ + "Aranel, Arbereth, Berúthiel, Baraniel, Calanril, Celenneth, Elnîth, Eraniel, Finduilas, Gilraen, Gilraeth, Gloredhel, Idril, Ioreth, Ivorwen, Lôrwend, Lothíriel, Luindîs, Meneloth, Moriel, Morwen, Narieth, Narniel, Orothêl, Tarandîs." + ] + }, + { + "type": "item", + "name": "Sample Male Names", + "entries": [ + "Amras, Aredhel, Beleganor, Belegon, Calanhir, Carmagor, Dagorhir, Durandir, Edrahil, Ellahir, Fincalan, Fuindor, Galdagor, Galdor, Hallas, Hirimlad, Ithildir, Lascalan, Linaith, Mablin, Malanor, Nauros, Orgalad, Pelegorn, Sargon." + ] + } + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Elf.webp" + }, + "width": 1700, + "height": 1266 + } + ] + }, + { + "name": "Elf (Lindon)", + "source": "TLotRR", + "_copy": { + "name": "Elf", + "source": "TLotRR", + "_mod": { + "entries": { + "mode": "prependArr", + "items": { + "type": "section", + "entries": [ + "The Elves of Lindon are an ancient and wise folk, ruled by Círdan the Shipwright. Wandering Companies can at times be encountered on the roads leading east beyond the Tower Hills in spring and autumn." + ] + } + } + } + } + }, + { + "name": "Hobbit", + "source": "TLotRR", + "entries": [ + { + "type": "section", + "entries": [ + "{@i ...he wished to go and see the great mountains, and hear the pine-trees and the waterfalls, and explore the caves, and wear a sword instead of a walking-stick.}", + "Hobbits are a small and merry folk, possessing a love for time-honoured traditions and respectable ways, and a strong dislike for anything out of the ordinary. If Hobbits had their way, the days would go by in an unchanging world, as they have since anyone can remember. At least, in their land, the Shire.", + "But since the return of Mr Bilbo Baggins from his adventure with a group of Dwarves and a travelling Wizard, something has changed. Stories about remote lands, dark woods, Giants, Elves, and forgotten halls beneath the earth have started to circulate among Hobbits of a more adventurous sort. And with every year, another one or two discreetly disappear to go and have adventures.", + { + "type": "entries", + "name": "Description", + "entries": [ + "Hobbits are much smaller than Men, even smaller than Dwarves, and might be mistaken for children of Men by those who do not know of their existence. They have never been warlike, but for all their gentle appearance they are surprisingly tough, and difficult to intimidate or kill. A merry folk, Hobbits possess a cheerful spirit and a friendliness that makes them good companions.", + "When pushed to resort to weapons, Hobbits choose short swords and hunting bows, which they can shoot with uncanny precision." + ] + }, + { + "type": "entries", + "name": "Typical Names", + "entries": [ + "Hobbit names are composed of a first name and a family name. First names for men are usually simple and short, with women being often given names of flowers or precious stones, but among the older families a custom survives of giving more heroic and high-sounding names, whose origin can be traced back to a time before the Shire.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Sample Female Names", + "entries": [ + "Adaldrida, Amaranth, Asphodel, Belba, Bell, Berylla, Camellia, Daisy, Eglantine, Estella, Gilly, Hanna, Lily, Malva, Marigold, May, Melilot, Menegilda, Mentha, Mirabella, Myrtle, Pearl, Peony, Pervinca, Pimpernel, Primrose, Primula, Prisca, Rosamunda, Ruby, Salvia." + ] + }, + { + "type": "item", + "name": "Sample Male Names", + "entries": [ + "Andwise, Berilac, Bungo, Cottar, Doderic, Dudo, Erling, Fastred, Ferumbras, Folco, Gorhendad, Griffo, Halfred, Hamson, Ilberic, Isembold, Isengar, Longo, Marmadas, Marroc, Mungo, Odo, Orgulas, Otho, Posco, Reginard, Robin, Rudigar, Sadoc, Saradas, Tobold, Tolman." + ] + }, + { + "type": "item", + "name": "Sample Family Names", + "entries": [ + "Baggins, Boffin, Bolger, Bracegirdle, Brandybuck, Brown, Brownlock, Bunce, Burrows, Cotton, Gamgee, Gardner, Goldworthy, Goodbody, Goodchild, Grubb, Headstrong, Hornblower, Maggot, Noakes, North-Tooks, Proudfoot, Puddifoot, Roper, Rumble, Sackville, Smallburrow, Took, Twofoot, Whitfoot." + ] + } + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Hobbit.webp" + }, + "width": 1700, + "height": 1280 + } + ] + }, + { + "name": "Hobbit (Fallohide)", + "source": "TLotRR", + "_copy": { + "name": "Hobbit", + "source": "TLotRR", + "_mod": { + "entries": { + "mode": "prependArr", + "items": { + "type": "section", + "entries": [ + "Originally a northerly branch, Fallohides were bold and adventurous, possessing more skill in language and song than any other craft." + ] + } + } + } + } + }, + { + "name": "Hobbit (Harfoot)", + "source": "TLotRR", + "_copy": { + "name": "Hobbit", + "source": "TLotRR", + "_mod": { + "entries": { + "mode": "prependArr", + "items": { + "type": "section", + "entries": [ + "Harfoots were friendly with Dwarves in ancient times, sharing their love of living underground and possessing neat and nimble hands." + ] + } + } + } + } + }, + { + "name": "Hobbit (Stoor)", + "source": "TLotRR", + "_copy": { + "name": "Hobbit", + "source": "TLotRR", + "_mod": { + "entries": { + "mode": "prependArr", + "items": { + "type": "section", + "entries": [ + "Heavier in build than most Hobbits, Stoors favoured riversides and were more familiar with Men than most Hobbits." + ] + } + } + } + } + }, + { + "name": "Man of Bree", + "source": "TLotRR", + "entries": [ + { + "type": "section", + "entries": [ + "{@i \"...four miles along the Road you'll come upon a village, Bree under Bree-hill, with doors looking westward.\"}", + "The inhabitants of the Bree-land and its four villages lying about Bree-hill are the descendants of the ancient people that first dwelt in the region known today as Eriador, the Lonelands. Few have survived the turmoils that have ravaged the area, but they are still there now.", + "Today, the Men of Bree live at an old meeting of ways, and even if the traffic was far greater in former days, travellers of various sorts still make their way along those roads. Whoever enters the common room of the Inn of Bree is sure to hear strange tales and news from afar, and maybe be swept away by them.", + { + "type": "entries", + "name": "Description", + "entries": [ + "Most Men of Bree are brown-haired and rather short, and tend to be stocky and broad. This, combined with their cheerful disposition, is the reason why they do not appear as outlandish as most foreigners do to their neighbours, the inhabitants of the Shire. But like Hobbits, their appearance can be deceiving: the Men of Bree can be simple and friendly, but they are independent and wise in their own way.", + "Not being of a warlike disposition, the Bree-folk favour simple weapons, derived from everyday tools and hunting implements." + ] + }, + { + "type": "entries", + "name": "Typical Names", + "entries": [ + "The Men of Bree use names that to foreign ears sound similar to those used by Hobbits in the Shire (Hobbits beg to differ, of course).", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Sample Female Names", + "entries": [ + "Daisy, Emma, Etta, Fay, Fern, Flora, Gert, Holly, Lily, Myrtle, Poppy, Rose, Sage, Tilly, Violet." + ] + }, + { + "type": "item", + "name": "Sample Male Names", + "entries": [ + "Alfred, Artie, Bill, Bob, Carl, Ed, Fred, Giles, Herb, Larry, Nob, Oswald, Percy, Perry, Sid, Tom, Harry." + ] + }, + { + "type": "item", + "name": "Sample Family Names", + "entries": [ + "Appledore, Asterfire, Bellsap, Briarcleave, Butterbur, Cherryborn, Chesterstout, Droverwind, Ferny, Foxglow, Goatleaf, Hardybough, Heathertoes, Hedgedon, Kettlegrass, Lilyhawk, Mossburn, Mugworts, Oakstout, Pickthorn, Pollenroad, Rushlight, Shrubrose, Sweetroot, Thistlewool, Wayward." + ] + } + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Man of Bree.webp" + }, + "width": 1700, + "height": 1230 + } + ] + }, + { + "name": "Ranger of the North", + "source": "TLotRR", + "entries": [ + { + "type": "section", + "entries": [ + "{@i ...in the wild lands beyond Bree there were mysterious wanderers. The Bree-folk called them Rangers, and knew nothing of their origin.}", + "The Rangers of the North are a secret people, severely diminished in number with the passing of a thousand years. They wander in disguise among the ruins of what was once their kingdom of Arnor, tirelessly patrolling its many paths and roads.", + "While the years have lengthened, the task of the Rangers has always been the same: to keep the folk of Eriador free from care and fear. They labour secretly, keeping to themselves, and rarely giving their names to the travellers they save or to the folk whose farms they guard at night, when evil things come out from dark places.", + { + "type": "entries", + "name": "Description", + "entries": [ + "The Rangers are the last descendants in the North of the Dúnedain, kings among Men that once came to Middle-earth over the Sea out of Westernesse. When they do not disguise their features, they are tall and lordly, towering above most Men. They are often silent and grim of countenance, and look wise and mature beyond their years.", + "When in the Wild, the Rangers of the North wear comfortable but weather-beaten garments, favouring high leather boots and heavy cloaks of dark grey or green cloth, with ample hoods that can be cast over a worn helm." + ] + }, + { + "type": "entries", + "name": "Typical Names", + "entries": [ + "The Rangers of the North retain an ancient tradition of naming their children using the Sindarin speech.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Sample Female Names", + "entries": [ + "Anwen, Arbereth, Berúthiel, Baraniel, Calanril, Celenneth, Elnîth, Eraniel, Finduilas, Gilraen, Gilraeth, Gloredhel, Idril, Ioreth, Ivorwen, Lôrwend, Lothíriel, Luindîs, Meneloth, Moriel, Morwen, Narieth, Narniel, Orothêl, Tarandîs." + ] + }, + { + "type": "item", + "name": "Sample Male Names", + "entries": [ + "Adrahil, Amlaith, Arvegil, Baranor, Belecthor, Bergil, Celepharn, Cirion, Damrod, Dírhael, Duinhir, Egalmoth, Eradan, Findemir, Forlong, Golasdan, Hallas, Hirluin, Ingold, Iorlas, Malvegil, Ohtar, Orodreth, Tarannon, Targon." + ] + } + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Ranger of the North.webp" + }, + "width": 1700, + "height": 1175 + } + ] + } + ], + "feat": [ + { + "name": "Against the Unseen", + "source": "TLotRR", + "page": 85, + "category": "VtElf", + "prerequisite": [ + { + "culture": [ + "Elven" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "Elves can perceive creatures that dwell in the wraith-world, be they spirits or ghosts, even when they are normally {@condition invisible} to the eyes of the living and appear only as a chilling whisper of voices. You have learnt to strengthen your heart against such terrors.", + { + "type": "list", + "items": [ + "You have advantage on Charisma saving throws, and you cannot be {@condition frightened} by Undead creatures." + ] + } + ], + "hasFluff": true + }, + { + "name": "Art of Disappearing", + "source": "TLotRR", + "page": 86, + "category": "VtHob", + "prerequisite": [ + { + "culture": [ + "Hobbit" + ] + } + ], + "ability": [ + { + "dex": 1 + } + ], + "expertise": [ + { + "stealth": true + } + ], + "entries": [ + "Hobbits are said to have little or no magic about them, but the way they can choose to disappear quickly and quietly can be described by others only as supernatural. You have learnt to choose exactly the right moment to turn away from the attention of others, sometimes unconsciously anticipating the need to disappear.", + { + "type": "list", + "items": [ + "Your proficiency bonus is doubled for any Dexterity ({@skill Stealth}) check you make.", + "You can try to hide even when you are only lightly obscured from the creature from which you are hiding." + ] + } + ], + "hasFluff": true + }, + { + "name": "Baruk Khazâd!", + "source": "TLotRR", + "page": 83, + "category": "VtDwa", + "prerequisite": [ + { + "culture": [ + "Dwarven" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "The {@language Khuzdul|TLotRR|secret tongue of the Dwarves} is guarded as a treasure of the past, yet their battle-cry is well-known and feared by their foes.", + { + "type": "list", + "items": [ + "You can use a bonus action on your turn to force each hostile creature that can hear and see you within 30 feet of you to make a Charisma ({@skill Intimidation}) check (DC 8 + your proficiency bonus + your choice of your Strength or Charisma modifier). On a failed check, the creature becomes {@condition frightened} of you until the end of your next turn. {@action Attack} rolls against creatures {@condition frightened} in this way have advantage. Once you use this virtue, you cannot use it again until you finish a short or long rest." + ] + } + ], + "hasFluff": true + }, + { + "name": "Beast-Craft", + "source": "TLotRR", + "page": 64, + "category": "Craft", + "entries": [ + "You gain the ability to comprehend and verbally communicate with beasts. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and creatures, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favour for you, at the Loremaster's discretion, such as delivering a letter, or a verbal message to someone who can also speak with beasts.", + "In addition, as an action you can spend a craft slot and choose a beast that you can see within 30 feet of you. It must be able to see and hear you. Make a Wisdom ({@skill Animal Handling}) check, contested by the target's Wisdom ({@skill Insight}) check. If you win the contest, the beast is {@condition charmed} by you for 24 hours or until you or your companions do anything harmful to it. If you obtain a magical success and the target is a beast with a challenge rating of 1/8 or lower, you can make the beast permanently {@condition charmed} by you, until you dismiss it, harm it, or make another beast permanently charmed by you. A beast automatically wins the contest if its Intelligence score is 4 or higher. When you reach 5th level, you can affect one additional beast, or two additional beasts at 9th level." + ], + "hasFluff": true + }, + { + "name": "Brave at a Pinch", + "source": "TLotRR", + "page": 86, + "category": "VtHob", + "prerequisite": [ + { + "culture": [ + "Hobbit" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "One of the Wise once said that you have to put a Hobbit in a tight place before you find out what is in them. You prefer to avoid finding yourself in one, but you are also sure you would be able to take good care of yourself in the circumstances.", + { + "type": "list", + "items": [ + "Whenever a hostile creature or harmful effect imposes a condition on you, you suffer one or more levels of {@condition exhaustion}, or you drop to half or less of your maximum hit points, you gain inspiration." + ] + } + ], + "hasFluff": true + }, + { + "name": "Bree-Pony", + "source": "TLotRR", + "page": 88, + "category": "VtMBr", + "prerequisite": [ + { + "culture": [ + "Men of Bree", + "Bree-Hobbit" + ] + } + ], + "ability": [ + { + "wis": 1 + } + ], + "entries": [ + "Bree-ponies are very similar to their owners, the Bree-folk\u2014they don't seem to have anything special compared to their peers in other parts of Middle-earth, and yet some of them display uncommon courage and exceptional memory. You have acquired an unusually brave and intelligent beast that follows you everywhere.", + { + "type": "list", + "items": [ + "Your pony uses your proficiency bonus rather than its own, and adds your proficiency bonus to each of its ability scores, AC, and to any ability check or saving throw that it makes.", + "Your pony has a number of Hit Dice equal to your character level instead of its normal Hit Dice (minimum 2).", + "Your pony obeys your commands. In combat, it takes its turn on your initiative and acts and moves as you direct it (no action required by you), or on its own if you are absent or {@condition incapacitated}. It cannot make {@action opportunity attack||opportunity attacks}, and its only action options are {@action Dash}, {@action Disengage}, and {@action Dodge}, unless you spend an action on your turn to command it to take another action. If your pony dies, you can acquire a new one during the next Yule Fellowship Phase." + ] + } + ], + "hasFluff": true + }, + { + "name": "Broken Spells", + "source": "TLotRR", + "page": 83, + "category": "VtDwa", + "prerequisite": [ + { + "culture": [ + "Dwarven" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "In ancient times, the Dwarves made mighty spells. You have been taught fragments of old enchantments that retain some power to this day.", + { + "type": "list", + "items": [ + "Choose any combination of three skills or tools you are proficient with. Whenever you make an ability check that uses one of the chosen proficiencies, you can obtain a magical success. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ], + "hasFluff": true + }, + { + "name": "Confidence", + "source": "TLotRR", + "page": 80, + "category": "VtCom", + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "savingThrowProficiencies": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ] + } + } + ], + "entries": [ + "Overcoming difficulties has reinforced your spirit and renewed your faith in a brighter future.", + { + "type": "list", + "items": [ + "You gain proficiency in saving throws using Intelligence, Wisdom, or Charisma (your choice)." + ] + } + ] + }, + { + "name": "Craft", + "source": "TLotRR", + "page": 68, + "category": "B10L", + "entries": [ + "You gain a craft slot and a craft of your choice from the Scholar's Crafts list (see {@book Crafts|TLotRR|2|Crafts})." + ], + "featProgression": [ + { + "name": "Craft", + "category": [ + "Craft" + ], + "progression": { + "*": 1 + } + } + ] + }, + { + "name": "Dark for Dark Business", + "source": "TLotRR", + "page": 83, + "category": "VtDwa", + "prerequisite": [ + { + "culture": [ + "Dwarven" + ] + } + ], + "ability": [ + { + "wis": 1 + } + ], + "entries": [ + "Your kind is not troubled by mere darkness in itself, as most members of other cultures are. On the contrary, you have grown to like the dark better than the light, finding yourself at ease in its cold embrace.", + { + "type": "list", + "items": [ + "Dim light doesn't impose disadvantage on your Wisdom ({@skill Perception}) checks relying on sight.", + "When you are in dim light, in darkness, or underground, and you make an ability check, attack roll, or saving throw, you can do so with advantage. You can use this virtue a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ], + "hasFluff": true + }, + { + "name": "Deadly Archery", + "source": "TLotRR", + "page": 85, + "category": "VtElf", + "prerequisite": [ + { + "culture": [ + "Elven" + ] + } + ], + "ability": [ + { + "dex": 1 + } + ], + "entries": [ + "Elves possess a natural talent for hitting the mark when using their bows. You have honed this talent almost to perfection, and your arrows find their target with uncanny precision.", + { + "type": "list", + "items": [ + "As a bonus action, you can give yourself advantage on your next ranged weapon attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn." + ] + } + ], + "hasFluff": true + }, + { + "name": "Defiance", + "source": "TLotRR", + "page": 89, + "category": "VtMBr", + "prerequisite": [ + { + "culture": [ + "Men of Bree" + ] + } + ], + "ability": [ + { + "con": 1 + } + ], + "entries": [ + "Many realms have risen and fallen in the Lone-lands of Eriador since the Elder Days. Only ruins remain to mark their boundaries. Yet, the Bree-men have endured, revealing an unexpected reserve of strength and vigour in the face of adversity.", + { + "type": "list", + "items": [ + "As a bonus action, you can spend one Hit Die to heal yourself." + ] + } + ], + "hasFluff": true + }, + { + "name": "Desperate Courage", + "source": "TLotRR", + "page": 89, + "category": "VtMBr", + "prerequisite": [ + { + "culture": [ + "Men of Bree", + "Bree-Hobbit" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "You have lived all your life on the edge of the Wild, but the worst news that has come to Bree in your time concerned only brigands or packs of hungry wolves. You don't know yet what the likes of you can do against the Shadow in the East, but you are sure you will stand against it, no matter the cost.", + { + "type": "list", + "items": [ + "Whenever you gain Shadow points, you also gain inspiration." + ] + } + ], + "hasFluff": true + }, + { + "name": "Dour-Handed", + "source": "TLotRR", + "page": 80, + "category": "VtCom", + "ability": [ + { + "str": 1 + } + ], + "entries": [ + "Your blows have become more forceful and your aim steadier, allowing you to do greater harm.", + { + "type": "list", + "items": [ + "You gain a +1 bonus to weapon damage rolls using Strength." + ] + } + ] + }, + { + "name": "Dragon-Slayer", + "source": "TLotRR", + "page": 82, + "category": "VtBar", + "prerequisite": [ + { + "culture": [ + "Barding" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ], + "amount": 1 + } + } + ], + "entries": [ + "The legend of Bard the Bowman has inspired many young men and women from Dale, so much that they long to prove their worth with the killing of a great monster. As many more before you, you have long pondered on the ways to deal with creatures of size, hoping one day to gain renown defeating them.", + { + "type": "list", + "items": [ + "You have advantage on attack rolls against Large or larger creatures." + ] + } + ], + "hasFluff": true + }, + { + "name": "Durin's Way", + "source": "TLotRR", + "page": 84, + "category": "VtDwa", + "prerequisite": [ + { + "culture": [ + "Dwarven" + ] + } + ], + "ability": [ + { + "dex": 1 + } + ], + "entries": [ + "The Dwarves have fought many wars in deep places beneath the earth. You have been taught how to best defend yourself while fighting underground. As a result, you know how to exploit corners, darkness and other natural obstacles to your advantage.", + { + "type": "list", + "items": [ + "When you have half or three-quarters cover, you gain an additional +1 bonus to AC and Dexterity saving throws.", + "Other creatures do not gain advantage on attack rolls against you as a result of being unseen by you." + ] + } + ], + "hasFluff": true + }, + { + "name": "Dwarf-Friend", + "source": "TLotRR", + "page": 82, + "category": "VtBar", + "prerequisite": [ + { + "culture": [ + "Barding" + ] + } + ], + "ability": [ + { + "cha": 1 + } + ], + "entries": [ + "The days of the Dragon have forged a strong alliance between the Bardings and the Dwarves of Erebor.", + { + "type": "list", + "items": [ + "Your proficiency bonus is doubled for any Charisma ({@skill Persuasion}) check you make. In addition, you have advantage on Charisma ({@skill Persuasion}) checks made when interacting with Dwarves.", + "Increase the Fellowship rating of your Company by 1.", + "When you are within 5 feet of a friendly Dwarf and at least one of you isn't {@condition incapacitated}, and a creature you or the Dwarf can see attacks you or the Dwarf, you can spend a Fellowship point to impose disadvantage on the attack roll." + ] + } + ], + "hasFluff": true + }, + { + "name": "Elbereth Gilthoniel!", + "source": "TLotRR", + "page": 85, + "category": "VtElf", + "prerequisite": [ + { + "culture": [ + "Elven" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "The name of Elbereth, the Queen of the Stars, is revered by all the Eldar still dwelling in Middle-earth. You have resorted to calling on her name in moments of great need, asking the Kindler to bestow her grace upon you.", + { + "type": "list", + "items": [ + "When you are not {@condition miserable|TLotRR} and make an ability check, attack roll, or saving throw, you can do so with advantage. You can use this virtue a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ], + "hasFluff": true + }, + { + "name": "Elvish Spirit", + "source": "TLotRR", + "page": 86, + "category": "VtElf", + "prerequisite": [ + { + "culture": [ + "Elven" + ] + } + ], + "ability": [ + { + "con": 1 + } + ], + "entries": [ + "The spirit of Elves is so strong that their bodies recover swiftly from many ills and injuries. You can recover from your exertions while awake, finding repose in the secret way of your folk.", + { + "type": "list", + "items": [ + "If you meditate for at least 4 hours, you can reduce your {@condition exhaustion} level by 1 and regain all lost hit points. You cannot use this virtue if you've had a long rest within the last 24 hours, or if you have 0 hit points. Once you use this virtue, you cannot use it again until you finish a long rest." + ] + } + ], + "hasFluff": true + }, + { + "name": "Endurance of the Ranger", + "source": "TLotRR", + "page": 90, + "category": "VtNRg", + "prerequisite": [ + { + "culture": [ + "Ranger of the North" + ] + } + ], + "ability": [ + { + "con": 1 + } + ], + "entries": [ + "They say that a Ranger with a clear trail to follow can never be weary. You hope the saying will prove true, as it will be your fate to often travel in haste, to seek distant lands on urgent errands or to relentlessly hunt your enemies.", + { + "type": "list", + "items": [ + "You have advantage on Constitution saving throws." + ] + } + ], + "hasFluff": true + }, + { + "name": "Fierce Shot", + "source": "TLotRR", + "page": 82, + "category": "VtBar", + "prerequisite": [ + { + "culture": [ + "Barding" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ], + "amount": 1 + } + } + ], + "entries": [ + "The Black Arrow that brought down Smaug the Dragon may have been fated to do so, but the hand that sent it flying so fiercely was exceedingly strong. When you throw a spear or bend your bow, you make sure that your grip is steady and your aim true.", + { + "type": "list", + "items": [ + "When making an attack with a ranged weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", + "If you move no more than half your speed on the same turn and you hit a creature with a ranged weapon attack, you can use a bonus action to cause the attack to deal {@damage 1d4} extra damage of the weapon's type." + ] + } + ], + "hasFluff": true + }, + { + "name": "Fighting Style", + "source": "TLotRR", + "page": 68, + "category": "B10L", + "entries": [ + "You can choose a fighting style option from the Champion's {@classFeature Fighting Style|Champion|TLotRR|1|TLotRR} feature. As normal, you cannot take a Fighting Style option more than once.", + { + "type": "options", + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Archery|PHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Defense|PHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Dueling|PHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Great Weapon Fighting|TLotRR" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Protection|TLotRR" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Two-Weapon Fighting|PHB" + } + ] + } + ] + }, + { + "name": "Foresight of their Kindred", + "source": "TLotRR", + "page": 90, + "category": "VtNRg", + "prerequisite": [ + { + "culture": [ + "Ranger of the North" + ] + } + ], + "ability": [ + { + "wis": 1 + } + ], + "entries": [ + "The Rangers of the North still possess a measure of the foresight that their ancestors possessed in full. In the Twilight of the Third Age, this gift manifests as a sense of watchfulness, and of fear, arising to warn a Ranger of a danger that has not yet come to pass.", + { + "type": "list", + "items": [ + "You have a number of foresight points equal to your Wisdom modifier (minimum 1). Whenever you or a creature that you can see make an ability check, attack roll, or saving throw, you can spend one foresight point to reroll the {@dice d20} and must use the new roll. You can choose to spend one of your foresight points after the roll, but before the outcome is determined. You can also spend one foresight point after a roll on the Journey Events table. Roll a {@dice d20}, and then choose whether the Loremaster uses their roll or yours. You regain your expended foresight points when you finish a long rest." + ] + } + ], + "hasFluff": true + }, + { + "name": "Friendly and Familiar", + "source": "TLotRR", + "page": 89, + "category": "VtMBr", + "prerequisite": [ + { + "culture": [ + "Men of Bree" + ] + } + ], + "ability": [ + { + "cha": 1 + } + ], + "expertise": [ + { + "insight": true + } + ], + "entries": [ + "Since you started your adventures, you have realised that your folk's custom of trading with foreigners may help you in your endeavours. Your nice manners and friendly demeanour easily gain the sympathies of those you meet, and your ability to inquire about the doings of strangers without letting curiosity get the better of you provides you with many opportunities to learn from those you meet along the way.", + { + "type": "list", + "items": [ + "Increase the Fellowship rating of your Company by 1.", + "Your proficiency bonus is doubled for any Wisdom ({@skill Insight}) check you make. In addition, you have advantage on the first Charisma ({@skill Persuasion}) check you make when interacting with Dwarves, Elves, Hobbits, and Men (other than the Dúnedain)." + ] + } + ], + "hasFluff": true + }, + { + "name": "Gleam of Wrath", + "source": "TLotRR", + "page": 86, + "category": "VtElf", + "prerequisite": [ + { + "culture": [ + "Elven" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ], + "amount": 1 + } + } + ], + "entries": [ + "Your folk have seen many defeats, and many fruitless victories in their wars against the Shadow. The deadly rage that your kindred harbour for the Enemy infuses your weapons with a gleam of chill flame.", + { + "type": "list", + "items": [ + "As a bonus action, you can make a melee weapon that you are wielding emit dim light in a radius equal to its reach until the start of your next turn. The light is sunlight. While the weapon gleams, it also deals radiant damage instead of its normal type.", + "When you score a critical hit with a weapon attack, you can roll one of the weapon's damage dice one additional time and add it as extra radiant damage." + ] + } + ], + "hasFluff": true + }, + { + "name": "Hand-Craft", + "source": "TLotRR", + "page": 64, + "category": "Craft", + "entries": [ + "This craft is not meant to cover the whole range of abilities of smiths, wrights, and other artisans, but reflects a talent for making things with superior skill and cunning. During a Fellowship Phase, you can spend a craft slot and choose a non-magical item in your possession. You must be proficient with the tools related to the item you choose, and you might also need access to special materials or locations, such as a forge. If a feature lets you add double your proficiency bonus with a tool, you can select two item related to that tool instead of one. Then, choose one of the following options for each item:", + { + "type": "list", + "items": [ + "If it's a suit of armour or a shield, it is upgraded with a reward (see {@book Chapter 4|TLotRR|3|Rewards List}). When you reach 5th level, a creature also gains a +1 bonus to Armour Class while wearing or holding it.", + "If it's a weapon, it is upgraded with a reward. If you can obtain a magical success with the tools used, the weapon can also become magical. When you reach 5th level, a creature also gains a +1 bonus to attack and damage rolls made with it.", + "If it's any other item, choose a skill somehow related to the item, for example {@skill Stealth} if the item is a cloak, or {@skill Athletics} if the item is a pair of boots. A creature holding or wearing the item gains a Blessing die (see {@book Chapter 7|TLotRR|6|Marvellous Artefacts and Wondrous Items}) on ability checks using that skill. If you can obtain a magical success with the tools used, the item can instead become a Marvellous Artefact with a blessing affecting the chosen skill (see {@book Chapter 7|TLotRR|6|Marvellous Artefacts and Wondrous Items})." + ] + }, + "Each of the above options can only be chosen once for each item, and you cannot regain a craft slot expended in this way until the next Fellowship Phase, when you can withdraw the bonuses granted by that slot and regain the slot, if you wish." + ], + "hasFluff": true + }, + { + "name": "Hardiness", + "source": "TLotRR", + "page": 80, + "category": "VtCom", + "ability": [ + { + "con": 1 + } + ], + "entries": [ + "Your determination and stamina have improved through hardship and toil.", + { + "type": "list", + "items": [ + "Your hit point maximum increases by an amount equal to your level when you gain this virtue. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point." + ] + } + ] + }, + { + "name": "Heir of Arnor", + "source": "TLotRR", + "page": 90, + "category": "VtNRg", + "prerequisite": [ + { + "culture": [ + "Ranger of the North" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "The days of your folk have darkened, and not many of you remain; but ever the memory of the Kings is passed from generation to generation. An artefact going back to the days of Lost Arnor has been in your family's possession for unbroken generations. Now you have been deemed worthy to become its keeper.", + { + "type": "list", + "items": [ + "With the help of the Loremaster, use the {@book rules in Chapter 7|TLotRR|6|Marvellous Artefacts and Wondrous Items} from {@i The Lord of the Rings Roleplaying} to create either a Wondrous Item, or a Famous Weapon possessing a single enchanted reward. The item is generally of Númenórean craftsmanship, but might even be of Elven or Dwarven make. If it is a Famous Weapon, it can be upgraded with up to two non-enchanted rewards, as if it was a normal item." + ] + } + ], + "hasFluff": true + }, + { + "name": "High Destiny", + "source": "TLotRR", + "page": 83, + "category": "VtBar", + "prerequisite": [ + { + "culture": [ + "Barding" + ] + } + ], + "ability": [ + { + "con": 1 + } + ], + "entries": [ + "Stories tell that those who belong to the race of Dale are destined for greatness, a fact proven true by your King and his story. Do you share the same destiny of those of the line of Girion?", + { + "type": "list", + "items": [ + "You have advantage on death saving throws.", + "Whenever you become stable, you also regain 1 hit point." + ] + } + ], + "hasFluff": true + }, + { + "name": "Hit Die", + "source": "TLotRR", + "page": 68, + "category": "B10L", + "repeatable": true, + "entries": [ + "You gain a Hit Die, a {@dice d6}, and your hit points maximum increases by {@dice 1d6} (or 4) + your Constitution modifier.", + { + "type": "entries", + "name": "Special", + "entries": [ + "You may take this feature multiple times." + ] + } + ] + }, + { + "name": "Leech-Craft", + "source": "TLotRR", + "page": 64, + "category": "Craft", + "entries": [ + "You are skilled, according to ancient traditions, in the healing of wounds and sickness. As an action, you can spend a craft slot to tend to a creature within 5 feet of you and make a {@dc 10} Intelligence ({@skill Medicine}) check. You can spend one use of a {@item healer's kit|PHB} to replace the {@dice d20} roll with a 10. If you succeed, the creature regains a number of hit points equal to your check result minus 10 (minimum 1 hit point).", + "When you reach 5th level, on a successful check you can alternatively cure the target of one disease or neutralise one poison affecting it." + ], + "hasFluff": true + }, + { + "name": "Mastery", + "source": "TLotRR", + "page": 80, + "category": "VtCom", + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "skillToolLanguageProficiencies": [ + { + "choose": [ + { + "from": [ + "anySkill", + "anyTool" + ], + "count": 1 + } + ] + } + ], + "expertise": [ + { + "anyProficientSkill": 1 + }, + { + "anyProficientTool": 1 + } + ], + "entries": [ + "You have practised certain skills until they have become as natural as breathing.", + { + "type": "list", + "items": [ + "You gain one skill, tool, or weapon proficiency of your choice.", + "Choose one of your skill or tool proficiencies. You gain Expertise with that skill or tool, which means your proficiency bonus is doubled for any ability check you make with it." + ] + } + ] + }, + { + "name": "Memory of Ancient Days", + "source": "TLotRR", + "page": 86, + "category": "VtElf", + "prerequisite": [ + { + "culture": [ + "Elven" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis" + ], + "amount": 1 + } + } + ], + "entries": [ + "Long centuries and uncounted generations of Men seem but a little while to the Elves. Your memories go back to a time before Eriador became desolate, and your knowledge of the land is returning to you now that you are travelling again outside the boundaries of your realm.", + { + "type": "list", + "items": [ + "You can give yourself a bonus to {@book pathfinding checks|TLotRR|4|2. Make Pathfinding Checks} equal to your Intelligence modifier (minimum of +1).", + "When you are targeted by a journey event, the roll on the Journey Events table is done as if you were in a Border Land if you are in a Wild Land, and as if you were in a Wild Land if you are in a Dark Land." + ] + } + ], + "hasFluff": true + }, + { + "name": "Nimbleness", + "source": "TLotRR", + "page": 80, + "category": "VtCom", + "ability": [ + { + "dex": 1 + } + ], + "entries": [ + "Your skill (or fortune?) in battle has increased with your growth in experience.", + { + "type": "list", + "items": [ + "You gain a +1 bonus to AC. You lose this bonus if you are {@condition incapacitated} or wielding a shield." + ] + } + ] + }, + { + "name": "Prowess", + "source": "TLotRR", + "page": 80, + "category": "VtCom", + "ability": [ + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "amount": 2 + }, + "hidden": true + }, + { + "choose": { + "from": [ + "str", + "dex", + "con", + "int", + "wis", + "cha" + ], + "count": 2 + }, + "hidden": true + } + ], + "entries": [ + "Adventuring has honed your inborn talents.", + { + "type": "list", + "items": [ + "Increase one ability score of your choice by 2, or two ability scores of your choice by 1, to a maximum of 20." + ] + } + ] + }, + { + "name": "Reward", + "source": "TLotRR", + "page": 68, + "category": "B10L", + "repeatable": true, + "entries": [ + "You choose a reward (see {@book Chapter 4|TLotRR|3|Rewards}).", + { + "type": "entries", + "name": "Special", + "entries": [ + "You may take this feature multiple times." + ] + } + ] + }, + { + "name": "Royalty Revealed", + "source": "TLotRR", + "page": 90, + "category": "VtNRg", + "prerequisite": [ + { + "culture": [ + "Ranger of the North" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "str", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "Your kin belong to a bloodline of kings, but they have learnt to hide from their enemies in the twilight years of their kingdom. Should you choose to reveal your heritage, your noble bearing will cause your allies to cast away their doubts. You reveal yourself by shouting an ancestral battle-cry, or unsheathing a weapon of high lineage, or by showing a device or coat of arms.", + { + "type": "list", + "items": [ + "As a bonus action, you can choose to reveal your lineage. When you do so, choose a number of friendly creatures (which can include yourself) within 30 feet of you who can see or hear you, up to twice your proficiency bonus. Until the end of your next turn, each creature gains advantage on attack rolls and Charisma ({@skill Intimidation}) checks, and is immune to being {@condition frightened}. It also gains temporary hit points equal to your choice of your Strength or Charisma modifier (minimum 1). These temporary hit points last until they are depleted or the creature finishes a short or long rest. Once you use this virtue, you cannot use it again until you finish a short or long rest." + ] + } + ], + "hasFluff": true + }, + { + "name": "Rune-Craft", + "source": "TLotRR", + "page": 65, + "category": "Craft", + "entries": [ + "You can now read and write runic inscriptions. You can use the runes to convey secret messages to other creatures who know them, or whom you previously instructed in their meaning.", + "At the end of a short or long rest, you can spend a craft slot and choose a magical item in the Company's possession. Make an Intelligence ({@skill Old Lore|TLotRR}) check. The DC is 10 for a Marvellous Artefact, 15 for a Wondrous Item, or 20 for a Famous Weapon or Armour. If you succeed, you learn all there is to be discovered about the item's qualities, and whether it is cursed or not.", + "In addition, during a Fellowship Phase, you can spend a craft slot to inscribe runes of power on a non-magical item of your choice, or on two items when you reach 5th level. You must be proficient with the tools related to the substance of which the item you choose is made ({@item smith's tools|PHB} for metal, {@item woodcarver's tools|PHB} for wood, etc.). While a creature holds or wears the item, it gains a +1 bonus to saving throws. If the item is a shield or a weapon, you may attribute it a bane instead (see {@book Chapter 7|TLotRR|6|Famous Weapons and Armour}). Choose a creature type among Evil Men, Orcs, Spiders, Trolls, Undead, or Wolves. If the item has one or more rewards, their effects are doubled against bane creatures (for example, a Keen weapon scores a critical hit on a roll of 18\u201320 against bane creatures). The runes can only be inscribed once on each item, and you cannot regain a craft slot expended in this way until the next Fellowship Phase, when you can cancel the runes inscribed with that slot and regain the slot, if you wish." + ], + "hasFluff": true + }, + { + "name": "Small Folk", + "source": "TLotRR", + "page": 87, + "category": "VtHob", + "prerequisite": [ + { + "culture": [ + "Hobbit", + "Bree-Hobbit" + ] + } + ], + "ability": [ + { + "dex": 1 + } + ], + "entries": [ + "Hobbits are a little people, but their resourcefulness far exceeds their stature. You have learnt how to exploit your small size to your advantage in a fight.", + { + "type": "list", + "items": [ + "Medium or larger creatures cannot gain advantage on attack rolls against you while you are not {@condition incapacitated}.", + "You don't provoke {@action opportunity attack||opportunity attacks} from Medium or larger creatures." + ] + } + ], + "hasFluff": true + }, + { + "name": "Sneak Attack", + "source": "TLotRR", + "page": 68, + "category": "B10L", + "entries": [ + "You gain the {@classFeature Sneak Attack|Treasure Hunter|TLotRR|1|TLotRR} feature. The extra damage is {@dice 1d6}.", + "You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra {@dice 1d6} damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a {@itemProperty F||finesse} or a ranged weapon.", + "You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't {@condition incapacitated}, and you don't have disadvantage on the attack roll." + ] + }, + { + "name": "Song-Craft", + "source": "TLotRR", + "page": 65, + "category": "Craft", + "entries": [ + "You have been trained in the art of singing, according to the tradition of the wandering minstrels. Your musical lore runs deeper than most, as you partake of the knowledge of the mighty singers of old. As an action, you can spend a craft slot and make a Charisma ({@skill Performance}) check, contested by the Intelligence ({@skill Riddle|TLotRR}) check of each creature of your choice within 30 feet of you that can hear you. A creature can choose to fail its ability check if it wishes. For each target against which you win the contest, choose one of the following options:", + { + "type": "list", + "items": [ + "You can suppress any effect causing the target to be {@condition charmed} or {@condition frightened} until the end of your next turn. This effect ends if the target can no longer hear you.", + "You can make the target indifferent about creatures of your choice that it is hostile towards until the end of your next turn. The target also has disadvantage on Wisdom ({@skill Perception}) checks made to perceive any creature other than you for the same duration. This effect ends if the target can no longer hear you, it is harmed, or if it witnesses any of its friends being harmed.", + "Until the end of your next turn, whenever the target makes an attack roll or a saving throw, the target must roll a {@dice d4} and either add the number rolled to the attack roll or saving throw (if the target is friendly to you), or subtract it (if the target is hostile). This effect ends if the target can no longer hear you." + ] + }, + "When you reach 5th level, you can use a bonus action on each of your turns to extend the duration of each of these effects on all targets until the end of your next turn, up to 1 minute." + ], + "hasFluff": true + }, + { + "name": "Speech-Craft", + "source": "TLotRR", + "page": 65, + "category": "Craft", + "entries": [ + "You are a student of {@language Sindarin|TLotRR} and {@language Quenya|TLotRR}, the Ancient Tongue, and have advantage on Charisma checks when interacting with Elves.", + "In addition, as an action you can spend a craft slot and choose a creature other than an Elf, or a Wizard, or a similarly powerful creature, within 30 feet of you who can hear you. Then, choose one of the following options:", + { + "type": "list", + "items": [ + "Make a Charisma ({@skill Intimidation}) check contested by the target's Charisma ({@skill Intimidation}) check. A target has advantage on this check if it is Large or larger or if it cannot understand you. If you win the contest, the target is {@condition frightened} of you for 1 minute. The {@condition frightened} target can make a Charisma ({@skill Intimidation}) check against your passive Charisma ({@skill Intimidation}) score at the end of each of its turns, ending the effect on itself on a success. When you reach 5th level, you can target one additional creature, or two additional creatures at 9th level.", + "Make a Charisma ({@skill Intimidation}) or Charisma ({@skill Persuasion}) check contested by the target's Wisdom ({@skill Insight}) check. A target has advantage on this check if it is immune to being {@condition charmed} or if it cannot understand you. If you win the contest, you can speak a one-word command that the target must follow on its next turn, if it can and if the command is not directly harmful to it. Once the target has executed the command, it ends its turn. Some typical commands include {@i \"Fall!\"} (the target falls {@condition prone}), {@i \"Flee!\"} (the target moves away from you), and {@i \"Halt!\"} (the target doesn't move and takes no actions), and the effect may be considered a Misdeed depending on the circumstances. When you reach 5th level, you can target one additional creature, or two additional creatures at 9th level." + ] + } + ], + "hasFluff": true + }, + { + "name": "Stone-Hard", + "source": "TLotRR", + "page": 84, + "category": "VtDwa", + "prerequisite": [ + { + "culture": [ + "Dwarven" + ] + } + ], + "ability": [ + { + "con": 1 + } + ], + "entries": [ + "The Dwarves were made to be strong to endure, for they came unto the world when a great evil ruled Middle-earth. As long as your spirit supports your strength you can resist any hurt of body more hardily than most.", + { + "type": "list", + "items": [ + "When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You cannot use this feature again until you finish a short or long rest." + ] + } + ], + "hasFluff": true + }, + { + "name": "Stout-Hearted", + "source": "TLotRR", + "page": 82, + "category": "VtBar", + "prerequisite": [ + { + "culture": [ + "Barding" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "Living for many a year under the ever-present menace of Smaug the Dreadful has made the Bardings a courageous race. After all, there are not many creatures more fearsome than a great Dragon...", + { + "type": "list", + "items": [ + "You have advantage on Charisma saving throws, and you cannot be {@condition frightened} by non-undead creatures." + ] + } + ], + "hasFluff": true + }, + { + "name": "Strange as News from Bree", + "source": "TLotRR", + "page": 89, + "category": "VtMBr", + "prerequisite": [ + { + "culture": [ + "Men of Bree", + "Bree-Hobbit" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis" + ], + "amount": 1 + } + } + ], + "skillProficiencies": [ + { + "investigation": true + } + ], + "expertise": [ + {}, + { + "investigation": true + } + ], + "entries": [ + "It is indeed true that the affairs of the four villages are the chief concern of the Bree-folk, but the most inquisitive among the inhabitants are always ready to gather what tidings come from distant lands. You have learnt that listening to the strange tales that travellers often talk about can prove to be very precious.", + { + "type": "list", + "items": [ + "You gain proficiency in the {@skill Investigation} skill. If you are already proficient, you add double your proficiency bonus to checks you make with it.", + "During each Fellowship Phase, you can receive a rumour from the Loremaster." + ] + } + ], + "hasFluff": true + }, + { + "name": "Strength of Will", + "source": "TLotRR", + "page": 91, + "category": "VtNRg", + "prerequisite": [ + { + "culture": [ + "Ranger of the North" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "You have been raised in a land dotted with desolate ruins and burial mounds. You have heard the dead whisper with cold voices out of lonely barrows, while ghostly lights dance on haunted hills. When your will strengthens your heart, there is hardly anything in this world that can dismay you.", + { + "type": "list", + "items": [ + "You have advantage on Charisma saving throws.", + "Whenever you must make a Charisma saving throw, you gain a bonus to the saving throw equal to your Wisdom modifier (minimum +1)." + ] + } + ], + "hasFluff": true + }, + { + "name": "Sure at the Mark", + "source": "TLotRR", + "page": 87, + "category": "VtHob", + "prerequisite": [ + { + "culture": [ + "Hobbit" + ] + } + ], + "ability": [ + { + "dex": 1 + } + ], + "weaponProficiencies": [ + { + "improvised": true + } + ], + "entries": [ + "Hobbits are nimble and keen-eyed, qualities that make them good archers. You have honed this natural talent to perfection, so much so that you just need to stoop for a stone to find yourself armed with a deadly weapon.", + { + "type": "list", + "items": [ + "You are proficient with improvised weapons.", + "When making a ranged attack with an improvised weapon, you can use your choice of your Strength or your Dexterity modifier for the attack and damage rolls.", + "As a bonus action, you can give yourself advantage on your next ranged attack roll on the current turn. You can use this bonus action only if you haven't taken reactions during this turn, and after you use the bonus action, you cannot take reactions until the start of your next turn." + ] + } + ], + "hasFluff": true + }, + { + "name": "The Art of Smoking", + "source": "TLotRR", + "page": 89, + "category": "VtMBr", + "prerequisite": [ + { + "culture": [ + "Men of Bree", + "Bree-Hobbit" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "expertise": [ + { + "pipe|TLotRR": true + } + ], + "entries": [ + "You have mastered the art of smoking pipe-weed, and you always carry your {@item pipe|TLotRR} with you, as well as a bag of tobacco, for using it grants you patience and clarity of mind.", + { + "type": "list", + "items": [ + "Your proficiency bonus is doubled for any ability check you make with {@item pipe|TLotRR|pipes}.", + "You can use your {@item pipe|TLotRR} to gain inspiration a number of times equal to your proficiency bonus, instead of once, before you need to finish a long rest." + ] + } + ], + "hasFluff": true + }, + { + "name": "The Language of Birds", + "source": "TLotRR", + "page": 83, + "category": "VtBar", + "prerequisite": [ + { + "culture": [ + "Barding" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis" + ], + "amount": 1 + } + } + ], + "entries": [ + "Stories told in the North say how Dalemen can become so wise as to comprehend the speech of birds, and so by understanding their song be forewarned of impending threats, or be able to spot a weakness in their enemies' defences.", + { + "type": "list", + "items": [ + "You can comprehend and verbally communicate with birds, and you can obtain a magical success on any Intelligence ({@skill Nature}) and Wisdom ({@skill Animal Handling}) check related to birds.", + "When you are outside and you make an ability check, attack roll, or saving throw, you can do so with advantage. You can use this virtue a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ], + "hasFluff": true + }, + { + "name": "Three is Company", + "source": "TLotRR", + "page": 87, + "category": "VtHob", + "prerequisite": [ + { + "culture": [ + "Hobbit" + ] + } + ], + "ability": [ + { + "cha": 1 + } + ], + "entries": [ + "The Wise say that it is sometimes best to trust to friendship than to great wisdom. This is particularly true for Hobbits, as everyone knows that it is hardly possible to separate them from their friends. You have given your trust to your fellow Company members, and a true friendship has grown from the bond unifying you.", + { + "type": "list", + "items": [ + "Increase the Fellowship rating of your Company by 1.", + "Whenever you or a companion you can see spend a Fellowship point, choose a number of companions (which can include yourself) who can see or hear you, up to your proficiency bonus. Each of those companions gains inspiration." + ] + } + ], + "hasFluff": true + }, + { + "name": "Tough as Old Tree-Roots", + "source": "TLotRR", + "page": 88, + "category": "VtHob", + "prerequisite": [ + { + "culture": [ + "Hobbit", + "Bree-Hobbit" + ] + } + ], + "ability": [ + { + "con": 1 + } + ], + "entries": [ + "They say that Hobbits are difficult to dismay or kill, and that they recover their health at a prodigious pace if allowed to enjoy some peace and quiet. You have discovered that you recover wonderfully from falls and bruises (at the cost of some considerable pain).", + { + "type": "list", + "items": [ + "When you would roll one or more Hit Dice to regain hit points, you instead use the highest number possible for each die." + ] + } + ], + "hasFluff": true + }, + { + "name": "Untameable Spirit", + "source": "TLotRR", + "page": 84, + "category": "VtDwa", + "prerequisite": [ + { + "culture": [ + "Dwarven" + ] + } + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis" + ], + "amount": 1 + } + } + ], + "conditionImmune": [ + "charmed" + ], + "entries": [ + "Dwarves were made from their beginning to resist any form of domination. You have strengthened your resolve against all but the most subtle of the weapons of the Enemy.", + { + "type": "list", + "items": [ + "You are immune to being {@condition charmed}.", + "You have advantage on Intelligence saving throws." + ] + } + ], + "hasFluff": true + }, + { + "name": "Virtue", + "source": "TLotRR", + "page": 68, + "category": "B10L", + "entries": [ + "You gain a common or cultural virtue of your choice (see {@book Chapter 4|TLotRR|3|Virtues})." + ], + "featProgression": [ + { + "name": "Virtue", + "category": [ + "VtCom", + "VtBar", + "VtDwa", + "VtElf", + "VtHob", + "VtMBr", + "VtNRg" + ], + "progression": { + "*": 1 + } + } + ] + }, + { + "name": "Ways of the Wild", + "source": "TLotRR", + "page": 91, + "category": "VtNRg", + "prerequisite": [ + { + "culture": [ + "Ranger of the North" + ] + } + ], + "ability": [ + { + "wis": 1 + } + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "explore|tlotrr", + "hunting|tlotrr", + "travel|tlotrr" + ] + } + } + ], + "entries": [ + "The Rangers of the North roam ceaselessly, hunting for wicked things and guarding all frontiers. For you the Wild has become as familiar as the road that leads home is familiar to Hobbits, and the land itself may reveal useful tidings.", + { + "type": "list", + "items": [ + "During a journey, you can take on multiple roles without penalties.", + "You gain proficiency in one of the following skills of your choice: {@skill Explore|TLotRR}, {@skill Hunting|TLotRR}, or {@skill Travel|TLotRR}. If you are already proficient in each of them, you add double your proficiency bonus to checks you make with one of them of your choice.", + "When you make a Wisdom check using a skill in which you are proficient, you can obtain a magical success. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest." + ] + } + ], + "hasFluff": true + }, + { + "name": "Weapon-Craft", + "source": "TLotRR", + "page": 66, + "category": "Craft", + "weaponProficiencies": [ + { + "choose": { + "fromFilter": "type=martial weapon;simple weapon|miscellaneous=mundane" + } + } + ], + "entries": [ + "Choose a type of weapon. You gain proficiency with this weapon if you don't already have it. When you attack with that type of weapon and the weapon is {@itemProperty F||finesse} or ranged, you can use your choice of your Intelligence, Wisdom, or Charisma modifier instead of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.", + "In addition, when you hit a creature with the chosen weapon, you can spend a craft slot to roll a number of additional weapon damage dice on the damage roll. The number of additional weapon damage dice is equal to your proficiency bonus." + ], + "hasFluff": true + }, + { + "name": "Wood-Craft", + "source": "TLotRR", + "page": 66, + "category": "Craft", + "entries": [ + "You are familiar with the difficulties encountered when crossing wild lands, and with the ways of overcoming them. You can make an Intelligence ({@skill Nature}) check in place of any Wisdom ({@skill Explore|TLotRR}) or Wisdom ({@skill Hunting|TLotRR}) check.", + "In addition, you can spend 1 hour and a craft slot to make an Intelligence ({@skill Nature}), Wisdom ({@skill Explore|TLotRR}), or Wisdom ({@skill Hunting|TLotRR}) check (your choice). The DC is determined by the terrain type the Company is currently traversing (as if a journey event was taking place there; see {@book Chapter 5|TLotRR|4|Event Resolution}). The check has disadvantage if it is autumn or winter. If you succeed, choose one of the following options:", + { + "type": "list", + "items": [ + "Choose a number of creatures equal to your check result minus the terrain DC (minimum 1), which can include yourself. For 1 hour, each of those creatures has a +5 bonus to its Dexterity ({@skill Stealth}) checks. When you reach 5th level, the bonus increases to +10. If you obtain a magical success, the creatures also leave behind no tracks or other traces of their passage for the duration.", + "Choose a number of creatures equal to your check result minus the terrain DC (minimum 1), which can include yourself. For 8 hours, each of those creatures has a +5 bonus to its passive Wisdom ({@skill Perception}) score. When you reach 5th level, the bonus increases to +10. If you obtain a magical success, the creatures also gain {@sense tremorsense|MM} out to a range of 60 feet for the duration.", + "You forage a number of pounds of food and gallons of water equal to your check result minus the terrain DC (minimum 1). The food lasts for 24 hours, or 48 hours when you reach 5th level. If you obtain a magical success, each pound of food foraged in this way also restores 1 hit point to the creature eating it during a short or long rest." + ] + } + ], + "hasFluff": true + } + ], + "featFluff": [ + { + "name": "Against the Unseen", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "I also will come,\" said Legolas, \"for I do not fear the Dead." + ] + } + ] + }, + { + "name": "Art of Disappearing", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "They possessed from the first the art of disappearing swiftly and silently, when large folk whom they do not wish to meet came blundering by..." + ], + "skipMarks": true + } + ] + }, + { + "name": "Baruk Khazâd!", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "\"Baruk Khazâd! Khazâd ai-mênu!\" An axe swung and swept back. Two Orcs fell headless. The rest fled." + ], + "skipMarks": true + } + ] + }, + { + "name": "Beast-Craft", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...and he has much lore of herbs and beasts, and birds are especially his friends." + ] + } + ] + }, + { + "name": "Brave at a Pinch", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "he is one of the best, one of the best\u2014as fierce as a dragon in a pinch." + ], + "skipMarks": true + } + ] + }, + { + "name": "Bree-Pony", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Bill the pony was with them, and as before he had a good deal of baggage, but he trotted along beside Sam and seemed well content." + ], + "skipMarks": true + } + ] + }, + { + "name": "Broken Spells", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...they spoke fragments of broken spells of opening..." + ], + "skipMarks": true + } + ] + }, + { + "name": "Dark for Dark Business", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "We like the dark,\" said the Dwarves. \"Dark for dark business! There are many hours before dawn." + ] + } + ] + }, + { + "name": "Deadly Archery", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...their small knives...would have been of no use against the arrows of the Elves that could hit a bird's eye in the dark." + ], + "skipMarks": true + } + ] + }, + { + "name": "Defiance", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Few had survived the turmoils of the Elder Days; but when the Kings returned again over the Great Sea they had found the Bree-men still there..." + ], + "skipMarks": true + } + ] + }, + { + "name": "Desperate Courage", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Are you still willing to help me?\" \"I am,\" said Mr. Butterbur. \"More than ever." + ], + "skipMarks": true + } + ] + }, + { + "name": "Dragon-Slayer", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "I am Bard, and by my hand was the dragon slain and your treasure delivered." + ] + } + ] + }, + { + "name": "Durin's Way", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "That was the beginning of the War of the Dwarves and the Orcs, which was long and deadly, and fought for the most part in deep places beneath the earth." + ], + "skipMarks": true + } + ] + }, + { + "name": "Dwarf-Friend", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Nowhere are there any men so friendly to us as the Men of Dale." + ] + } + ] + }, + { + "name": "Elbereth Gilthoniel!", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "\"Elbereth Gilthoniel!\" sighed Legolas as he looked up." + ], + "skipMarks": true + } + ] + }, + { + "name": "Elvish Spirit", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...he could sleep, if sleep it could be called by Men, resting his mind in the strange paths of elvish dreams, even as he walked open-eyed in the light of this world." + ], + "skipMarks": true + } + ] + }, + { + "name": "Endurance of the Ranger", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Hardy is the race of Elendil!" + ] + } + ] + }, + { + "name": "Fierce Shot", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "The great bow twanged...the arrow...smote and vanished, barb, shaft and feather..." + ], + "skipMarks": true + } + ] + }, + { + "name": "Foresight of their Kindred", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "And I say to you: if you pass the doors of Moria, beware!" + ] + } + ] + }, + { + "name": "Friendly and Familiar", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...they were more friendly and familiar with Hobbits, Dwarves, Elves, and other inhabitants of the world about them than was (or is) usual with Big People." + ], + "skipMarks": true + } + ] + }, + { + "name": "Gleam of Wrath", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "The Elves were the first to charge...Their spears and swords shone in the gloom with a gleam of chill flame, so deadly was the wrath of the hands that held them." + ], + "skipMarks": true + } + ] + }, + { + "name": "Hand-Craft", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "The lesser rings were only essays in the craft before it was full-grown, and to the Elven-smiths they were but trifles\u2013yet still to my mind dangerous for mortals..." + ] + } + ] + }, + { + "name": "Heir of Arnor", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Here is the ring of Barahir,\" he said, \"the token of our kinship from afar; and here also are the shards of Narsil." + ] + } + ] + }, + { + "name": "High Destiny", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Bard is not lost!\" he cried. \"He dived from Esgaroth, when the enemy was slain. I am Bard, of the line of Girion..." + ] + } + ] + }, + { + "name": "Leech-Craft", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Alas!\" he cried. \"It was this accursed knife that gave the wound. Few now have the skill in healing to match such evil weapons. But I will do what I can." + ] + } + ] + }, + { + "name": "Memory of Ancient Days", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "But it is not your own Shire,\" said Gildor. \"Others dwelt here before hobbits were; and others will dwell here again when hobbits are no more." + ], + "skipMarks": true + } + ] + }, + { + "name": "Royalty Revealed", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Aragorn threw back his cloak. The elven-sheath glittered as he grasped it, and the bright blade of Andúril shone like a sudden flame as he swept it out. \"Elendil!\" he cried." + ], + "skipMarks": true + } + ] + }, + { + "name": "Rune-Craft", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "These look like good blades...They were not made by any troll, nor by any smith among men in these parts and day; but when we can read the runes on them, we shall know more about them." + ] + } + ] + }, + { + "name": "Small Folk", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "For they are a little people, smaller than Dwarves..." + ], + "skipMarks": true + } + ] + }, + { + "name": "Song-Craft", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...for in these days men are slow to believe that a captain can be wise and learned in the scrolls of lore and song..." + ] + } + ] + }, + { + "name": "Speech-Craft", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...for their forefathers had learned the Sindarin tongue, and this they handed on to their children as a matter of lore, changing little with the passing of the years." + ] + } + ] + }, + { + "name": "Stone-Hard", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "They are a tough, thrawn race for the most part, secretive, laborious, retentive of the memory of injuries..." + ], + "skipMarks": true + } + ] + }, + { + "name": "Stout-Hearted", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "To the lineage of Gondor he added the fearless spirit of the Northmen..." + ], + "skipMarks": true + } + ] + }, + { + "name": "Strange as News from Bree", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Strange as News from Bree was still a saying in the Eastfarthing, descending from those days, when news from North, South, and East could be heard in the inn..." + ], + "skipMarks": true + } + ] + }, + { + "name": "Strength of Will", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "\"Does he feel no fear?\" muttered the Dwarf." + ], + "skipMarks": true + } + ] + }, + { + "name": "Sure at the Mark", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "They shot well with the bow, for they were keen-eyed and sure at the mark. Not only with bows and arrows." + ], + "skipMarks": true + } + ] + }, + { + "name": "The Art of Smoking", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "And certainly it was from Bree that the art of smoking the genuine weed spread in the recent centuries..." + ], + "skipMarks": true + } + ] + }, + { + "name": "The Language of Birds", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...he found he could understand its tongue, for he was of the race of Dale." + ], + "skipMarks": true + } + ] + }, + { + "name": "Three is Company", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "We hobbits ought to stick together, and we will. I shall go, unless they chain me up." + ], + "skipMarks": true + } + ] + }, + { + "name": "Tough as Old Tree-Roots", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "They are a remarkable race,\" said the Warden, nodding his head. \"Very tough in the fibre, I deem." + ] + } + ] + }, + { + "name": "Untameable Spirit", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Though they could be slain or broken, they could not be reduced to shadows enslaved to another will..." + ], + "skipMarks": true + } + ] + }, + { + "name": "Ways of the Wild", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Where sight fails the earth may bring us rumour,\" said Aragorn. \"The land must groan under their hated feet." + ] + } + ] + }, + { + "name": "Weapon-Craft", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...and though we still hold that a warrior should have more skills and knowledge than only the craft of weapons and slaying, we esteem a warrior, nonetheless, above men of other crafts." + ] + } + ] + }, + { + "name": "Wood-Craft", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Let us be thankful that they are not hunting us: for they use poisoned arrows, it is said, and they are woodcrafty beyond compare." + ] + } + ] + } + ], + "reward": [ + { + "name": "Curse of Vengeance", + "source": "TLotRR", + "page": 145, + "type": "Curse", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Spiteful:", + "entry": "You often repay real or imagined wrongs with vicious rudeness. Depending on the provocation, you may simply be very impolite, or downright insulting." + }, + { + "type": "item", + "name": "Brutal:", + "entry": "You react violently to provocations and show little restraint under most circumstances." + }, + { + "type": "item", + "name": "Cruel:", + "entry": "You don't care if your actions cause pain and suffering to others, and are needlessly savage with your enemies." + }, + { + "type": "item", + "name": "Murderous:", + "entry": "You become murderous when you start to consider killing as a perfectly natural way to achieve a goal or simply to make things go your way." + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Dragon-Sickness", + "source": "TLotRR", + "page": 145, + "type": "Curse", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Grasping:", + "entry": "If you become grasping, you seek to accumulate gold and precious items above all else, just for the sake of possessing them." + }, + { + "type": "item", + "name": "Mistrustful:", + "entry": "When your prized possessions start to weigh you down and become a treasure to be guarded, even the good advice of friends appears to mask dubious intentions." + }, + { + "type": "item", + "name": "Deceitful:", + "entry": "You feel no shame in misleading others with lies and stratagems, as long as your machinations further your ends and corrupted needs." + }, + { + "type": "item", + "name": "Thieving:", + "entry": "You have discovered that anything you desire can be yours\u2014you just have to take it. You have earned the right to take all you want when you sacrificed the love of your peers and your own self-respect." + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Lure of Power", + "source": "TLotRR", + "page": 145, + "type": "Curse", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Resentful:", + "entry": "You risk becoming bitter and angry with the people you ought to lead. You often feel that you risk your life for individuals that fail to see the wisdom of your words." + }, + { + "type": "item", + "name": "Arrogant:", + "entry": "You don't miss an opportunity to underline your own importance, often belittling your peers and companions." + }, + { + "type": "item", + "name": "Overconfident:", + "entry": "Overconfidence denotes overweening pride, a sentiment that blinds you to your own limits and weaknesses. You endeavour to do anything you set your mind upon, regardless of the consequences that might befall others." + }, + { + "type": "item", + "name": "Tyrannical:", + "entry": "You escalate your actions and desires to the level of a just cause. Your disregard for the lives of others is so profound that you go to any lengths to achieve your ends, regardless of the cost or methods employed to accomplish them. Any dissenting opinion is considered as utter betrayal." + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Lure of Secrets", + "source": "TLotRR", + "page": 145, + "type": "Curse", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Haughty:", + "entry": "You don't easily recognise the wisdom found in the words and actions of others, and tend to turn aside all advice and offers of help." + }, + { + "type": "item", + "name": "Scornful:", + "entry": "You treat the propositions of others with disdain, making use of every opportunity to mock them for their presumed inadequacy." + }, + { + "type": "item", + "name": "Scheming:", + "entry": "You keep your thoughts and intentions to yourself at all times, never giving advice and heeding only your own judgement. You might sometimes agree with the propositions of others, but only to be free to follow your own choices later." + }, + { + "type": "item", + "name": "Traitorous:", + "entry": "When you become traitorous you cannot be trusted to keep your word. You are ready to betray your own friends and allies, if it would turn to your advantage." + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Path of Despair", + "source": "TLotRR", + "page": 145, + "type": "Curse", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Troubled:", + "entry": "You feel a sense of disquiet that makes it hard for you to read a situation clearly and offer counsel to others." + }, + { + "type": "item", + "name": "Wavering:", + "entry": "Caution can be the enemy of action, and when you become wavering you cannot set your mind upon a choice quickly and effectively. You vacillate between the various options you see before you." + }, + { + "type": "item", + "name": "Guilt-ridden:", + "entries": [ + "The curse of those who defend others is to feel remorse when their actions go amiss, pushing you to refuse any daring course of action." + ] + }, + { + "type": "item", + "name": "Fearful:", + "entry": "When you become fearful you are so beset by worries and concerns that you cannot force yourself to risk doing anything that will potentially endanger yourself and those you care for." + } + ] + } + ], + "hasFluff": true + }, + { + "name": "Wandering-Madness", + "source": "TLotRR", + "page": 146, + "type": "Curse", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Idle:", + "entry": "It takes a lot to stir idle adventurers into action. You are easily distracted, and must be cajoled to fully participate in endeavours." + }, + { + "type": "item", + "name": "Forgetful:", + "entry": "Being forgetful indicates that you are often daydreaming and absent-minded, and find it difficult to remember even important things." + }, + { + "type": "item", + "name": "Uncaring:", + "entry": "When you become uncaring you lose touch with the world outside of yourself. You cannot bring yourself to feel compassion, and quickly lose interest in matters that do not concern you directly." + }, + { + "type": "item", + "name": "Cowardly:", + "entry": "You care only for your own safety under any circumstances, and will go to any lengths to save yourself when a threat arises." + } + ] + } + ], + "hasFluff": true + } + ], + "rewardFluff": [ + { + "name": "Curse of Vengeance", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "\"I wish I had Gandalf here! Curse him for his choice of you!...As for you, I will throw you to the rocks!\" he cried and lifted Bilbo in his arms." + ], + "skipMarks": true + } + ] + }, + { + "name": "Dragon-Sickness", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...he fell under the Dragon-sickness, and took most of the gold and fled with it, and died of starvation in the Waste, deserted by his companions." + ], + "skipMarks": true + } + ] + }, + { + "name": "Lure of Power", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "It is by our own folly that the Enemy will defeat us,\" cried Boromir. \"How it angers me! Fool! Obstinate fool! Running wilfully to death and ruining our cause." + ] + } + ] + }, + { + "name": "Lure of Secrets", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning." + ] + } + ] + }, + { + "name": "Path of Despair", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Now the Company is all in ruin. It is I that have failed. Vain was Gandalf's trust in me. What shall I do now?" + ] + } + ] + }, + { + "name": "Wandering-Madness", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "I feel I need a holiday, a very long holiday, as I have told you before. Probably a permanent holiday: I don't expect I shall return." + ] + } + ] + } + ], + "baseitem": [ + { + "name": "Ale or Mead, cup", + "source": "TLotRR", + "page": 71, + "type": "FD", + "rarity": "none", + "value": 1, + "currencyConversion": "M-E" + }, + { + "name": "Ale or Mead, jug", + "source": "TLotRR", + "page": 71, + "type": "FD", + "rarity": "none", + "value": 6, + "currencyConversion": "M-E" + }, + { + "name": "Axe", + "source": "TLotRR", + "page": 73, + "type": "M", + "rarity": "none", + "weight": 3, + "value": 50, + "currencyConversion": "M-E", + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "S", + "dmg2": "1d8", + "axe": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Battle Axe", + "source": "TLotRR", + "page": 73, + "type": "M", + "rarity": "none", + "weight": 4, + "value": 100, + "currencyConversion": "M-E", + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "axe": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Bowls", + "source": "TLotRR", + "page": 74, + "type": "GS", + "rarity": "none", + "weight": 8, + "value": 1, + "currencyConversion": "M-E" + }, + { + "name": "Bread, loaf", + "source": "TLotRR", + "page": 71, + "type": "FD", + "rarity": "none", + "value": 1, + "currencyConversion": "M-E" + }, + { + "name": "Cheese, hunk", + "source": "TLotRR", + "page": 71, + "type": "FD", + "rarity": "none", + "value": 5, + "currencyConversion": "M-E" + }, + { + "name": "Clarinet", + "source": "TLotRR", + "page": 74, + "type": "INS", + "rarity": "none", + "weight": 2, + "value": 120, + "currencyConversion": "M-E" + }, + { + "name": "Darts", + "source": "TLotRR", + "page": 74, + "type": "GS", + "rarity": "none", + "weight": 1.5, + "value": 3, + "currencyConversion": "M-E" + }, + { + "name": "Feast (per person)", + "source": "TLotRR", + "page": 71, + "type": "FD", + "rarity": "none", + "value": 100, + "currencyConversion": "M-E" + }, + { + "name": "Fiddle", + "source": "TLotRR", + "page": 74, + "type": "INS", + "rarity": "none", + "weight": 1, + "value": 250, + "currencyConversion": "M-E" + }, + { + "name": "Hammer", + "source": "TLotRR", + "page": 73, + "type": "M", + "rarity": "none", + "weight": 3, + "value": 20, + "currencyConversion": "M-E", + "weaponCategory": "simple", + "dmg1": "1d6", + "dmgType": "B", + "hammer": true, + "weapon": true + }, + { + "name": "Harp", + "source": "TLotRR", + "page": 74, + "type": "INS", + "rarity": "none", + "weight": 2, + "value": 300, + "currencyConversion": "M-E" + }, + { + "name": "Heavy Hammer", + "source": "TLotRR", + "page": 73, + "type": "M", + "rarity": "none", + "weight": 4, + "value": 100, + "currencyConversion": "M-E", + "weaponCategory": "martial", + "property": [ + "H", + "V" + ], + "dmg1": "1d8", + "dmgType": "B", + "dmg2": "1d10", + "hammer": true, + "weapon": true + }, + { + "name": "Herbalism Kit", + "source": "TLotRR", + "page": 74, + "type": "T", + "rarity": "none", + "weight": 3, + "value": 50, + "currencyConversion": "M-E", + "entries": [ + "This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.", + "If you are proficient with the herbalism kit, during each Fellowship Phase you can collect medicinal plants and use them to create a number of herbal remedies equal to your proficiency bonus, or twice as much if a feature lets you add double your proficiency bonus with the herbalism kit.", + "A remedy can be expended to gain advantage on an Intelligence ({@skill Medicine}) check, or it can be consumed as an action to gain advantage on saving throws against disease and poison for 1 hour." + ] + }, + { + "name": "Leather Corslet", + "source": "TLotRR", + "page": 72, + "type": "LA", + "rarity": "none", + "weight": 10, + "value": 450, + "currencyConversion": "M-E", + "ac": 12, + "dexterityMax": 3, + "armor": true, + "entries": [ + "A close-fitting shirt of hardened leather with long sleeves." + ] + }, + { + "name": "Leather Shirt", + "source": "TLotRR", + "page": 72, + "type": "LA", + "rarity": "none", + "weight": 8, + "value": 100, + "currencyConversion": "M-E", + "ac": 11, + "dexterityMax": 4, + "armor": true, + "entries": [ + "A lightweight garment of hardened leather, providing some protection to its wearer while allowing for great freedom of movement." + ] + }, + { + "name": "Long Sword", + "source": "TLotRR", + "page": 73, + "type": "M", + "rarity": "none", + "weight": 3, + "value": 200, + "currencyConversion": "M-E", + "weaponCategory": "martial", + "property": [ + "H", + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "sword": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Mattock", + "source": "TLotRR", + "page": 73, + "type": "M", + "rarity": "none", + "weight": 10, + "value": 100, + "currencyConversion": "M-E", + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "1d12", + "dmgType": "P", + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Meat, chunk", + "source": "TLotRR", + "page": 71, + "type": "FD", + "rarity": "none", + "value": 3, + "currencyConversion": "M-E" + }, + { + "name": "Pipe", + "source": "TLotRR", + "page": 74, + "type": "T", + "rarity": "none", + "weight": 0.5, + "value": 10, + "currencyConversion": "M-E", + "entries": [ + "Pipes are made of clay or wood and used for inhaling the smoke of burning leaves of pipe-weed. A character that has proficiency with a pipe practises the art of smoking and likely has some skill at blowing smoke-rings. Smoking a pipe can aid you in efforts at introspection, and in friendly chatting with fellow practitioners of the art.", + "If you are proficient with pipes, you can spend one use of pipe-weed and at least one hour smoking your pipe to gain inspiration. You cannot use a pipe again in this way until you finish a long rest." + ] + }, + { + "name": "Pipe-weed, Longbottom Leaf (10 uses)", + "source": "TLotRR", + "page": 71, + "type": "FD", + "rarity": "none", + "value": 30, + "currencyConversion": "M-E" + }, + { + "name": "Pipe-weed, Old Toby (10 uses)", + "source": "TLotRR", + "page": 71, + "type": "FD", + "rarity": "none", + "value": 20, + "currencyConversion": "M-E" + }, + { + "name": "Pipe-weed, Southern Star (10 uses)", + "source": "TLotRR", + "page": 71, + "type": "FD", + "rarity": "none", + "value": 20, + "currencyConversion": "M-E" + }, + { + "name": "Pipe-weed, Southlinch (10 uses)", + "source": "TLotRR", + "page": 71, + "type": "FD", + "rarity": "none", + "value": 10, + "currencyConversion": "M-E" + }, + { + "name": "Pocket-Handkerchief", + "source": "TLotRR", + "page": 71, + "type": "G", + "rarity": "none", + "value": 1, + "currencyConversion": "M-E", + "entries": [ + "A handkerchief is typically a hemmed square of thin fabric which can be carried in the pocket." + ] + }, + { + "name": "Quoits", + "source": "TLotRR", + "page": 74, + "type": "GS", + "rarity": "none", + "weight": 4, + "value": 2, + "currencyConversion": "M-E" + }, + { + "name": "Rations, Cram", + "source": "TLotRR", + "page": 74, + "type": "G", + "rarity": "none", + "weight": 1, + "value": 10, + "currencyConversion": "M-E", + "entries": [ + "Cram is a biscuitish cake that keeps good indefinitely, made by the Bardings for long journeys. Albeit certainly not entertaining (and in fact, mostly a chewing exercise), it is doubtlessly sustaining and very nutritious: one pound of cram counts as two pounds of food.", + "If you are a {@race Barding|TlotRR} (or you have been taught the recipe by a {@race Barding|TlotRR}) and you are proficient with {@item cook's utensils|PHB}, during each Fellowship Phase you can prepare a number of cram rations equal to 5 times your proficiency bonus (10 times your proficiency bonus during a Yule Fellowship Phase), or twice as much if a feature lets you add double your proficiency bonus with {@item cook's utensils|PHB}." + ] + }, + { + "name": "Ring-Mail", + "source": "TLotRR", + "page": 72, + "type": "HA", + "rarity": "none", + "weight": 50, + "value": 500, + "currencyConversion": "M-E", + "ac": 15, + "armor": true, + "stealth": true, + "entries": [ + "This armour is leather armour with heavy rings sewn into it. The rings help reinforce the armour against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor." + ] + }, + { + "name": "Scale Armour", + "source": "TLotRR", + "page": 72, + "type": "MA", + "rarity": "none", + "weight": 40, + "value": 500, + "currencyConversion": "M-E", + "ac": 14, + "armor": true, + "stealth": true, + "entries": [ + "This armour consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets." + ] + }, + { + "name": "Staff", + "source": "TLotRR", + "page": 73, + "type": "M", + "rarity": "none", + "weight": 2, + "value": 2, + "currencyConversion": "M-E", + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d4", + "dmgType": "B", + "dmg2": "1d6", + "staff": true, + "weapon": true + }, + { + "name": "Summer Smoke Ring Festival Pipe", + "source": "TLotRR", + "page": 189, + "type": "T", + "rarity": "unknown", + "weight": 0.5, + "value": 100, + "currencyConversion": "M-E", + "entries": [ + "An elegantly crafted pipe inlaid with silver accents and a pearl stem. The pipe is worth 1 gold piece and grants advantage on ability checks using it.", + "Pipes are made of clay or wood and used for inhaling the smoke of burning leaves of pipe-weed. A character that has proficiency with a pipe practises the art of smoking and likely has some skill at blowing smoke-rings. Smoking a pipe can aid you in efforts at introspection, and in friendly chatting with fellow practitioners of the art.", + "If you are proficient with pipes, you can spend one use of pipe-weed and at least one hour smoking your pipe to gain inspiration. You cannot use a pipe again in this way until you finish a long rest." + ] + }, + { + "name": "Sword", + "source": "TLotRR", + "page": 73, + "type": "M", + "rarity": "none", + "weight": 2, + "value": 150, + "currencyConversion": "M-E", + "weaponCategory": "martial", + "property": [ + "F", + "V" + ], + "dmg1": "1d6", + "dmgType": "S", + "dmg2": "1d8", + "sword": true, + "weapon": true, + "hasFluffImages": true + }, + { + "name": "Trumpet", + "source": "TLotRR", + "page": 74, + "type": "INS", + "rarity": "none", + "weight": 2, + "value": 350, + "currencyConversion": "M-E" + }, + { + "name": "Wine, bottle (Elven or Dorwinion)", + "source": "TLotRR", + "page": 71, + "type": "FD", + "rarity": "none", + "value": 100, + "currencyConversion": "M-E" + }, + { + "name": "Wine, cup", + "source": "TLotRR", + "page": 71, + "type": "FD", + "rarity": "none", + "value": 2, + "currencyConversion": "M-E" + }, + { + "name": "Wine, cup (Elven or Dorwinion)", + "source": "TLotRR", + "page": 71, + "type": "FD", + "rarity": "none", + "value": 20, + "currencyConversion": "M-E" + } + ], + "item": [ + { + "name": "Mithril Mail-shirt", + "source": "TLotRR", + "page": 134, + "baseItem": "chain shirt|phb", + "type": "MA", + "rarity": "unknown (magic)", + "weight": 10, + "ac": 14, + "dexterityMax": 4, + "grantsProficiency": true, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Dwarven|TLotRR|6|2. Determine Craftsmanship}" + } + ] + }, + "A Mithril {@item Chain Shirt|PHB|mail-shirt} is half its normal weight, and can be worn under normal clothes. When you are wearing it, your base Armour Class is 14 + your Dexterity modifier (max 4), and you are considered proficient with it if you have proficiency with light armour." + ] + } + ], + "magicvariant": [ + { + "name": "Ancient Close Fitting Armour", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "namePrefix": "Ancient Close Fitting ", + "source": "TLotRR", + "page": 133, + "rarity": "unknown (magic)", + "bonusAc": "+1", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Elven, Dwarven|TLotRR|6|2. Determine Craftsmanship}" + } + ] + }, + "You have a {=bonusAc} bonus to AC while wearing this armour. While you're wearing it, any critical hit against you becomes a normal hit." + ] + } + }, + { + "name": "Ancient Cunning Make Armour", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "namePrefix": "Ancient Cunning Make ", + "source": "TLotRR", + "page": 133, + "rarity": "unknown (magic)", + "weightMult": 0.5, + "dexterityMax": 3, + "bonusAc": "+1", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Elven, Dwarven|TLotRR|6|2. Determine Craftsmanship}" + } + ] + }, + "You have a {=bonusAc} bonus to AC while wearing this armour. This armour is half the normal weight. If it normally imposes disadvantage on fatigue saving throws, this version doesn't. Otherwise, the maximum Dexterity modifier you can add to your AC when you wear it increases by 1." + ] + } + }, + { + "name": "Archet Hunting Bow", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "bow": true + } + ], + "inherits": { + "namePrefix": "Archet Hunting ", + "source": "TLotRR", + "page": 190, + "rarity": "unknown (magic)", + "entries": [ + "When making a weapon attack roll with an Archet hunting bow, you can use your Wisdom modifier instead of your Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. In addition, when you score a critical hit with an Archet hunting bow, you can roll one additional weapon damage die and add it to the extra damage." + ] + }, + "hasFluff": true + }, + { + "name": "Biting Dart Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "type": "R" + }, + { + "type": "R|XPHB" + } + ], + "inherits": { + "namePrefix": "Biting Dart ", + "source": "TLotRR", + "page": 133, + "rarity": "unknown (magic)", + "bonusWeapon": "+1", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Elven|TLotRR|6|2. Determine Craftsmanship}" + }, + { + "type": "item", + "name": "Special:", + "entry": "{@book Bane|TLotRR|6|3. Select Banes}" + } + ] + }, + "You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. If you hit a bane creature using this weapon, it also has disadvantage on attack rolls until the end of your next turn." + ] + } + }, + { + "name": "Cleaving Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "type": "M" + }, + { + "type": "M|XPHB" + } + ], + "inherits": { + "namePrefix": "Cleaving ", + "source": "TLotRR", + "page": 133, + "rarity": "unknown (magic)", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Any|TLotRR|6|2. Determine Craftsmanship}" + } + ] + }, + "You can make one melee attack with this magic weapon as a bonus action on each of your turns." + ] + } + }, + { + "name": "Close-fitting Armour", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "namePrefix": "Close-fitting ", + "source": "TLotRR", + "page": 79, + "rarity": "unknown (magic)", + "entries": [ + "A skilful smith has made this armour more difficult to overcome with critical hits. While you're wearing it, any critical hit against you becomes a normal hit." + ] + } + }, + { + "name": "Cunning-make Armour", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "namePrefix": "Cunning-make ", + "source": "TLotRR", + "page": 79, + "rarity": "unknown (magic)", + "weightMult": 0.5, + "dexterityMax": 3, + "stealth": false, + "entries": [ + "A skilled craftsman has made this armour lighter or less cumbersome than its lesser counterparts. The armour is half the normal weight. If it normally imposes disadvantage on fatigue saving throws, this version doesn't. Otherwise, the maximum Dexterity modifier you can add to your AC when you wear it increases by 1." + ] + } + }, + { + "name": "Fell Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + }, + { + "type": "A" + }, + { + "type": "A|XPHB" + } + ], + "excludes": { + "property": [ + "A", + "A|XPHB" + ] + }, + "inherits": { + "namePrefix": "Fell ", + "source": "TLotRR", + "page": 79, + "rarity": "unknown (magic)", + "entries": [ + "Hard and straight, a critical hit from this weapon is more dangerous. When you score a critical hit with this weapon, you can roll two additional weapon damage dice and add them to the extra damage.", + "You cannot apply this reward to a weapon that has the {@itemProperty A|PHB|ammunition} property, but you can apply it to one piece of ammunition instead, that you can choose to expend after you roll the die for the attack roll, but before the Loremaster tells you whether you hit or miss. You can always recover this piece of ammunition at the end of a battle." + ] + } + }, + { + "name": "Flame of Hope Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "type": "M" + }, + { + "type": "M|XPHB" + } + ], + "inherits": { + "namePrefix": "Flame of Hope ", + "source": "TLotRR", + "page": 133, + "rarity": "unknown (magic)", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Dwarven|TLotRR|6|2. Determine Craftsmanship}" + } + ] + }, + "While you hold this magic weapon drawn, it creates an aura in a 10-foot radius around you. Whenever you or a friendly creature in the aura must make a saving throw during combat, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1)." + ] + } + }, + { + "name": "Foe-Slaying Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "Foe-Slaying ", + "source": "TLotRR", + "page": 134, + "rarity": "unknown (magic)", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Elven, Númenórean|TLotRR|6|2. Determine Craftsmanship}" + }, + { + "type": "item", + "name": "Special:", + "entry": "{@book Bane|TLotRR|6|3. Select Banes}" + } + ] + }, + "When you hit a bane creature with this magic weapon, you can roll one additional weapon damage die, or two additional dice if it is of Elven craftsmanship." + ] + } + }, + { + "name": "Gleam of Terror Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "type": "M" + }, + { + "type": "M|XPHB" + } + ], + "inherits": { + "namePrefix": "Gleam of Terror ", + "source": "TLotRR", + "page": 134, + "rarity": "unknown (magic)", + "bonusWeapon": "+1", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Dwarven|TLotRR|6|2. Determine Craftsmanship}" + } + ] + }, + "You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. As a bonus action, you can cause the weapon emit dim light in a radius equal to its reach until the start of your next turn. The light is sunlight. While the weapon gleams, it also deals radiant damage instead of its normal type." + ] + } + }, + { + "name": "Grievous Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "Grievous ", + "source": "TLotRR", + "page": 79, + "rarity": "unknown (magic)", + "bonusWeaponDamage": "+1", + "entries": [ + "The weapon is strong and heavy, inflicting more harm on its targets. You gain a {=bonusWeaponDamage} bonus to damage rolls with this weapon." + ] + } + }, + { + "name": "Hammering Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "type": "M" + }, + { + "type": "M|XPHB" + } + ], + "inherits": { + "namePrefix": "Hammering ", + "source": "TLotRR", + "page": 134, + "rarity": "unknown (magic)", + "bonusWeapon": "+1", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book any|TLotRR|6|2. Determine Craftsmanship}" + } + ] + }, + "You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. In addition, when you hit a creature with it, the creature must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or fall {@condition prone}." + ] + } + }, + { + "name": "Hollow Steel Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "type": "R" + }, + { + "type": "R|XPHB" + } + ], + "inherits": { + "namePrefix": "Hollow Steel ", + "source": "TLotRR", + "page": 134, + "rarity": "unknown (magic)", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Númenórean|TLotRR|6|2. Determine Craftsmanship}" + }, + { + "type": "item", + "name": "Special:", + "entry": "no {@book Bane|TLotRR|6|3. Select Banes} required" + } + ] + }, + "You can make one ranged attack with this magic weapon as a bonus action on each of your turns." + ] + } + }, + { + "name": "Keen Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "Keen ", + "source": "TLotRR", + "page": 79, + "rarity": "unknown (magic)", + "entries": [ + "Sharp or better-balanced, this weapon is now more likely to produce a critical hit when hitting its target. Attacks using this weapon score a critical hit on a roll of 19\u201320.", + { + "type": "inset", + "page": 79, + "name": "Keen Weapons Using The One Ring Dice", + "entries": [ + "If you are using a set of {@i The One Ring} Success Dice, a Keen weapon scores a critical hit also when the dice show two or more 5 results, or three 5 results if you have disadvantage on the roll. A {@item Superior Keen weapon|TLotRR} additionally scores a critical hit against bane creatures when the dice show two or more 4 results, or three 4 results if you have disadvantage." + ] + } + ] + } + }, + { + "name": "Luminescence Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "type": "M" + }, + { + "type": "M|XPHB" + } + ], + "inherits": { + "namePrefix": "Luminescence ", + "source": "TLotRR", + "page": 134, + "rarity": "unknown (magic)", + "bonusWeapon": "+1", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Elven|TLotRR|6|2. Determine Craftsmanship}" + }, + { + "type": "item", + "name": "Special:", + "entry": "{@book Bane|TLotRR|6|3. Select Banes}" + } + ] + }, + "You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. The weapon glows with a pale, cold light when a bane creature is within 500 feet of it, shedding dim light in a radius equal to its reach. While the weapon is glowing, you and any of your companions within 30 feet of you that can see you cannot be {@status surprised} by these creatures, and have advantage on initiative rolls." + ] + } + }, + { + "name": "Reinforced Shield (*)", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "type": "S" + }, + { + "type": "S|XPHB" + } + ], + "entries": [ + "{@note * This generic variant has the same name and source as the item {@item reinforced shield|TLotRR}}.", + "The shield's structure is reinforced, possibly with a metal rim or a larger iron boss, letting its wearer parry blows with greater ease. While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC." + ], + "inherits": { + "namePrefix": "Reinforced ", + "source": "TLotRR", + "page": 79, + "rarity": "unknown (magic)", + "bonusAc": "+1", + "entries": [ + "The shield's structure is reinforced, possibly with a metal rim or a larger iron boss, letting its wearer parry blows with greater ease. While holding this shield, you have a {=bonusAc} bonus to AC. This bonus is in addition to the shield's normal bonus to AC." + ] + } + }, + { + "name": "Rune-Scored Armour", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "namePrefix": "Rune-Scored ", + "source": "TLotRR", + "page": 134, + "rarity": "unknown (magic)", + "bonusAc": "+1", + "bonusSavingThrow": "+1", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Dwarven|TLotRR|6|2. Determine Craftsmanship}" + } + ] + }, + "You gain a {=bonusAc} bonus to AC and saving throws while you wear this armour." + ] + } + }, + { + "name": "Rune-Scored Shield (*)", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "type": "S" + }, + { + "type": "S|XPHB" + } + ], + "entries": [ + "{@note * This generic variant has the same name and source as the item {@item rune-scored shield|TLotRR}}.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Dwarven|TLotRR|6|2. Determine Craftsmanship}" + } + ] + }, + "While holding this shield, you gain a +1 bonus to AC (in addition to the shield's normal bonus to AC) and saving throws." + ], + "inherits": { + "namePrefix": "Rune-Scored ", + "source": "TLotRR", + "page": 134, + "rarity": "unknown (magic)", + "bonusAc": "+1", + "bonusSavingThrow": "+1", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Dwarven|TLotRR|6|2. Determine Craftsmanship}" + } + ] + }, + "While holding this shield, you gain a {=bonusAc} bonus to AC (in addition to the shield's normal bonus to AC) and saving throws." + ] + } + }, + { + "name": "Rune-Scored Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "type": "M" + }, + { + "type": "M|XPHB" + } + ], + "inherits": { + "namePrefix": "Rune-Scored ", + "source": "TLotRR", + "rarity": "unknown (magic)", + "bonusWeapon": "+1", + "bonusSavingThrow": "+1", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Dwarven|TLotRR|6|2. Determine Craftsmanship}" + } + ] + }, + "You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a {=bonusSavingThrow} bonus to saving throws." + ] + } + }, + { + "name": "Straight Flight Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "type": "R" + }, + { + "type": "R|XPHB" + } + ], + "inherits": { + "namePrefix": "Straight Flight ", + "source": "TLotRR", + "page": 134, + "rarity": "unknown (magic)", + "bonusWeapon": "+1", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Any|TLotRR|6|2. Determine Craftsmanship}" + } + ] + }, + "You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. When you make a ranged attack roll with this magic weapon, your target gains no benefit from cover, other than {@book total cover|PHB|9|Cover}, and you suffer no disadvantage due to long range." + ] + } + }, + { + "name": "Superior Fell Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + }, + { + "type": "A" + }, + { + "type": "A|XPHB" + } + ], + "inherits": { + "namePrefix": "Superior Fell ", + "source": "TLotRR", + "page": 133, + "rarity": "unknown (magic)", + "bonusWeapon": "+1", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Elven, Númenórean|TLotRR|6|2. Determine Craftsmanship}" + }, + { + "type": "item", + "name": "Special:", + "entry": "{@book Bane|TLotRR|6|3. Select Banes} (if Númenórean)" + } + ] + }, + "You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. In addition, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with this weapon. This increases to three additional dice if it is of Elven craftsmanship, or to four additional dice against bane creatures (if Númenórean).", + "You cannot apply this enchanted reward to a weapon that has the {@itemProperty AF|DMG|ammunition} property, but you can apply it to one piece of ammunition instead, in the same way as Fell (see {@book Chapter 4|TLotRR|3|Fell (Weapon)})." + ] + } + }, + { + "name": "Superior Grievous Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "Superior Grievous ", + "source": "TLotRR", + "page": 133, + "rarity": "unknown (magic)", + "bonusWeapon": "+1", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Dwarven, Númenórean|TLotRR|6|2. Determine Craftsmanship}" + }, + { + "type": "item", + "name": "Special:", + "entry": "{@book Bane|TLotRR|6|3. Select Banes} (if Númenórean)" + } + ] + }, + "You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. The bonus to damage rolls increases to +2 if it is of Dwarven craftsmanship, or to +3 against bane creatures (if Númenórean)." + ] + } + }, + { + "name": "Superior Keen Weapon", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "Superior Keen ", + "source": "TLotRR", + "page": 133, + "rarity": "unknown (magic)", + "bonusWeapon": "+1", + "critThreshold": 19, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Dwarven, Elven|TLotRR|6|2. Determine Craftsmanship}" + }, + { + "type": "item", + "name": "Special:", + "entry": "{@book Bane|TLotRR|6|3. Select Banes} (if Elven)" + } + ] + }, + "You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. In addition, attacks using this weapon score a critical hit on a roll of 19\u201320, or 18\u201320 against bane creatures (if Elven)." + ] + } + }, + { + "name": "Superior Reinforced Shield (*)", + "edition": "classic", + "type": "GV|DMG", + "requires": [ + { + "type": "S" + }, + { + "type": "S|XPHB" + } + ], + "entries": [ + "{@note * This generic variant has the same name and source as the item {@item superior reinforced shield|TLotRR}}.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Any|TLotRR|6|2. Determine Craftsmanship}" + }, + { + "type": "item", + "name": "Special:", + "entry": "{@book Bane|TLotRR|6|3. Select Banes} (if Númenórean)" + } + ] + }, + "While holding this shield, you have a +1 bonus to AC. The bonus increases to +2 if the shield is of Dwarven or Elven craftsmanship, or to +3 against attacks from bane creatures (if Númenórean). This bonus is in addition to the shield's normal bonus to AC." + ], + "inherits": { + "namePrefix": "Superior Reinforced ", + "source": "TLotRR", + "page": 133, + "rarity": "unknown (magic)", + "bonusAc": "+1", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Craftsmanship:", + "entry": "{@book Any|TLotRR|6|2. Determine Craftsmanship}" + }, + { + "type": "item", + "name": "Special:", + "entry": "{@book Bane|TLotRR|6|3. Select Banes} (if Númenórean)" + } + ] + }, + "While holding this shield, you have a {=bonusAc} bonus to AC. The bonus increases to +2 if the shield is of Dwarven or Elven craftsmanship, or to +3 against attacks from bane creatures (if Númenórean). This bonus is in addition to the shield's normal bonus to AC." + ] + } + } + ], + "itemFluff": [ + { + "name": "Archet Hunting Bow", + "source": "TLotRR", + "entries": [ + "Purchasing a famed Archet hunting bow is not a matter of simply paying the right price. Player-heroes wishing to acquire a bow will need to both prove themselves worthy and perform some great deed of service to the people of Archet. For example, a Player-hero may address some danger in the {@book Chetwood|TLotRR|8|The Chetwood} or the {@book Weather Hills|TLotRR|8|The Weather Hills}, protecting a group of woodsmen who have encountered some trouble while felling trees in the forest, or anything else the Loremaster deems appropriate to their campaign.", + "Once a Player-hero has proven worthy, they must then demonstrate that they are a skilled archer by spending three days on a solitary hunt in the Chetwood, and returning with a buck of no less than ten points (a {@dc 20} Wisdom ({@skill Hunting|TLotRR}) check; the Player-hero can make two rolls each day, and has three days to complete the task).", + "After completing this, the Player-hero can choose the Archet hunting bow as their next reward, or replace one of their rewards with it." + ] + }, + { + "name": "Axe", + "source": "TLotRR", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/035-02-23.weapons1.webp" + }, + "title": "Left: Dagger, Sword, Long Sword; Right: Axe, Battle Axe, Great Axe", + "width": 1700, + "height": 641 + } + ] + }, + { + "name": "Battle Axe", + "source": "TLotRR", + "_copy": { + "name": "Axe", + "source": "TLotRR" + } + }, + { + "name": "Long Sword", + "source": "TLotRR", + "_copy": { + "name": "Axe", + "source": "TLotRR" + } + }, + { + "name": "Mattock", + "source": "TLotRR", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/036-02-24.weapons2.webp" + }, + "title": "Left: Short Spear, Great Spear, Mattock; Right: Bow, Great Bow", + "width": 1700, + "height": 619 + } + ] + }, + { + "name": "Sword", + "source": "TLotRR", + "_copy": { + "name": "Axe", + "source": "TLotRR", + "_mod": { + "images": { + "mode": "prependArr", + "items": { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/067-06-08.sword.webp" + }, + "title": "Sword", + "width": 850, + "height": 156 + } + } + } + } + } + ], + "language": [ + { + "name": "Adûnaic", + "source": "TLotRR", + "page": 201, + "type": "rare", + "typicalSpeakers": [ + "Númenóreans" + ], + "entries": [ + "The Númenórean language, spoken by the Men of Númenor during the Second Age." + ] + }, + { + "name": "Black Speech", + "source": "TLotRR", + "page": 158, + "type": "rare", + "typicalSpeakers": [ + "Wights", + "Wraiths", + "The Wight-King" + ], + "entries": [ + "Created by Sauron to be the sole language of all the servants of Mordor, replacing the many different varieties of {@language Orkish|TLotRR} and other languages used by his servants" + ] + }, + { + "name": "Dalish", + "source": "TLotRR", + "page": 28, + "type": "standard", + "typicalSpeakers": [ + "{@race Barding|TLotRR|Bardings}", + "{@race Dwarf (Erebor)|TLotRR|Dwarves of Erebor}" + ], + "script": "Common", + "entries": [ + "A very old form of the {@language Westron|TLotRR|Common Speech}." + ] + }, + { + "name": "Dunlendish", + "source": "TLotRR", + "page": 149, + "type": "standard", + "typicalSpeakers": [ + "Southerners", + "Dunlendings" + ], + "entries": [ + "The Dunland Tongue." + ] + }, + { + "name": "Khuzdul", + "source": "TLotRR", + "page": 32, + "type": "secret", + "typicalSpeakers": [ + "{@race Dwarf|TLotRR|Dwarves}" + ], + "script": "Dwarvish", + "entries": [ + "The secret language of the Dwarves." + ] + }, + { + "name": "Orkish", + "source": "TLotRR", + "page": 151, + "type": "standard", + "typicalSpeakers": [ + "Orcs" + ], + "entries": [ + { + "type": "quote", + "entries": [ + "A general term for the jumble of languages used by the Orcs, composed from corrupted borrowings from other languages of Middle-earth." + ], + "from": "The Lord of the Rings, Appendix F - The Languages and Peoples of the Third Age" + } + ] + }, + { + "name": "Quenya", + "source": "TLotRR", + "page": 65, + "type": "rare", + "typicalSpeakers": [ + "{@race Elf|TLotRR|Elves}", + "{@feat Speech-Craft|TLotRR|Speech-Crafters}" + ], + "script": "Elven", + "entries": [ + "The Ancient elven tongue." + ] + }, + { + "name": "Sindarin", + "source": "TLotRR", + "page": 34, + "type": "standard", + "typicalSpeakers": [ + "{@race Elf|TLotRR|Elves}", + "{@race Ranger of the North|TLotRR|Rangers of the North}" + ], + "script": "Elven", + "entries": [ + "The Grey-elven tongue." + ] + }, + { + "name": "Warg-speech", + "source": "TLotRR", + "page": 162, + "type": "rare", + "typicalSpeakers": [ + "Wargs", + "Werewolves", + "Gandalf" + ], + "entries": [ + "While not much is known about this language, it is described as queer, sounding \"like animal noises turned into talk\"." + ] + }, + { + "name": "Westron", + "source": "TLotRR", + "page": 27, + "type": "standard", + "typicalSpeakers": [ + "{@race Barding|TLotRR|Bardings}", + "{@race Dwarf|TLotRR|Dwarves}", + "{@race Elf|TLotRR|Elves}", + "{@race Hobbit|TLotRR|Hobbits}", + "{@race Man of Bree|TLotRR|Men of Bree}", + "{@race Ranger of the North|TLotRR|Rangers of the North}", + "Evil Men", + "Orcs", + "Stone Trolls", + "Wights", + "Wraiths" + ], + "script": "Common", + "entries": [ + "Different languages can provide intriguing roleplaying opportunities, if the Loremaster and the players are interested. This shouldn't get in the way of the fun, however. While Tolkien used the linguistic differences among the various realms of Middle-earth to good narrative effect, he also found it simpler to avoid steep cultural barriers and gave most ethnic groups (even Orcs and other more fantastical creatures, like Ents) at least a passing knowledge of what constituted a 'lingua franca,' the so-called Common Speech, or Westron. This allows players who don't want to deal with the complex relations between the various peoples and their languages to ignore the entire subject altogether without damaging the setting. But if you are willing to explore this angle, it is certainly worth investigating." + ] + } + ], + "monster": [ + { + "name": "Adelard Took", + "isNamedCreature": true, + "source": "TLotRR", + "page": 189, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "hobbit" + ] + }, + "int": 10, + "wis": 10, + "cha": 14, + "tool": { + "pipe|tlotrr": "+6" + }, + "passive": 10, + "languages": [ + "Westron" + ], + "trait": [ + { + "name": "Occupation", + "entries": [ + "Champion Smoker" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Bold, Honourable" + ] + } + ], + "hasFluff": true + }, + { + "name": "Arin", + "isNamedCreature": true, + "source": "TLotRR", + "page": 182, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "dúnadan" + ] + }, + "ac": [ + { + "ac": 15, + "from": [ + "{@item Chain Shirt|PHB|mail-shirt}" + ] + } + ], + "hp": { + "average": 52, + "formula": "8d8 + 16" + }, + "speed": { + "walk": 35 + }, + "str": 16, + "dex": 14, + "con": 14, + "int": 10, + "wis": 14, + "cha": 9, + "save": { + "con": "+4", + "cha": "+3" + }, + "skill": { + "athletics": "+5", + "intimidation": "+1", + "perception": "+6", + "stealth": "+4", + "special": "{@skill Explore|TLotRR} {@skillCheck explore 6}, {@skill Hunting|TLotRR} {@skillCheck hunting 6}, {@skill Travel|TLotRR} {@skillCheck travel 6}" + }, + "passive": 16, + "languages": [ + "Sindarin", + "Westron" + ], + "cr": "2", + "trait": [ + { + "name": "Strength of Will", + "entries": [ + "Arin has advantage on saving throws against being {@condition frightened}, and she gains a bonus to these saving throws equal to her Wisdom modifier." + ] + }, + { + "name": "Occupation", + "entries": [ + "Ranger" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Faithful, Fair-spoken" + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Arin makes two melee attacks, or one melee attack and one ranged attack." + ] + }, + { + "name": "Long Sword", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@dice 1d10 + 3}) if used with two hands to make a melee attack." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack." + ] + } + ], + "reaction": [ + { + "name": "Parry", + "entries": [ + "Arin adds 2 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon." + ] + } + ], + "attachedItems": [ + "long sword|tlotrr", + "spear|phb" + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true + }, + { + "name": "Ash", + "isNamedCreature": true, + "source": "TLotRR", + "page": 200, + "_copy": { + "name": "Wolf-chieftain", + "source": "TLotRR", + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "(the|a) wolf-chieftain", + "with": "Ash", + "flags": "i" + } + } + }, + "hasFluff": true + }, + { + "name": "Balin, Son of Fundin", + "isNamedCreature": true, + "source": "TLotRR", + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "dwarf" + ] + }, + "languages": [ + "Khuzdul", + "Westron" + ], + "trait": [ + { + "name": "Occupation", + "entries": [ + "Adventurer, Envoy" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Eager, Honourable" + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/tokens/Balin, Son of Fundin.webp" + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Barnabas Butterbur", + "alias": [ + "Barliman" + ], + "isNamedCreature": true, + "source": "TLotRR", + "page": 124, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "man of bree" + ] + }, + "int": 10, + "wis": 14, + "cha": 12, + "skill": { + "insight": "+6", + "investigation": "+2", + "perception": "+3" + }, + "tool": { + "brewer's supplies": "+4" + }, + "passive": 12, + "languages": [ + "Westron" + ], + "trait": [ + { + "name": "Occupation", + "entries": [ + "Innkeeper" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Patient, Rustic" + ] + } + ], + "hasFluff": true + }, + { + "name": "Barrow-wight", + "source": "TLotRR", + "page": 158, + "size": [ + "M" + ], + "type": "undead", + "ac": [ + { + "ac": 15, + "from": [ + "{@item ring-mail|TLotRR}" + ] + } + ], + "hp": { + "average": 45, + "formula": "6d8 + 18" + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 10, + "con": 16, + "int": 10, + "wis": 14, + "cha": 16, + "skill": { + "intimidation": "+5", + "stealth": "+2" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 12, + "resist": [ + "cold", + "necrotic", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "poisoned" + ], + "languages": [ + "Black Speech", + "Westron" + ], + "cr": "3", + "trait": [ + { + "name": "Deathless", + "entries": [ + "If damage reduces the Barrow-wight to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant, from a critical hit, or from a weapon enchanted with spells for the {@book Bane|TLotRR|6|3. Select Banes} of the Undead. On a success, the Barrow-wight drops to 1 hit point instead." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the Barrow-wight has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Barrow-wight can use its Strike Fear or its Wight Song. It then makes two long sword attacks. It can use its icy touch in place of one long sword attack." + ] + }, + { + "name": "Long Sword", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands." + ] + }, + { + "name": "Icy Touch", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) necrotic damage, and the target must make a {@dc 13} Constitution saving throw, taking 5 ({@damage 1d10}) necrotic damage on a failed save." + ] + }, + { + "name": "Strike Fear", + "entries": [ + "Each non-undead creature of the Barrow-wight's choice that is within 60 feet of the Barrow-wight and aware of it gains 1 Shadow point from Dread, resisted by a {@dc 13} Charisma saving throw. On a failed save, a target becomes {@condition frightened} for 1 minute. If the save fails by 5 or more, the target is also {@condition stunned} while {@condition frightened} in this way. A creature can repeat the saving throw at the end of each of its turns, 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 the Barrow-wight's Strike Fear for the next 24 hours." + ] + }, + { + "name": "Wight Song", + "entries": [ + "The Barrow-wight chants a low, chilling song to subdue a creature other than an Elf or a Wizard within 30 feet of it that can hear it with the dark enchantment of its voice. The target gains 2 Shadow points from Sorcery, resisted by a {@dc 13} Intelligence saving throw. On a failed save, the target succumbs to a magical slumber, falling {@condition unconscious} for 1 minute or until it takes damage, or someone uses an action to shake it awake. If the save fails by 5 or more, the target is {@condition unconscious} for 1 hour instead and cannot be shaken awake. A creature that successfully saves against the effect is {@condition stunned} until the end of the Barrow-wight's next turn unless it succeeds by 5 or more, and is immune to the Barrow-wight's song for the next 24 hours." + ] + } + ], + "attachedItems": [ + "long sword|tlotrr" + ], + "traitTags": [ + "Sunlight Sensitivity" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "N", + "S" + ], + "miscTags": [ + "MLW", + "MW" + ], + "conditionInflict": [ + "frightened", + "stunned", + "unconscious" + ], + "savingThrowForced": [ + "charisma", + "constitution", + "intelligence" + ], + "hasFluff": true + }, + { + "name": "Beinion", + "isNamedCreature": true, + "source": "TLotRR", + "page": 182, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "dúnadan" + ] + }, + "ac": [ + { + "ac": 15, + "from": [ + "{@item Chain Shirt|PHB|mail-shirt}" + ] + } + ], + "hp": { + "average": 52, + "formula": "8d8 + 16" + }, + "speed": { + "walk": 35 + }, + "str": 16, + "dex": 14, + "con": 14, + "int": 10, + "wis": 14, + "cha": 9, + "save": { + "con": "+4", + "cha": "+3" + }, + "skill": { + "athletics": "+5", + "intimidation": "+1", + "perception": "+6", + "stealth": "+4", + "special": "{@skill Explore|TLotRR} {@skillCheck explore 6}, {@skill Hunting|TLotRR} {@skillCheck hunting 6}, {@skill Travel|TLotRR} {@skillCheck travel 6}" + }, + "passive": 16, + "languages": [ + "Sindarin", + "Westron" + ], + "cr": "2", + "trait": [ + { + "name": "Strength of Will", + "entries": [ + "Beinion has advantage on saving throws against being {@condition frightened}, and he gain a bonus to these saving throws equal to his Wisdom modifier." + ] + }, + { + "name": "Occupation", + "entries": [ + "Ranger" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Faithful, True-hearted" + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Beinion makes two melee attacks, or one melee attack and one ranged attack." + ] + }, + { + "name": "Long Sword", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@dice 1d10 + 3}) if used with two hands to make a melee attack." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack." + ] + } + ], + "reaction": [ + { + "name": "Parry", + "entries": [ + "Beinion adds 2 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon." + ] + } + ], + "attachedItems": [ + "long sword|tlotrr", + "spear|phb" + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true + }, + { + "name": "Bilbo Baggins", + "isNamedCreature": true, + "source": "TLotRR", + "size": [ + "S" + ], + "type": { + "type": "humanoid", + "tags": [ + "hobbit" + ] + }, + "languages": [ + "Westron" + ], + "trait": [ + { + "name": "Occupation", + "entries": [ + "Retired adventurer, Burglar" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Cunning, Fair-spoken" + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/tokens/Bilbo Baggins.webp" + }, + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Búrzgul", + "isNamedCreature": true, + "source": "TLotRR", + "page": 200, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "orc" + ] + }, + "ac": [ + { + "ac": 17, + "from": [ + "orc-mail", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 52, + "formula": "8d8 + 16" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 14, + "con": 14, + "int": 10, + "wis": 10, + "cha": 14, + "skill": { + "insight": "+2", + "intimidation": "+4" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 10, + "languages": [ + "Orkish", + "Westron" + ], + "cr": "3", + "trait": [ + { + "name": "Sneak Attack (1/Turn)", + "entries": [ + "Búrzgul deals an extra 10 ({@damage 3d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Búrzgul that isn't incapacitated and Búrzgul doesn't have disadvantage on the attack roll." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, Búrzgul has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Búrzgul makes two melee attacks, or one melee attack and one ranged attack." + ] + }, + { + "name": "Scimitar", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage." + ] + }, + { + "name": "Shield Bash", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage. If the target is Medium or smaller, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Yell of Triumph (Recharges after a Long Rest)", + "entries": [ + "Each creature of Búrzgul's choice that is within 30 feet of it and can hear it gain advantage on attack rolls and Charisma ({@skill Intimidation}) checks until the start of Búrzgul's next turn. Búrzgul can then make one attack as a bonus action." + ] + } + ], + "reaction": [ + { + "name": "Parry", + "entries": [ + "Búrzgul adds 2 to its AC against one melee attack that would hit it. To do so, Búrzgul must see the attacker and be wielding a melee weapon." + ] + } + ], + "attachedItems": [ + "scimitar|phb", + "spear|phb" + ], + "traitTags": [ + "Sneak Attack", + "Sunlight Sensitivity" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "damageTags": [ + "B", + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true + }, + { + "name": "Cave-troll Slinker", + "source": "TLotRR", + "page": 156, + "size": [ + "L" + ], + "type": "giant", + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 34, + "formula": "4d10 + 12" + }, + "speed": { + "walk": 40 + }, + "str": 17, + "dex": 10, + "con": 16, + "int": 5, + "wis": 9, + "cha": 7, + "save": { + "str": "+5", + "con": "+5" + }, + "skill": { + "intimidation": "+2", + "stealth": "+2" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": "9 (14 when relying on smell)", + "resist": [ + "poison", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "poisoned" + ], + "cr": "3", + "trait": [ + { + "name": "Hideous Toughness (Recharges after a Short or Long Rest)", + "entries": [ + "If the Cave-troll Slinker takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead." + ] + }, + { + "name": "Keen Smell", + "entries": [ + "The Cave-troll Slinker has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Cave-troll Slinker makes two melee attacks: one with its bite and one with its great club." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) piercing damage." + ] + }, + { + "name": "Great Club", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d8 + 3}) bludgeoning damage. If the target is Medium or smaller, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}." + ] + } + ], + "attachedItems": [ + "greatclub|phb" + ], + "traitTags": [ + "Keen Senses" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true + }, + { + "name": "Círdan the Shipwright", + "isNamedCreature": true, + "source": "TLotRR", + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "elf" + ] + }, + "languages": [ + "All" + ], + "trait": [ + { + "name": "Occupation", + "entries": [ + "Emissary, Lore-master" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Lordly, Patient" + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/tokens/Cirdan the Shipwright.webp" + }, + "languageTags": [ + "XX" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Fell Wraith", + "source": "TLotRR", + "page": 159, + "size": [ + "M" + ], + "type": "undead", + "ac": [ + 13 + ], + "hp": { + "average": 26, + "formula": "4d8 + 8" + }, + "speed": { + "walk": 0, + "fly": { + "number": 30, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 1, + "dex": 16, + "con": 14, + "int": 10, + "wis": 12, + "cha": 14, + "skill": { + "stealth": "+7" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 11, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from weapons that aren't enchanted with spells for the {@book Bane|TLotRR|6|3. Select Banes} of the undead", + "cond": true + } + ], + "immune": [ + "cold", + "necrotic", + "poison" + ], + "vulnerable": [ + "radiant" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "languages": [ + "Black Speech", + "Westron" + ], + "cr": "1", + "trait": [ + { + "name": "Deathless", + "entries": [ + "If damage reduces the Fell Wraith to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant, from a critical hit, or from a weapon enchanted with spells for the {@book Bane|TLotRR|6|3. Select Banes} of the Undead. On a success, the Fell Wraith drops to 1 hit point instead." + ] + }, + { + "name": "Sunlight Weakness", + "entries": [ + "While in sunlight, the Fell Wraith has disadvantage on attack rolls, ability checks, and saving throws." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Fell Wraith can use its Strike Fear. It then makes a melee attack." + ] + }, + { + "name": "Sword", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage, or 7 ({@damage 1d8 + 3}) slashing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Strike Fear", + "entries": [ + "Each non-undead creature of the Fell Wraith's choice that is within 60 feet of the Fell Wraith and aware of it gains 1 Shadow point from Dread, resisted by a {@dc 12} Charisma saving throw. On a failed save, a target becomes {@condition frightened} for 1 minute. If the save fails by 5 or more, the target is also {@condition stunned} while {@condition frightened} in this way. A creature can repeat the saving throw at the end of each of its turns, 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 the Fell Wraith's Strike Fear for the next 24 hours." + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/tokens/Fell Wraith.webp" + }, + "attachedItems": [ + "sword|tlotrr" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MLW", + "MW" + ], + "conditionInflict": [ + "frightened", + "stunned" + ], + "savingThrowForced": [ + "charisma" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Fitch Talltree", + "isNamedCreature": true, + "source": "TLotRR", + "page": 190, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "man of bree" + ] + }, + "ac": [ + { + "ac": 14, + "from": [ + "{@item hide armor|PHB}" + ] + } + ], + "hp": { + "average": 19, + "formula": "3d8 + 6" + }, + "speed": { + "walk": 30 + }, + "str": 12, + "dex": 14, + "con": 14, + "int": 10, + "wis": 16, + "cha": 9, + "save": { + "cha": "+1" + }, + "skill": { + "insight": "+5", + "intimidation": "+1", + "nature": "+4", + "perception": "+7", + "special": "{@skill Hunting|TLotRR} {@skillCheck hunting 7}" + }, + "passive": 17, + "languages": [ + "Westron" + ], + "cr": "1", + "trait": [ + { + "name": "Occupation", + "entries": [ + "Forester" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Fierce, Rustic" + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Fitch Talltree makes two melee attacks or two ranged attacks." + ] + }, + { + "name": "Archet Hunting Bow", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage. If Fitch Talltree scores a critical hit, he rolls damage dice three times, instead of twice." + ] + }, + { + "name": "Dagger", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage." + ] + } + ], + "bonus": [ + { + "name": "Defiance", + "entries": [ + "As a bonus action, Fitch Talltree can spend one Hit Die to heal himself." + ] + } + ], + "attachedItems": [ + "archet hunting shortbow|TLotRR", + "dagger|phb" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW" + ], + "hasFluff": true + }, + { + "name": "Footpad", + "source": "TLotRR", + "page": 149, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "evil man" + ] + }, + "ac": [ + { + "ac": 11, + "from": [ + "{@item leather shirt|TLotRR}" + ] + } + ], + "hp": { + "average": 11, + "formula": "2d8 + 2" + }, + "speed": { + "walk": 30 + }, + "str": 13, + "dex": 11, + "con": 12, + "int": 10, + "wis": 10, + "cha": 10, + "passive": 10, + "languages": [ + "Westron" + ], + "cr": "1/8", + "trait": [ + { + "name": "Gang Tactics", + "entries": [ + "The Footpad has advantage on an attack roll against a creature if at least one of the Footpad's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + } + ], + "action": [ + { + "name": "Great Club", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) bludgeoning damage." + ] + }, + { + "name": "Dagger", + "entries": [ + "{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage." + ] + } + ], + "attachedItems": [ + "dagger|phb" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true + }, + { + "name": "Gandalf the Grey", + "isNamedCreature": true, + "source": "TLotRR", + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "wizard" + ] + }, + "languages": [ + "All" + ], + "trait": [ + { + "name": "Occupation", + "entries": [ + "Adventurer, Wizard" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Bold, Cunning" + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/tokens/Gandalf the Grey.webp" + }, + "languageTags": [ + "XX" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Gilraen the Fair", + "isNamedCreature": true, + "source": "TLotRR", + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "dúnadan" + ] + }, + "languages": [ + "Sindarin", + "Westron" + ], + "trait": [ + { + "name": "Occupation", + "entries": [ + "Counsellor, Seer" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Grim, Wary" + ] + } + ], + "hasFluff": true + }, + { + "name": "Goblin Archer", + "source": "TLotRR", + "page": 152, + "size": [ + "S" + ], + "type": { + "type": "humanoid", + "tags": [ + "orc" + ] + }, + "ac": [ + { + "ac": 13, + "from": [ + "orc-leather" + ] + } + ], + "hp": { + "average": 9, + "formula": "2d6 + 2" + }, + "speed": { + "walk": 30 + }, + "str": 11, + "dex": 14, + "con": 12, + "int": 10, + "wis": 10, + "cha": 8, + "skill": { + "perception": "+2", + "stealth": "+6" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 12, + "languages": [ + "Orkish", + "Westron" + ], + "cr": "1/4", + "trait": [ + { + "name": "Nimble Escape", + "entries": [ + "The Goblin Archer can take the {@action Disengage} or {@action Hide} action as a bonus action on each of its turns." + ] + }, + { + "name": "Sneak Attack (1/Turn)", + "entries": [ + "The Goblin Archer deals an extra 3 ({@damage 1d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Goblin Archer that isn't incapacitated and the Goblin Archer doesn't have disadvantage on the attack roll." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the Goblin Archer has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Jagged Knife", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage." + ] + }, + { + "name": "Bow of Horn", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target cannot regain hit points and has disadvantage on death saving throws while {@condition poisoned} in this way." + ] + } + ], + "variant": [ + { + "type": "inset", + "name": "Hateful Orcs", + "source": "TLotRR", + "page": 151, + "entries": [ + "Some Orcs direct their spite towards some specific folk. To reflect this, the Loremaster may add to an Orc adversary the Hatred special trait.", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entries": [ + "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + ] + }, + "For example, the Orcs and Goblins of Goblin-town hate Dwarves, and will attack a Company that includes Dwarves with blind fury. The Orcs of Mount Gram fiercely hate all Hobbits instead, and will relentlessly attack a Company including any." + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/tokens/Goblin Archer.webp" + }, + "traitTags": [ + "Sneak Attack", + "Sunlight Sensitivity" + ], + "senseTags": [ + "SD" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true, + "_versions": [ + { + "name": "Goblin Archer (Hateful)", + "source": "TLotRR", + "_mod": { + "bonus": { + "mode": "appendArr", + "items": { + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entries": [ + "As a bonus action, the Goblin Archer can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + } + }, + "page": 151, + "variant": null + } + ] + }, + { + "name": "Goldberry", + "isNamedCreature": true, + "source": "TLotRR", + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "ranger" + ] + }, + "languages": [ + "All" + ], + "trait": [ + { + "name": "Occupation", + "entries": [ + "River-daughter" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Absent-minded, Fair-spoken" + ] + } + ], + "languageTags": [ + "XX" + ], + "hasFluff": true + }, + { + "name": "Great Cave-troll", + "source": "TLotRR", + "page": 155, + "size": [ + "L" + ], + "type": "giant", + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 105, + "formula": "10d10 + 50" + }, + "speed": { + "walk": 40 + }, + "str": 21, + "dex": 8, + "con": 20, + "int": 5, + "wis": 9, + "cha": 7, + "save": { + "str": "+8", + "con": "+8" + }, + "skill": { + "intimidation": "+4" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 9, + "resist": [ + "poison", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "poisoned" + ], + "cr": "6", + "trait": [ + { + "name": "Hideous Toughness (Recharges after a Short or Long Rest)", + "entries": [ + "If the Great Cave-troll takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Great Cave-troll makes two melee attacks, only one of which can be with its bite. It can use its Strike Fear instead of its bite." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d4 + 5}) bludgeoning damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 16}). If the target is Small or smaller, it is also {@condition restrained} until this {@action grapple} ends. While grappling the target, the Great Cave-troll has advantage on attack rolls against it and cannot use this attack against other targets." + ] + }, + { + "name": "Strike Fear", + "entries": [ + "Each non-undead creature of the Great Cave-troll's choice that is within 60 feet of the Great Cave-troll and aware of it gains 2 Shadow points from Dread, resisted by a {@dc 16} Charisma saving throw. On a failed save, a target becomes {@condition frightened} for 1 minute. If the save fails by 5 or more, the target is also {@condition stunned} while {@condition frightened} in this way. A creature can repeat the saving throw at the end of each of its turns, 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 the Great Cave-troll's Strike Fear for the next 24 hours." + ] + } + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened", + "grappled", + "stunned" + ], + "savingThrowForced": [ + "charisma" + ], + "hasFluff": true + }, + { + "name": "Great Orc Bodyguard", + "source": "TLotRR", + "page": 152, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "orc" + ] + }, + "ac": [ + { + "ac": 18, + "from": [ + "heavy orc-mail", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 60, + "formula": "8d8 + 24" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 12, + "con": 16, + "int": 8, + "wis": 10, + "cha": 10, + "skill": { + "intimidation": "+2", + "perception": "+2" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 12, + "languages": [ + "Orkish", + "Westron" + ], + "cr": "3", + "trait": [ + { + "name": "Hideous Toughness (Recharges after a Short or Long Rest)", + "entries": [ + "If the Great Orc Bodyguard takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead." + ] + }, + { + "name": "Horrible Strength", + "entries": [ + "A melee weapon deals one extra die of its damage when the Great Orc Bodyguard hits with it (included in the attack)." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the Great Orc Bodyguard has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Great Orc Bodyguard makes two melee attacks, or one melee attack and one ranged attack." + ] + }, + { + "name": "Battle Axe", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage or 14 ({@damage 2d10 + 3}) slashing damage if used with two hands." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage, or 12 ({@damage 2d8 + 3}) piercing damage if used with two hands to make a melee attack." + ] + } + ], + "bonus": [ + { + "name": "Aggressive", + "entries": [ + "As a bonus action, the Great Orc Bodyguard can move up to its speed toward a hostile creature that it can see." + ] + } + ], + "variant": [ + { + "type": "inset", + "name": "Hateful Orcs", + "source": "TLotRR", + "page": 151, + "entries": [ + "Some Orcs direct their spite towards some specific folk. To reflect this, the Loremaster may add to an Orc adversary the Hatred special trait.", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entries": [ + "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + ] + }, + "For example, the Orcs and Goblins of Goblin-town hate Dwarves, and will attack a Company that includes Dwarves with blind fury. The Orcs of Mount Gram fiercely hate all Hobbits instead, and will relentlessly attack a Company including any." + ] + } + ], + "attachedItems": [ + "battle axe|tlotrr", + "spear|phb" + ], + "traitTags": [ + "Aggressive", + "Sunlight Sensitivity" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true, + "_versions": [ + { + "name": "Great Orc Bodyguard (Hateful)", + "source": "TLotRR", + "_mod": { + "bonus": { + "mode": "appendArr", + "items": { + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entries": [ + "As a bonus action, the Great Orc Bodyguard can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + } + }, + "page": 151, + "variant": null + } + ] + }, + { + "name": "Great Orc Chief", + "source": "TLotRR", + "page": 151, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "orc" + ] + }, + "ac": [ + { + "ac": 18, + "from": [ + "heavy orc-mail", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 85, + "formula": "10d8 + 40" + }, + "speed": { + "walk": 30 + }, + "str": 18, + "dex": 12, + "con": 18, + "int": 10, + "wis": 12, + "cha": 16, + "skill": { + "insight": "+3", + "intimidation": "+5" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 11, + "languages": [ + "Orkish", + "Westron" + ], + "cr": "4", + "trait": [ + { + "name": "Horrible Strength", + "entries": [ + "A melee weapon deals one extra die of its damage when the Great Orc Chief hits with it (included in the attack)." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the Great Orc Chief has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Great Orc Chief makes two melee attacks, or one melee attack and one ranged attack." + ] + }, + { + "name": "Heavy Scimitar", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage, or 15 ({@damage 2d10 + 4}) slashing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Shield Bash", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage. If the target is Medium or smaller, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Yell of Triumph (Recharges after a Short or Long Rest)", + "entries": [ + "Each creature of the Great Orc Chief's choice that is within 30 feet of it and can hear it gain advantage on attack rolls and Charisma ({@skill Intimidation}) checks until the start of the Great Orc Chief's next turn. The Great Orc Chief can then make one attack as a bonus action." + ] + } + ], + "bonus": [ + { + "name": "Aggressive", + "entries": [ + "As a bonus action, the Great Orc Chief can move up to its speed toward a hostile creature that it can see." + ] + } + ], + "reaction": [ + { + "name": "Parry", + "entries": [ + "The Great Orc Chief adds 2 to its AC against one melee attack that would hit it. To do so, the Great Orc Chief must see the attacker and be wielding a melee weapon." + ] + }, + { + "name": "Redirect Attack", + "entries": [ + "When a creature the Great Orc Chief can see hits it with an attack, the Great Orc Chief chooses another Orc within 5 feet of it. The two Orcs swap places, and the chosen Orc becomes the target instead." + ] + } + ], + "variant": [ + { + "type": "inset", + "name": "Hateful Orcs", + "source": "TLotRR", + "page": 151, + "entries": [ + "Some Orcs direct their spite towards some specific folk. To reflect this, the Loremaster may add to an Orc adversary the Hatred special trait.", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entries": [ + "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + ] + }, + "For example, the Orcs and Goblins of Goblin-town hate Dwarves, and will attack a Company that includes Dwarves with blind fury. The Orcs of Mount Gram fiercely hate all Hobbits instead, and will relentlessly attack a Company including any." + ] + } + ], + "attachedItems": [ + "scimitar|phb", + "spear|phb" + ], + "traitTags": [ + "Aggressive", + "Sunlight Sensitivity" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "damageTags": [ + "B", + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "_versions": [ + { + "name": "Great Orc Chief (Hateful)", + "source": "TLotRR", + "_mod": { + "bonus": { + "mode": "appendArr", + "items": { + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entries": [ + "As a bonus action, the Great Orc Chief can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + } + }, + "page": 151, + "variant": null + } + ] + }, + { + "name": "Highway Robber", + "source": "TLotRR", + "page": 150, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "evil man" + ] + }, + "ac": [ + { + "ac": 15, + "from": [ + "{@item leather corslet|TLotRR}" + ] + } + ], + "hp": { + "average": 22, + "formula": "4d8 + 4" + }, + "speed": { + "walk": 30 + }, + "str": 12, + "dex": 16, + "con": 12, + "int": 10, + "wis": 11, + "cha": 10, + "skill": { + "perception": "+2", + "stealth": "+5" + }, + "passive": 12, + "languages": [ + "Westron" + ], + "cr": "1", + "trait": [ + { + "name": "Ambusher", + "entries": [ + "In the first round of combat, the Highway Robber has advantage on attack rolls against any creature it has {@status surprised}." + ] + }, + { + "name": "Surprise Attack", + "entries": [ + "If the Highway Robber surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 ({@damage 2d6}) damage from the attack." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Highway Robber makes two melee attacks or two ranged attacks." + ] + }, + { + "name": "Short Sword", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + }, + { + "name": "Bow", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + } + ], + "attachedItems": [ + "shortbow|phb", + "shortsword|phb" + ], + "traitTags": [ + "Ambusher" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW" + ], + "hasFluff": true + }, + { + "name": "Hound of Sauron", + "alias": [ + "Werewolf" + ], + "source": "TLotRR", + "page": 164, + "size": [ + "L" + ], + "type": "beast", + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 52, + "formula": "7d10 + 14" + }, + "speed": { + "walk": 50 + }, + "str": 18, + "dex": 15, + "con": 15, + "int": 8, + "wis": 12, + "cha": 10, + "skill": { + "intimidation": "+4", + "perception": "+5", + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": "15 (20 when relying on hearing or smell)", + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "charmed" + ], + "languages": [ + "Warg-speech" + ], + "cr": "4", + "trait": [ + { + "name": "Keen Hearing and Smell", + "entries": [ + "The Hound of Sauron has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The Hound of Sauron has advantage on an attack roll against a creature if at least one of the Hound of Sauron's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Hound of Sauron makes two attacks: one with its bite and one with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage. If the target is a creature, it must make a {@dc 14} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Claws", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 14}) and the Hound of Sauron cannot use its claws on another target." + ] + } + ], + "traitTags": [ + "Keen Senses", + "Pack Tactics" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "grappled", + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true + }, + { + "name": "Jalin", + "source": "TLotRR", + "page": 227, + "_copy": { + "name": "Southerner Champion", + "source": "TLotRR", + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "the Southerner Champion", + "with": "Jalin", + "flags": "i" + }, + "trait": { + "mode": "prependArr", + "items": { + "name": "Anguished", + "entries": [ + "Jalin is {@condition miserable|TLotRR}, and has disadvantage on all ability checks, attack rolls, and saving throws.", + "If a Jalin's {@dice d20} roll is a 1 or 2, the roll is a failure regardless of the DC for any ability check, attack roll, or saving throw." + ] + } + } + } + }, + "type": { + "type": "humanoid", + "tags": [ + "dwarf" + ] + }, + "hasFluff": true + }, + { + "name": "John Ferny", + "isNamedCreature": true, + "source": "TLotRR", + "page": 186, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "man of bree" + ] + }, + "int": 10, + "wis": 10, + "cha": 12, + "skill": { + "deception": "+5", + "insight": "+2", + "perception": "+2", + "sleight of hand": "+2" + }, + "passive": 12, + "languages": [ + "Westron" + ], + "trait": [ + { + "name": "Occupation", + "entries": [ + "Horse-trader, Ostler" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Cunning, Secretive" + ] + } + ], + "hasFluff": true + }, + { + "name": "Lady Elwen - Fell Wraith", + "isNamedCreature": true, + "source": "TLotRR", + "page": 228, + "_copy": { + "name": "Fell Wraith", + "source": "TLotRR", + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "the Fell Wraith", + "with": "Lady Elwen", + "flags": "i" + }, + "_": [ + { + "mode": "addSkills", + "skills": { + "intimidation": 1, + "perception": 1 + } + } + ], + "languages": { + "mode": "replaceArr", + "replace": "Black Speech", + "items": [ + "Sindarin" + ] + } + } + }, + "speed": { + "walk": 0, + "fly": { + "number": 35, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 2, + "con": 15, + "wis": 13, + "cha": 15, + "passive": 13, + "hasFluff": true + }, + { + "name": "Marsh-dwellers", + "source": "TLotRR", + "page": 160, + "size": [ + "M" + ], + "type": "undead", + "ac": [ + 12 + ], + "hp": { + "average": 22, + "formula": "4d8 + 4" + }, + "speed": { + "walk": 30 + }, + "str": 13, + "dex": 15, + "con": 12, + "int": 7, + "wis": 10, + "cha": 6, + "skill": { + "intimidation": "+0", + "stealth": "+4" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 10, + "resist": [ + "necrotic" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "poisoned" + ], + "languages": [ + "Westron" + ], + "cr": "1/2", + "trait": [ + { + "name": "Deathless", + "entries": [ + "If damage reduces the Marsh-dweller to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant, from a critical hit, or from a weapon enchanted with spells for the {@book Bane|TLotRR|6|3. Select Banes} of the Undead. On a success, the Marsh-dweller drops to 1 hit point instead." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the Marsh-dweller has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Marsh-dweller makes two attacks: one with its bite and one with its claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage." + ] + }, + { + "name": "Claws", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 11}) and the Marsh-dweller cannot use its claws on another target." + ] + } + ], + "traitTags": [ + "Sunlight Sensitivity" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "grappled" + ], + "hasFluff": true + }, + { + "name": "Nameless Thing", + "source": "TLotRR", + "page": 165, + "size": [ + "H", + "G" + ], + "type": "monstrosity", + "ac": [ + { + "special": "See Table 06" + } + ], + "hp": { + "special": "See {@table Table 06. Characteristics|TLotRR|Table 06}" + }, + "speed": { + "walk": 20, + "burrow": 10, + "climb": 20, + "swim": 20 + }, + "str": { + "special": "See Table 06" + }, + "dex": { + "special": "See Table 06" + }, + "con": { + "special": "See Table 06" + }, + "int": 1, + "wis": 7, + "cha": 3, + "skill": { + "stealth": "PB + dex" + }, + "senses": [ + "blindsight 120 ft." + ], + "passive": 8, + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "cr": "See Table 06", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The Nameless Thing can breathe air and water." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the Nameless Thing has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Nameless Thing makes two attacks: one with its primary natural weapon and one with its secondary natural weapon." + ] + } + ], + "traitTags": [ + "Amphibious", + "Sunlight Sensitivity" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "hasFluff": true + }, + { + "name": "Orc Guard", + "source": "TLotRR", + "page": 154, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "orc" + ] + }, + "ac": [ + { + "ac": 17, + "from": [ + "orc-mail", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 26, + "formula": "4d8 + 8" + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 14, + "con": 14, + "int": 8, + "wis": 10, + "cha": 10, + "skill": { + "perception": "+2" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 12, + "languages": [ + "Orkish", + "Westron" + ], + "cr": "1", + "trait": [ + { + "name": "Sneak Attack (1/Turn)", + "entries": [ + "The Orc Guard deals an extra 3 ({@damage 1d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Orc Guard that isn't incapacitated and the Orc Guard doesn't have disadvantage on the attack roll." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the Orc Guard has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Orc Guard makes two melee attacks, or one melee attack and one ranged attack." + ] + }, + { + "name": "Scimitar", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack." + ] + } + ], + "variant": [ + { + "type": "inset", + "name": "Hateful Orcs", + "source": "TLotRR", + "page": 151, + "entries": [ + "Some Orcs direct their spite towards some specific folk. To reflect this, the Loremaster may add to an Orc adversary the Hatred special trait.", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entries": [ + "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + ] + }, + "For example, the Orcs and Goblins of Goblin-town hate Dwarves, and will attack a Company that includes Dwarves with blind fury. The Orcs of Mount Gram fiercely hate all Hobbits instead, and will relentlessly attack a Company including any." + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/tokens/Orc Guard.webp" + }, + "attachedItems": [ + "scimitar|phb", + "spear|phb" + ], + "traitTags": [ + "Sneak Attack", + "Sunlight Sensitivity" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true, + "hasFluffImages": true, + "_versions": [ + { + "name": "Orc Guard (Hateful)", + "source": "TLotRR", + "_mod": { + "bonus": { + "mode": "appendArr", + "items": { + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entries": [ + "As a bonus action, the Orc Guard can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + } + }, + "page": 151, + "variant": null + } + ] + }, + { + "name": "Orc Soldier", + "source": "TLotRR", + "page": 154, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "orc" + ] + }, + "ac": [ + { + "ac": 15, + "from": [ + "orc leather", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 11, + "formula": "2d8 + 2" + }, + "speed": { + "walk": 30 + }, + "str": 13, + "dex": 14, + "con": 12, + "int": 9, + "wis": 10, + "cha": 9, + "senses": [ + "darkvision 120 ft." + ], + "passive": 10, + "languages": [ + "Orkish", + "Westron" + ], + "cr": "1/4", + "trait": [ + { + "name": "Sneak Attack (1/Turn)", + "entries": [ + "The Orc Soldier deals an extra 3 ({@damage 1d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Orc Soldier that isn't incapacitated and the Orc Soldier doesn't have disadvantage on the attack roll." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the Orc Soldier has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Scimitar", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack." + ] + } + ], + "variant": [ + { + "type": "inset", + "name": "Hateful Orcs", + "source": "TLotRR", + "page": 151, + "entries": [ + "Some Orcs direct their spite towards some specific folk. To reflect this, the Loremaster may add to an Orc adversary the Hatred special trait.", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entries": [ + "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + ] + }, + "For example, the Orcs and Goblins of Goblin-town hate Dwarves, and will attack a Company that includes Dwarves with blind fury. The Orcs of Mount Gram fiercely hate all Hobbits instead, and will relentlessly attack a Company including any." + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/tokens/Orc Soldier.webp" + }, + "attachedItems": [ + "scimitar|phb", + "spear|phb" + ], + "traitTags": [ + "Sneak Attack", + "Sunlight Sensitivity" + ], + "senseTags": [ + "SD" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true, + "hasFluffImages": true, + "_versions": [ + { + "name": "Orc Soldier (Hateful)", + "source": "TLotRR", + "_mod": { + "bonus": { + "mode": "appendArr", + "items": { + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entries": [ + "As a bonus action, the Orc Soldier can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + } + }, + "page": 151, + "variant": null + } + ] + }, + { + "name": "Orc-chieftain", + "source": "TLotRR", + "page": 153, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "orc" + ] + }, + "ac": [ + { + "ac": 17, + "from": [ + "orc-mail", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 39, + "formula": "6d8 + 12" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 14, + "con": 14, + "int": 10, + "wis": 10, + "cha": 12, + "skill": { + "intimidation": "+3" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 10, + "languages": [ + "Orkish", + "Westron" + ], + "cr": "2", + "trait": [ + { + "name": "Sneak Attack (1/Turn)", + "entries": [ + "The Orc-chieftain deals an extra 7 ({@damage 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Orc-chieftain that isn't incapacitated and the Orc-chieftain doesn't have disadvantage on the attack roll." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the Orc-chieftain has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Orc-chieftain makes two melee attacks, or one melee attack and one ranged attack." + ] + }, + { + "name": "Scimitar", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage." + ] + }, + { + "name": "Shield Bash", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage. If the target is Medium or smaller, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Yell of Triumph (Recharges after a Short or Long Rest)", + "entries": [ + "Each creature of the Orc-chieftain's choice that is within 30 feet of it and can hear it gain advantage on attack rolls and Charisma ({@skill Intimidation}) checks until the start of the Orc-chieftain's next turn. The Orc-chieftain can then make one attack as a bonus action." + ] + } + ], + "reaction": [ + { + "name": "Parry", + "entries": [ + "The Orc-chieftain adds 2 to its AC against one melee attack that would hit it. To do so, the Orc-chieftain must see the attacker and be wielding a melee weapon." + ] + } + ], + "variant": [ + { + "type": "inset", + "name": "Hateful Orcs", + "source": "TLotRR", + "page": 151, + "entries": [ + "Some Orcs direct their spite towards some specific folk. To reflect this, the Loremaster may add to an Orc adversary the Hatred special trait.", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entries": [ + "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + ] + }, + "For example, the Orcs and Goblins of Goblin-town hate Dwarves, and will attack a Company that includes Dwarves with blind fury. The Orcs of Mount Gram fiercely hate all Hobbits instead, and will relentlessly attack a Company including any." + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/tokens/Orc-chieftain.webp" + }, + "attachedItems": [ + "scimitar|phb", + "spear|phb" + ], + "traitTags": [ + "Sneak Attack", + "Sunlight Sensitivity" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "damageTags": [ + "B", + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true, + "_versions": [ + { + "name": "Orc-chieftain (Hateful)", + "source": "TLotRR", + "_mod": { + "bonus": { + "mode": "appendArr", + "items": { + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entries": [ + "As a bonus action, the Orc-chieftain can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + } + }, + "page": 151, + "variant": null + } + ] + }, + { + "name": "Oswald Breeker", + "isNamedCreature": true, + "source": "TLotRR", + "page": 188, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "man of bree" + ] + }, + "int": 14, + "wis": 14, + "cha": 9, + "skill": { + "insight": "+4", + "intimidation": "+1", + "investigation": "+4", + "special": "{@skill Old Lore|TLotRR} {@skillCheck old_lore 6}" + }, + "passive": 12, + "languages": [ + "Westron" + ], + "trait": [ + { + "name": "Occupation", + "entries": [ + "Wealthy landowner" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Grim, Secretive" + ] + } + ], + "hasFluff": true + }, + { + "name": "Ruffian Leader", + "source": "TLotRR", + "page": 150, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "evil man" + ] + }, + "ac": [ + { + "ac": 11, + "from": [ + "{@item leather shirt|TLotRR}" + ] + } + ], + "hp": { + "average": 32, + "formula": "5d8 + 10" + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 11, + "con": 14, + "int": 10, + "wis": 10, + "cha": 11, + "skill": { + "intimidation": "+2" + }, + "passive": 10, + "languages": [ + "Westron" + ], + "cr": "1/2", + "trait": [ + { + "name": "Gang Tactics", + "entries": [ + "The Ruffian Leader has advantage on an attack roll against a creature if at least one of the Ruffian Leader's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Ruffian Leader makes two melee attacks." + ] + }, + { + "name": "Great Club", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage." + ] + }, + { + "name": "Dagger", + "entries": [ + "{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage." + ] + }, + { + "name": "Yell of Triumph (Recharges after a Short or Long Rest)", + "entries": [ + "Each creature of the Ruffian Leader's choice that is within 30 feet of it and can hear it gain advantage on attack rolls and Charisma ({@skill Intimidation}) checks until the start of the Ruffian Leader's next turn. The Ruffian Leader can then make one attack as a bonus action." + ] + } + ], + "attachedItems": [ + "dagger|phb", + "greatclub|phb" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true + }, + { + "name": "Sabian", + "isNamedCreature": true, + "source": "TLotRR", + "page": 230, + "_copy": { + "name": "Highway Robber", + "source": "TLotRR", + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "the highway robber", + "with": "Sabian", + "flags": "i" + } + } + }, + "hasFluff": true + }, + { + "name": "Southerner Champion", + "source": "TLotRR", + "page": 149, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "evil man" + ] + }, + "ac": [ + { + "ac": 17, + "from": [ + "{@item scale armour|TLotRR}", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 58, + "formula": "9d8 + 18" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 12, + "con": 14, + "int": 9, + "wis": 11, + "cha": 13, + "skill": { + "intimidation": "+3" + }, + "passive": 10, + "languages": [ + "Dunlendish", + "Westron" + ], + "cr": "2", + "trait": [ + { + "name": "Reckless Hate", + "entries": [ + "At the start of its turn, the Southerner Champion can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Southerner Champion makes two melee attacks, or one melee attack and one ranged attack." + ] + }, + { + "name": "Battle Axe", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack." + ] + } + ], + "attachedItems": [ + "battle axe|tlotrr", + "spear|phb" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true + }, + { + "name": "Southerner Raider", + "source": "TLotRR", + "page": 149, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "evil man" + ] + }, + "ac": [ + { + "ac": 15, + "from": [ + "{@item hide armor|PHB}", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 16, + "formula": "3d8 + 3" + }, + "speed": { + "walk": 30 + }, + "str": 14, + "dex": 12, + "con": 12, + "int": 9, + "wis": 11, + "cha": 9, + "skill": { + "intimidation": "+1" + }, + "passive": 10, + "languages": [ + "Dunlendish", + "Westron" + ], + "cr": "1/4", + "trait": [ + { + "name": "Reckless Hate", + "entries": [ + "At the start of its turn, the Southerner Raider can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn." + ] + } + ], + "action": [ + { + "name": "Axe", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage, or 6 ({@damage 1d8 + 2}) slashing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack." + ] + } + ], + "attachedItems": [ + "axe|tlotrr", + "spear|phb" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true + }, + { + "name": "Stone-troll Chief", + "source": "TLotRR", + "page": 157, + "size": [ + "L" + ], + "type": "giant", + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 76, + "formula": "8d10 + 32" + }, + "speed": { + "walk": 40 + }, + "str": 20, + "dex": 8, + "con": 18, + "int": 7, + "wis": 7, + "cha": 8, + "save": { + "str": "+8", + "con": "+7" + }, + "skill": { + "intimidation": "+5" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 8, + "resist": [ + "poison", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Westron" + ], + "cr": "5", + "trait": [ + { + "name": "Hideous Toughness (Recharges after a Short or Long Rest)", + "entries": [ + "If the Stone-troll Chief takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead." + ] + }, + { + "name": "Sunlight Curse", + "entries": [ + "The Stone-troll Chief becomes {@condition petrified} if it ends its turn in sunlight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Stone-troll Chief makes two melee attacks. It cannot use its great club if it is grappling a creature." + ] + }, + { + "name": "Great Club", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage. If the target is Medium or smaller, it must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d4 + 5}) bludgeoning damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 16}). If the target is Small or smaller, it is also {@condition restrained} until this {@action grapple} ends. While grappling the target, the Stone-troll Chief has advantage on attack rolls against it and cannot use this attack against other targets." + ] + }, + { + "name": "Yell of Triumph (Recharges after a Short or Long Rest)", + "entries": [ + "Each creature of the Stone-troll Chief's choice that is within 30 feet of it and can hear it gains advantage on attack rolls and Charisma ({@skill Intimidation}) checks until the start of the Stone-troll Chief's next turn. The Stone-troll Chief can then make one attack as a bonus action." + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/tokens/Stone-troll Chief.webp" + }, + "attachedItems": [ + "greatclub|phb" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Stone-troll Robber", + "source": "TLotRR", + "page": 156, + "size": [ + "L" + ], + "type": "giant", + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 57, + "formula": "6d10 + 24" + }, + "speed": { + "walk": 40 + }, + "str": 19, + "dex": 8, + "con": 18, + "int": 7, + "wis": 7, + "cha": 7, + "save": { + "str": "+6", + "con": "+6" + }, + "skill": { + "intimidation": "+2" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 8, + "resist": [ + "poison", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Westron" + ], + "cr": "4", + "trait": [ + { + "name": "Hideous Toughness (Recharges after a Short or Long Rest)", + "entries": [ + "If the Stone-troll Robber takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead." + ] + }, + { + "name": "Sunlight Curse", + "entries": [ + "The Stone-troll Robber becomes {@condition petrified} if it ends its turn in sunlight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Stone-troll Robber makes two melee attacks. It cannot use its great club if it is grappling a creature." + ] + }, + { + "name": "Great Club", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage. If the target is Medium or smaller, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 14}). If the target is Small or smaller, it is also {@condition restrained} until this {@action grapple} ends. While grappling the target, the Stone-troll Robber has advantage on attack rolls against it and cannot use this attack against other targets." + ] + } + ], + "attachedItems": [ + "greatclub|phb" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true + }, + { + "name": "The Wight-king", + "isNamedCreature": true, + "source": "TLotRR", + "page": 197, + "size": [ + "M" + ], + "type": "undead", + "ac": [ + { + "ac": 17, + "from": [ + "{@item Splint Armor|PHB|mail hauberk}" + ] + } + ], + "hp": { + "average": 68, + "formula": "8d8 + 32" + }, + "speed": { + "walk": 30 + }, + "str": 17, + "dex": 10, + "con": 18, + "int": 12, + "wis": 14, + "cha": 18, + "save": { + "con": "+7" + }, + "skill": { + "intimidation": "+7", + "stealth": "+3" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 12, + "resist": [ + "cold", + "necrotic", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "poisoned" + ], + "languages": [ + "Black Speech", + "Westron" + ], + "cr": "5", + "trait": [ + { + "name": "Deathless", + "entries": [ + "If damage reduces the Wight-king to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant, from a critical hit, or from a weapon enchanted with spells for the {@book Bane|TLotRR|6|3. Select Banes} of the Undead. On a success, the Wight-king drops to 1 hit point instead." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the Wight-king has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Wight-king can use its Strike Fear or its Wight Song. It then makes two long sword attacks. It can use its Icy Touch in place of one long sword attack." + ] + }, + { + "name": "Long Sword", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands." + ] + }, + { + "name": "Icy Touch", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) necrotic damage, and the target must make a {@dc 15} Constitution saving throw, taking 6 ({@damage 1d12}) necrotic damage on a failed save." + ] + }, + { + "name": "Strike Fear", + "entries": [ + "Each non-undead creature of the Wight-king's choice that is within 60 feet of the Wight-king and aware of him gains 2 Shadow points from Dread, resisted by a {@dc 15} Charisma saving throw. On a failed save, a target becomes {@condition frightened} for 1 minute. If the save fails by 5 or more, the target is also {@condition stunned} while {@condition frightened} in this way. A creature can repeat the saving throw at the end of each of its turns, 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 the Wight-king's Strike Fear for the next 24 hours." + ] + }, + { + "name": "Wight Song", + "entries": [ + "The Wight-king chants a low, chilling song to subdue a creature other than an Elf or a Wizard within 30 feet of him who can hear him with the dark enchantment of his voice. The target gains 3 Shadow points from Sorcery, resisted by a {@dc 15} Intelligence saving throw. On a failed save, the target succumbs to a magical slumber, falling {@condition unconscious} for 1 minute or until it takes damage, or someone uses an action to shake it awake. If the save fails by 5 or more, the target is {@condition unconscious} for 1 hour instead and cannot be shaken awake. A creature that successfully saves against the effect is {@condition stunned} until the end of the Wight-king's next turn unless it succeeds by 5 or more, and is immune to the Wight-king's song for the next 24 hours." + ] + } + ], + "bonus": [ + { + "name": "Darker than Darkness {@recharge}", + "entries": [ + "As a bonus action, the Wight-king can summon a magical darkness spreading from a point of the Wight-king's choice to fill a 30-foot-radius sphere for 1 minute. The darkness spreads around corners. Non-magical light cannot illuminate this darkness." + ] + } + ], + "attachedItems": [ + "long sword|tlotrr" + ], + "traitTags": [ + "Sunlight Sensitivity" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "N", + "S" + ], + "miscTags": [ + "AOE", + "MLW", + "MW" + ], + "conditionInflict": [ + "frightened", + "stunned", + "unconscious" + ], + "savingThrowForced": [ + "charisma", + "constitution", + "intelligence" + ], + "hasFluff": true + }, + { + "name": "Tom Bombadil", + "isNamedCreature": true, + "source": "TLotRR", + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "ranger" + ] + }, + "languages": [ + "All" + ], + "trait": [ + { + "name": "Occupation", + "entries": [ + "The Master" + ] + }, + { + "name": "Distinctive Features", + "entries": [ + "Absent-minded, Merry" + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/tokens/Tom Bombadil.webp" + }, + "languageTags": [ + "XX" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Wild Wolf", + "alias": [ + "Warg" + ], + "source": "TLotRR", + "page": 162, + "size": [ + "M" + ], + "type": "beast", + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 16, + "formula": "3d8 + 3" + }, + "speed": { + "walk": 50 + }, + "str": 14, + "dex": 14, + "con": 12, + "int": 5, + "wis": 12, + "cha": 7, + "skill": { + "intimidation": "+0", + "perception": "+5", + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": "15 (20 when relying on hearing or smell)", + "languages": [ + "Warg-speech" + ], + "cr": "1/4", + "trait": [ + { + "name": "Fear of Fire", + "entries": [ + "If a Wild Wolf takes fire or radiant damage, it must succeed on a Charisma ({@skill Intimidation}) check ({@dc 10} + damage taken) or be {@condition frightened} until the end of its next turn." + ] + }, + { + "name": "Keen Hearing and Smell", + "entries": [ + "The Wild Wolf has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The Wild Wolf has advantage on an attack roll against a creature if at least one of the Wild Wolf's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage. If the target is a creature, it must make a {@dc 12} Strength saving throw or be knocked {@condition prone}." + ] + } + ], + "tokenHref": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/tokens/Wild Wolf.webp" + }, + "traitTags": [ + "Keen Senses", + "Pack Tactics" + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Wolf-chieftain", + "alias": [ + "Warg-chieftain" + ], + "source": "TLotRR", + "page": 163, + "size": [ + "L" + ], + "type": "beast", + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 37, + "formula": "5d10 + 10" + }, + "speed": { + "walk": 50 + }, + "str": 16, + "dex": 14, + "con": 14, + "int": 7, + "wis": 12, + "cha": 8, + "skill": { + "intimidation": "+3", + "perception": "+5", + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": "15 (20 when relying on hearing or smell)", + "languages": [ + "Warg-speech" + ], + "cr": "1", + "trait": [ + { + "name": "Fear of Fire", + "entries": [ + "If a Wolf-chieftain takes fire or radiant damage, it must succeed on a Charisma ({@skill Intimidation}) check ({@dc 10} + damage taken) or be {@condition frightened} until the end of its next turn." + ] + }, + { + "name": "Keen Hearing and Smell", + "entries": [ + "The Wolf-chieftain has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The Wolf-chieftain has advantage on an attack roll against a creature if at least one of the Wolf-chieftain's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. If the target is a creature, it must make a {@dc 13} Strength saving throw or be knocked {@condition prone}." + ] + } + ], + "traitTags": [ + "Keen Senses", + "Pack Tactics" + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true + } + ], + "monsterFluff": [ + { + "name": "Adelard Took", + "source": "TLotRR", + "entries": [ + "A young, vigorous Hobbit, Adelard loves blowing smoke rings above everything else. He was inspired by {@creature Balin, son of Fundin|TLotRR}, who Adelard met several times at Bag End. Balin taught him a smoking trick or two (Dwarves are in general less experienced smokers than Hobbits, but show some great ingenuity when it comes to blowing smoke rings). His prize-winning trick is a large mushroom-shaped cloud he dubbed 'the umbrella'." + ] + }, + { + "name": "Arin", + "source": "TLotRR", + "_copy": { + "name": "Arin and Beinion", + "source": "TLotRR" + } + }, + { + "name": "Arin and Beinion", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Unlike most Rangers of the North, Arin and Beinion do not often wander across Eriador. Instead, they remain close to Lake Evendim and its surroundings, where they maintain a close watch. A wife and her husband, their self-appointed tasks include warding off all evil creatures threatening to defile the ruins of Annúminas, and guiding wayward travellers back to safer lands. Beinion is a grim and short-spoken man, and Arin is equally silent, unless she's singing\u2014when she does, her voice is clear and can be mistaken for that of a fair Elf-maiden. The two see themselves as the appointed keepers of these lands, and they feel honour-bound by this duty.", + "Arin and Beinion live together in a small stone house that was once little more than a hovel on the edge of Annúminas. Over time, they have made this ruin into a warm and cosy home, in spite of all the desolation around them. Recently, Beinion has grown concerned with his wife's well being, as she is now with child, making her life as a Ranger an even more dangerous business. Beinion secretly wishes Arin would agree to abandon their obligation as guardians, and retire to live the simple life of the Bree-folk. For the moment, she refuses to be left home. Maybe, they might agree to leave their post if someone took their place." + ] + } + ] + }, + { + "name": "Ash", + "source": "TLotRR", + "_copy": { + "name": "Wolf-chieftain", + "source": "TLotRR", + "_mod": { + "entries": { + "mode": "prependArr", + "items": [ + "{@creature Búrzgul|TLotRR} is a wicked Orc warrior, the chieftain of a ragged band of Orcs from Goblin Gate that made the trip from the Misty Mountains to the South Downs, to join forces with the Wolves of the Howling Hollows. {@creature Búrzgul|TLotRR} heard of the place from his most trusted friend, a Wolf-chieftain with midnight-black fur and gleaming yellow eyes, going by the name of Ash. For the moment, no one, not even the Rangers of the North, knows of the threat festering under the hills of the South Downs. For their part, the Wolves and Orcs bide their time, and for the moment have made only a few careful attacks, leaving no survivors. Perhaps most dangerous of all is that {@creature Búrzgul|TLotRR} regularly sends runners back to larger Orc forces in both Angmar and the Misty Mountains, so news of Bree is never far from the ears of the agents of the Shadow.", + { + "type": "hr" + } + ] + } + } + } + }, + { + "name": "Balin, Son of Fundin", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...there was a very old-looking Dwarf on the step with a white beard and a scarlet hood; and he too hopped inside as soon as the door was open, just as if he had been invited." + ], + "style": "quote-pull", + "skipMarks": true + }, + "Born in the year 2763 of the Third Age, Balin is the eldest son of Fundin, one of Durin's Folk. He and his younger brother Dwalin are of royal blood, as they count King Náin II among their ancestors. A venerable Dwarf, Balin has seen much, including the death of too many allies and dear friends. He fought the Orcs when his father died defending Moria, was there when Thráin disappeared in Mirkwood, and was with Thorin Oakenshield on the quest that ended with the liberation of Erebor and the death of the Dragon.", + "For decades, Balin was Thorin's counsellor, and now serves Dáin Ironfoot, the King Under the Mountain. One of Dáin's most trusted officers, he is an adventurer at heart, and rarely remains at court for long periods of time. Despite his status among his kin, he is surprisingly humble and polite. While still doughty, Balin's age is beginning to show. He sometimes mutters to himself and dodders as if every day of his years presses upon him.", + { + "type": "entries", + "name": "Encountering Balin", + "page": 211, + "id": "340", + "entries": [ + "According to his nature as a wanderer and his duty as a messenger of Dáin, Balin is often on the road, travelling across Wilderland and Eriador. He sometimes journeys with {@creature Gandalf the Grey|TLotRR|Gandalf}, to suit his own or the Wizard's purposes. Balin enjoys his visits to the Shire to see his dear old friend Bilbo Baggins, and out of a general fondness for Hobbits and their excellent hospitality. He also goes to the Blue Mountains regularly, to work with the Dwarves residing there.", + "Balin is unusually woodcrafty for a Dwarf, adept at tracking, fire-making, and pathfinding. He often serves as a lookout and takes pride in his acute sight. Balin knows well the regions he traverses when he journeys from Erebor to the Blue Mountains, having made the trip several times, though he prefers not to cross Mirkwood, even to this day.", + "One might encounter Balin in a small inn along the way between Erebor and the Blue Mountains, camping in the wild near the road, or sharing a {@item pipe|TLotRR} with old friends. He is generous to a fault, kind of spirit, and easily the wisest and best of those who reclaimed the Lonely Mountain. He may accompany a group of adventurers if their purposes align, or even for a while if they are going roughly in the same direction." + ] + }, + { + "type": "entries", + "name": "Balin as a Patron", + "page": 211, + "id": "341", + "entries": [ + "Unlike many Dwarves, Balin is genuinely interested in other folks and takes kindly to Hobbits especially. Of the Dwarves of Thorin's Company, Balin is the only one still associating with Gandalf long after the death of Smaug, as he shares the Wizard's concern about the growing Shadow.", + "In addition to that, Balin aims to restore the strength and prominence of the Dwarves in Eriador, whether through direct action, or by setting into motion agents who might affect the change he wishes to see. Like all his folk, he hates Orcs and their ilk, and seeks in every way to drive them back wherever he can. His adventuring has made him wiser and more cautious though, and he often counsels patience and observation as a tactic, versus rash or violent action.", + "Balin is eager to know anything that can be learned regarding Dwarf-holds fallen to the Enemy, and actively encourages his allies to scout those places or rid them of any foul denizens therein. In particular, Balin is interested to find out all he can about Moria, where his father was slain. Together with two of his fellow survivors of Thorin's company\u2014Ori and Óin\u2014he speaks often about entering Khazad-dûm and exploring it. So far, King Dáin of Erebor has cautioned them against such an endeavour, though it is clear that they are not to be dissuaded.", + { + "type": "table", + "page": 211, + "colLabels": [ + "Fellowship Bonus", + "Advantage: Balin's Counsel" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "+1", + "You can spend a Fellowship point to roll an additional {@dice d20} after an attack roll (but before the outcome is determined), and choose which of the {@dice 2d20|d20s} is used." + ] + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/Balin, Son of Fundin.webp" + }, + "width": 850, + "height": 1214 + } + ] + }, + { + "name": "Barnabas Butterbur", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "For the proprietor of The Prancing Pony, running a clean and welcome house is a matter of family pride. Barnabas dedicates himself to keeping his establishment in order, taking only the briefest of reprieves in his quarters on The Pony's top floor. While some locals see him as absent-minded or even befuddled, the truth is that Barnabas is both keen and perceptive. He also possesses the uncommon wisdom of knowing when to remain silent as well as being a sharp judge of character. To most of the people who visit The Pony regularly he is known as an affable host and a fine brewer of ales." + ] + } + ] + }, + { + "name": "Barrow-wight", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Sent to the hills of Tyrn Gorthad by the Witch-king of Angmar to plague his enemies in the wars against Arnor, a Barrow-wight appears as a tall, dark figure, with cold eyes lit by a pale light. It wears rings on its skeletal fingers, and gold chains around its neck. In its grip is an ancient, pitted blade." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Wights", + "entries": [ + "Wights are malevolent creatures inhabiting the cold flesh of the dead. They hunger for the life and warmth of those who are unlucky enough to stumble into a region troubled by their presence. They strike from the cover of thick mists, or under the cloak of night, seeking to subdue their prey with their spells. They are hard to kill, and even if their bodies are destroyed, the spirit that animates them is unharmed, and flees to find some other barren place to haunt.{@i Barrow-wights walked in the hollow places with a clink of rings on cold fingers, and gold chains in the wind.}" + ] + }, + { + "type": "entries", + "name": "Undead", + "entries": [ + "Many horrors haunt the lonely lands of old Arnor, in the shadow of the darker woods and under the still waters of rotting marshes. Some say those shades are what remains of the ill-will of Evil Men and proud Elves, others that they are spirits out of Angmar, sent to infest barren hills and lonely barrows; others more blame dark sorcery and evil curses." + ] + } + ] + } + ] + }, + { + "name": "Beinion", + "source": "TLotRR", + "_copy": { + "name": "Arin and Beinion", + "source": "TLotRR" + } + }, + { + "name": "Bilbo Baggins", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "...he looked and behaved exactly like a second edition of his solid and comfortable father, got something a bit queer in his make-up from the Took side, something that only waited for a chance to come out." + ], + "style": "quote-pull", + "skipMarks": true + }, + "In the year 2965, Bilbo is a vigorous Hobbit\u2014At seventy-five he is very much the same as he was at fifty, at the time of his remarkable disappearance and surprising return. On the surface, the son of Bungo Baggins and Belladonna Took is a prime example of a respectable Hobbit. He is a great lover of pipe-weed, good food, and fine waistcoats, and lives in one of the cosiest Hobbit-holes in the Shire. But this is not all there is to Mr Baggins.", + "Bilbo's unexpected journey with Thorin Oakenshield and company changed him profoundly, setting him apart from his fellow countrymen. Perhaps that adventure provided a spark that ignited his Tookish and more adventurous side, and he certainly returned from Erebor a wealthier Hobbit. All this estranged him from much of the (admittedly tedious) Shire society, leading him to focus on his own, peculiar lifestyle, the company of friends, and working on his diary.", + "Twenty years after his great adventure, Bilbo remains curious about news from outside the Shire, and is always gathering rumours and bits of lore to add to his personal records\u2014he is planning to turn his private diary into a real book.", + { + "type": "entries", + "name": "Encountering Bilbo", + "page": 212, + "id": "343", + "entries": [ + "The Bagginses have lived in the neighbourhood of The Hill from time out of mind, and Bilbo has no desire to break that long-standing tradition. His address is at Bag End, Underhill, Hobbiton, and it's at Bag End that the Hobbit is likely to be found, probably having tea, or standing at the door, smoking a {@item pipe|TLotRR}. That said, his experiences with Thorin's Company and a Dragon have awakened in him a certain appetite for adventure, and sometimes he stays away from home for much longer than is considered appropriate in the Shire. When travelling further away than Buckland, or Michel Delving, he is often in the company of Dwarves.", + "If encountered outside the Shire, Bilbo might carry his Elf-dagger, Sting, sheathed at his side. But he has yet to encounter a danger that might require him to use it\u2014if threatened, the Hobbit displays an uncanny ability to disappear almost instantly, a talent far outstripping the normal Hobbitish affinity for escaping notice. He always remembers to bring a {@item pocket-handkerchief|TLotRR} along." + ] + }, + { + "type": "entries", + "name": "Bilbo as a Patron", + "page": 212, + "id": "344", + "entries": [ + "Unbeknownst to his fellow Hobbits who just consider him to be strange, if not completely mad, Bilbo knows a lot about the world outside the Shire, and is well aware of its dangers. He keeps himself as informed as he can, exchanging tidings with travellers and by writing and receiving letters. When he learns about potential threats that might affect the Shire, he does what he can to enlist the help of anyone who might do something about it.", + "Being a Hobbit of considerable means, Bilbo is all too happy to arrange hospitality, finance expeditions, and to generally encourage those who would dare to go out and have adventures. He provides support merely in return for a good story and perhaps a souvenir or keepsake\u2014he is especially interested in maps, and geographical lore in general, which he uses to amend his own charts.", + "Contrary to this inclination towards hosting a veritable rogues gallery of guests from far afield, he is growing increasingly isolated when it comes to his fellow Hobbits. He finds them staid, close-minded, and demonstrates little patience for their shenanigans and petty foibles. To the eyes of the Shire-folk, Bilbo is becoming more and more an eccentric recluse.", + { + "type": "table", + "page": 213, + "colLabels": [ + "Fellowship Bonus", + "Advantage: Bilbo's Hospitality" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "+2", + "By choosing the {@action Meet Patron|TLotRR} undertaking to visit Bilbo you additionally raise the Fellowship rating by +1 until the next Fellowship Phase." + ] + ] + }, + { + "type": "inset", + "name": "Bilbo's Magic Ring", + "page": 212, + "id": "345", + "entries": [ + "Bilbo found many valuable things in the course of his last adventure, but the greatest treasure he brought back is one he doesn't know much about. It's the magic ring he found in an underground cave, under the Misty Mountains, and that he has kept a great secret. To him, it's a precious commodity, as wearing it makes him {@condition invisible}\u2014a quality that Bilbo finds invaluable when unpleasant callers come looking for him.", + "This ring has been in Bilbo's possession for more than twenty years now, and what in the beginning seemed nothing more than a curiosity to the Hobbit is slowly developing a growing hold over his mind. He keeps it in the pocket of his waistcoat upon a fine silver chain at all times, and has developed the habit of slipping a finger or two in the pocket to touch it, as if to reassure himself that it's still there." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/Bilbo Baggins.webp" + }, + "width": 850, + "height": 1409 + } + ] + }, + { + "name": "Búrzgul", + "source": "TLotRR", + "entries": [ + "Búrzgul is a wicked Orc warrior, the chieftain of a ragged band of Orcs from Goblin Gate that made the trip from the Misty Mountains to the South Downs, to join forces with the Wolves of the Howling Hollows. Búrzgul heard of the place from his most trusted friend, a Wolf-chieftain with midnight-black fur and gleaming yellow eyes, going by the name of {@creature Ash|TLotRR}. For the moment, no one, not even the Rangers of the North, knows of the threat festering under the hills of the South Downs. For their part, the Wolves and Orcs bide their time, and for the moment have made only a few careful attacks, leaving no survivors. Perhaps most dangerous of all is that Búrzgul regularly sends runners back to larger Orc forces in both Angmar and the Misty Mountains, so news of Bree is never far from the ears of the agents of the Shadow." + ] + }, + { + "name": "Cave-troll Slinker", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "This breed of Cave-troll is smaller than many of its kin, but still larger than most Orc-kind. Used to living in the depths of the earth, a Cave-troll Slinker often hunts alone and in the dark, relying on its acute sense of smell." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Cave-Trolls", + "entries": [ + "Cave-trolls are bred to fight and hunt deep under the earth. They have a dark skin with a greenish hue, covered with tight, robust scales, and appear shorter than other Trolls, as they are extremely hunched and often advance on all fours walking on their knuckles. Nobody knows if Cave-trolls can endure sunlight as they never leave their hunting grounds under mountains, hills and fells.{@i A huge arm and shoulder, with a dark skin of greenish scales, was thrust through the widening gap.}" + ] + }, + { + "type": "entries", + "name": "Trolls", + "entries": [ + "Trolls were created by the Great Enemy in the Elder Days, to fight in many bitter wars. They were made strong and powerful, and appear monstrous and misshapen, as if left unfinished by their cruel maker. It is not known whether Trolls were generated in many forms, or if they evolved since their first appearance, but by the end of the Third Age several breeds of Trolls can be encountered." + ] + } + ] + } + ] + }, + { + "name": "Círdan the Shipwright", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "As they came to the gates Círdan the Shipwright came forth to greet them. Very tall he was, and his beard was long, and he was grey and old, save that his eyes were keen as stars..." + ], + "style": "quote-pull", + "skipMarks": true + }, + "Círdan is perhaps the most ancient Elf still living in Middle-earth. He has witnessed three ages of the world, and has been given many titles. Today, he is mostly known as the Shipwright, and the Master of the Grey Havens. He is accounted among the Wise and the Great, and has served as a member of the White Council for many long centuries. For a time, he was the keeper of one of the three Elven Rings of Power, for he bore Narya, the Ring of Fire, until he gave it to {@creature Gandalf the Grey|TLotRR}.", + "Círdan is currently the chief of all Elves residing west of the Blue Mountains, in Lindon. He has been leading them since Gil-galad died fighting Sauron in the War of the Last Alliance. Many consider him to possess the greatest gift of foresight, and thus to be able to see further and deeper than any other in Middle-earth. That is perhaps why the task of preparing the ships that all Elves board when leaving Middle-earth to cross the sea to Valinor is appointed to him.", + { + "type": "entries", + "name": "Encountering Círdan", + "page": 214, + "id": "347", + "entries": [ + "Círdan dwells with his people at the great port of Mithlond, on the banks of the Gulf of Lune. He rarely ventures forth from the Grey Havens, but all who are of good spirit and come in peace are welcome to come and see him there. Galdor of the Havens is his herald and envoy, and often travels across Middle-earth representing the Shipwright wherever needed, and speaking with his full authority.", + "In person, Círdan is very tall, even for an Elf. His appearance is that of a grey but vigorous individual, with a long, silver beard, a rarity among the Fair Folk. He is gracious and hospitable, receiving all guests with full courtesy and kindness. His bright eyes are keen, yet profound\u2014If anyone was to look into them for a few moments, they would see a deep well of memory and experience, telling of the countless things that Círdan has accomplished over his long lifetime." + ] + }, + { + "type": "entries", + "name": "Círdan as a Patron", + "page": 214, + "id": "348", + "entries": [ + "Círdan knows that the Grey Havens play a role of primary importance in the war against the Shadow. The Five Wizards landed here when they came to Middle-earth almost two thousand years ago, and it is here that many great fleets armed for the defeat of Sauron found safe harbourage. In the twilight of the Third Age, Mithlond serves as the last refuge for those who desire to leave Middle-earth, and Círdan considers it his duty to ensure that their passage is made as safely as possible.", + "The Grey Havens also guard a great wealth of knowledge. Círdan's memory goes back to a time before the light of the Sun and Moon, and his knowledge rivals that of Elrond, greatest of lore-masters. The Lord of the Havens and that of Imladris seek the counsel of one another, and their messengers can be often found on the great East Road on errands from their masters.", + { + "type": "table", + "page": 215, + "colLabels": [ + "Fellowship Bonus", + "Advantage: The Shipwright's Foresight" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "+1", + "You can spend a Fellowship point to roll an additional {@dice d20} after an ability check (but before the outcome is determined), and choose which of the d20s is used. By choosing the {@action Meet Patron|TLotRR} undertaking to go and see Círdan you additionally receive a rumour from the Loremaster." + ] + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/Círdan the Shipwright.webp" + }, + "width": 850, + "height": 1313 + } + ] + }, + { + "name": "Fell Wraith", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Fell wraiths appear as crooked wanderers, roaming among ancient ruins, wrapped in cloaks hiding their spectral features. Their flesh is almost transparent, and their eyes seem to glow like embers. If encountered in the hours of twilight, they may pass as Men, as they can speak, even if with an unusual hissing voice and strange accents. Fell Wraiths carry old weapons, relics from an age of strife that they employ to deadly effectiveness." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Wraiths", + "entries": [ + "It is said that many who fought in the wars against Angmar fell victim to the Black Shadow, a terrible illness spread by the Nazgûl. Many did not perish, and were slowly consumed by it instead.", + "Wraiths are creatures that once were living beings but whose lives were consumed by sorcery or by another evil power. They are now undead, and live in both the living world and the wraith-world. Wraiths maintain a physical shape, albeit partially faded and thus resistant to harm.{@i \"Begone, if you be not deathless! For living or dark undead, I will smite you, if you touch him.\"}" + ] + }, + { + "type": "entries", + "name": "Undead", + "entries": [ + "Many horrors haunt the lonely lands of old Arnor, in the shadow of the darker woods and under the still waters of rotting marshes. Some say those shades are what remains of the ill-will of Evil Men and proud Elves, others that they are spirits out of Angmar, sent to infest barren hills and lonely barrows; others more blame dark sorcery and evil curses." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/Fell Wraith.webp" + } + } + ] + }, + { + "name": "Fitch Talltree", + "source": "TLotRR", + "entries": [ + "Fitch is not quite thirty, though his wild beard and fierce eyes make him appear older. Like his father before him, he holds the protection of Archet and its people as a sacred duty, and would gladly lay down his life to protect anyone in the tiny community. He blames himself for the untimely death of his father nearly ten years ago, when the two were hunting a brutal Stone-Troll from the Weather Hills that his father had nearly bested in combat previously. Not only was Fitch unable to aid his father in defeating the Troll, but the elder Talltree died saving his son from a particularly grievous blow from the Troll's massive stone club. To this day, Fitch seeks to alleviate his guilt over the death of his father, but fears facing the Troll alone. He is torn between this personal quest to avenge his father, and carrying out his promise to protect the people of Archet." + ] + }, + { + "name": "Footpad", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "A cowardly bandit, ready to rob a defenceless victim, but capable of ambushing a lonely companion with the help of others." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Ruffians", + "entries": [ + "Local robbers, cut-throats, brigands and other assorted criminals fall within this category of potential adversaries. Such foes can be encountered on the lonely roads of Eriador, but they are met as likely in a dark alley in Bree.{@i \"Where d'you think you're going?\" said one, the largest and most evil-looking of the crew}." + ] + }, + { + "type": "entries", + "name": "Evil Men", + "entries": [ + "Cruel individuals like brigands, marauders and slavers prowling the Lone-lands of Middle-earth fall within this category. Their malicious will notwithstanding, Evil Men are not servitors of Sauron, and they can end up opposing the Player- heroes for reasons not dependent on an allegiance with the Dark Lord." + ] + } + ] + } + ] + }, + { + "name": "Gandalf the Grey", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "At the end of the second week in September a cart came in through Bywater from the direction of the Brandywine Bridge in broad daylight. An old man was driving it all alone. He wore a tall pointed blue hat, a long grey cloak, and a silver scarf." + ], + "style": "quote-pull", + "skipMarks": true + }, + "To the Hobbits of the Shire, Gandalf the Grey is just a pilgrim, a wanderer without a home. He says he's a Wizard, but the extent of his magical skill seems to be limited to his wonderful fireworks and to the prodigious smoke-rings he produces with his {@item pipe|TLotRR}. But the wanderings of Gandalf have brought him much farther than his beloved Shire, to lands where he is known by different names: to the Elves he is Mithrandir, Tharkûn is how the Dwarves know him, and Men in the South call him Gandalf Greyhame. In these countries, Gandalf is not always welcome\u2014indeed, some call him a bringer of ill-news, as he often comes when a threat is near.", + "In truth, Gandalf is the greatest enemy of Sauron in the Third Age. Few among the Wise know that the Wizards first came to Middle-earth out of the Uttermost West almost two thousand years ago, on a mission to thwart the Dark Lord's machinations. Gandalf's appointed task is to bolster the hearts of those who would fight against evil everywhere, and that's what he has done for centuries now, counselling Dwarves, Elves, and Men, always bringing light where darkness lies.", + "Gandalf is the secret bearer of Narya, the Ring of Fire, the third Elven-ring created by Celebrimbor of Eregion. It was given to him for safekeeping and for his own use by Círdan the Shipwright. Narya is an invaluable aid to Gandalf in his mission to inspire others in their struggles against the Shadow. If pressed into combat, the Grey Pilgrim unsheaths Glamdring, an ancient Elven blade, forged in Gondolin for the Goblin-wars.", + { + "type": "entries", + "name": "Encountering Gandalf", + "page": 215, + "id": "34b", + "entries": [ + "Gandalf can be encountered almost anywhere\u2014riding across the countryside on horseback, walking alone or in the company of friends or allies, or even in the seat of a horse-drawn cart. He may not show up when called but often appears when needed. Gandalf holds a particular fondness for the Hobbits of the Shire and when he is meeting someone in Eriador, he will always choose the inn in Bree as a meeting place.", + "When encountered along the road, the Grey Wizard may appear just as an old man, with a long white beard and carrying a staff that he sometimes leans upon as he walks. But when he sits in council, his white hair and piercing dark eyes make him look like a wise king from some ancient legend.", + "Gandalf does not resort to using magic lightly, as he fears it would betray his presence to the eyes of the Enemy. When he does, he displays a mastery of fire and smoke, a reflection of his personality. Seemingly irascible, the old Wizard is also just as quick to burst into warm laughter. He might gently chide a friend, offer words of reassurance, then wax wroth at those who fail to show him due respect." + ] + }, + { + "type": "entries", + "name": "Gandalf as a Patron", + "page": 217, + "id": "34c", + "entries": [ + "Once, {@creature Círdan the Shipwright|TLotRR|Círdan} of the Havens said that the Grey Wanderer's mission is to 'rekindle hearts in a world that grows chill'. In accordance with this mandate, Gandalf labours to inspire all individuals into action, and set events in motion that will eventually spiral into greater consequences. The Quest of Erebor is an example of how Gandalf acts\u2014helping Thorin Oakenshield to reclaim his lost kingdom led to the elimination of a Dragon that could have become a terrible weapon in the hands of the Enemy.", + "Unlike the head of his order, Saruman, who deals in devices and instruments from his high tower in Isengard, Gandalf moves among those who oppose Sauron, listening to their pleas and providing help when emergencies occur. This has made Gandalf welcome in most places, despite his reputation as a troublemaker.", + "A member of the White Council, Gandalf is the one among the Wise that is most likely to act promptly. While the others may counsel patience and caution, Gandalf moves decisively, putting himself in danger, infiltrating the lairs of the Enemy, and facing evil without hesitation. His goal is to lead the Free Peoples by example, encouraging them to set aside ancient rivalries and petty disputes, and to work together in defence of all that is good and worth keeping.", + { + "type": "table", + "page": 217, + "colLabels": [ + "Fellowship Bonus", + "Advantage: The Wisdom of the Grey Pilgrim" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "+2", + "You can spend a Fellowship point to roll an additional {@dice d20} after a saving throw (but before the outcome is determined), and choose which of the d20s is used." + ] + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/Gandalf the Grey.webp" + }, + "width": 850, + "height": 1099 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/Gandalf the Grey 2.webp" + }, + "width": 1700, + "height": 2090 + } + ] + }, + { + "name": "Gilraen the Fair", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "After a few years Gilraen took leave of Elrond and returned to her own people in Eriador, and lived alone..." + ], + "style": "quote-pull", + "skipMarks": true + }, + "A woman of noble lineage, Gilraen is the mother of Aragorn, the current chieftain of the Rangers of the North and Heir of Isildur. She was quite young when she married, and became a widow soon after she gave birth to her son. When that came to pass, Elrond took her and her newborn to dwell with him in Rivendell, and he raised Aragorn as a son of his own\u2014Aragorn was called 'Estel' in Imladris ({@language Sindarin|TLotRR} for 'Hope'), to conceal his lineage and true name from his enemies.", + "In the year 2965, Gilraen is not yet sixty years old. Being one of the long lived Dúnedain, she is in the fullness of her strength of body and mind, and possesses a measure of the foresight of her people. When her son left Rivendell to seek adventure a few years ago, Gilraen decided to remain in Imladris. She often leaves the Last Homely House on short trips, to visit her own people in Eriador and confer with the captains of the Rangers of the North, in the absence of their chieftain.", + { + "type": "entries", + "page": 217, + "name": "Encountering Gilraen", + "id": "34e", + "entries": [ + "Gilraen is accorded great respect among the Dúnedain of Eriador as the widow of Arathorn, their previous chieftain, and as the mother of the Heir of Isildur. She is also deemed to be foresighted, having inherited that gift from Ivorwen, her mother. Many captains of the Rangers seek her advice, knowing her to be a wise and prudent counsellor.", + "Anyone who meets her will find Gilraen to be a tall and slender woman, her demeanour marked by sorrow, but who refuses to be bent under the weight of her misfortune.", + "Gilraen can be met in the company of small bands of Rangers, along the many paths trod by her folk in the vicinity of Rivendell, or in the Weather Hills and the North Downs. She never stays away for more than a few weeks at a time though, always returning to the safety of the house of Elrond to rest." + ] + }, + { + "type": "entries", + "name": "Gilraen as a Patron", + "page": 218, + "id": "34f", + "entries": [ + "Having lost her husband Arathorn to an Orc-arrow, and his father Arador to the ferocity of Hill-Trolls in the Coldfells, Gilraen has experienced personally the hatred of the Enemy for her folk. She knows full well that the Dúnedain of the North and the entire region of Eriador will never be safe if evil creatures are allowed to prowl undisturbed. In the absence of her son the chieftain, Gilraen makes sure that the Rangers don't forsake their duty as guardians of the land of old Arnor and the borders of the Bree-land and the Shire. In this, she has found a staunch ally in the Wizard {@creature Gandalf the Grey|TLotRR|Gandalf}. When she is in Rivendell, she never misses a chance to encourage the sons of Elrond to go out and hunt all monstrous creatures.", + "Adventurers worthy of Gilraen's trust find themselves enjoying the respect of the Rangers of the North. When out in the wild, they can count on the help of many scouts, and are provided directions to find their hidden refuges and caches of supplies.", + { + "type": "table", + "page": 218, + "colLabels": [ + "Fellowship Bonus", + "Advantage: Gilraen's Folk" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "0", + "At the start of a journey, you can spend a Fellowship point. During that journey, as long as you are within the territory that once was the old realm of Arnor, you can roll a {@dice d20} after each roll on the {@table Journey Events table|TLotRR}, and choose whether the Loremaster uses their roll or yours. By choosing the {@action Meet Patron|TLotRR} undertaking to go and see Gilraen you additionally receive a rumour from the Loremaster." + ] + ] + } + ] + } + ] + }, + { + "name": "Goblin Archer", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "A Goblin Archer is an Orc chosen for his keen eyes. His ability to see in the dark, coupled with a steady hand, lets him shoot arrows with precision by night or day." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Orcs of the North", + "entries": [ + "Among the most numerous of the malicious creatures serving the Shadow, the Orcs of the Mountains are used to living and making war in the deep places beneath the earth, where their sight is keener than any other Orc. When they are encountered in their mines, they are savage fighters and reckless in assault, but they leave the dark under the mountains only when marching to war or to avenge their fallen kind, as they suffer badly the light of the sun.", + "The Orcs of the North are a wild and independent lot, bent on their own purposes and aims when the Shadow's influence is weak, but ready to obey the will of their Master when directly subject to it. The smallest among them are often referred to as Goblins.{@i \"We have come all the way from the Mines to kill, and avenge our folk.\"}" + ] + }, + { + "type": "entries", + "name": "Orcs", + "entries": [ + "Bred by the first Dark Power in the early years of the world to serve him in many wars, Orcs are once again multiplying. They are strong and agile creatures, quick and robust, and ready to learn or devise new methods or instruments of torment. Their appearance and size differs from tribe to tribe, but many prominent features are common to all Orcs, such as short legs, broad, squinting eyes, wide mouths and long fangs.", + "Their malicious spirit is full of hatred for all living things, including their own kind, and when left to their own devices, Orcs often end up quarrelling fiercely over futile questions. But when they face their enemies they are quick to set their disagreements aside.", + "Some Orcs direct their spite towards some specific folk. To reflect this, the Loremaster may add to an Orc adversary the Hatred special trait.", + { + "type": "list", + "items": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entry": "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + } + ] + } + ] + }, + "For example, the Orcs and Goblins of Goblin-town hate Dwarves, and will attack a Company that includes Dwarves with blind fury. The Orcs of Mount Gram fiercely hate all Hobbits instead, and will relentlessly attack a Company including any." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/Goblin Archer.webp" + } + } + ] + }, + { + "name": "Goldberry", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "Tom Bombadil is the Master. No one has ever caught old Tom walking in the forest, wading in the water, leaping on the hill-tops under light and shadow. He has no fear. Tom Bombadil is master." + ], + "style": "quote-pull" + }, + "Old Tom Bombadil roamed all over Eriador, when the woods that today are called the Old Forest reached Dunland in the south. As the forest shrunk, so did his domain. He is a strange creature, known by many names\u2014to the Elves he is Iarwain Ben-adar ('oldest and fatherless'), a name that attempts to define him. For he is ancient even for the long-lived Elves, and they don't know whence he came. He was there before the Dark Lord arrived, he welcomed the first rivers and trees, and his life is tied inextricably to that of his land.", + "Tom appears as a red-cheeked man with curly brown hair, wrinkles around his eyes etched deep from mirth, usually clad in a blue coat and yellow boots. He is often engaged in seemingly frivolous activities, like picking water-lilies, as if he hasn't a care in the whole of Middle-earth. In truth, the opposite is true: Tom cares about all living things, so much so that he cannot distinguish the worth of one life over another.", + "Bombadil shares his life with Goldberry, the River-woman's daughter. She is a lady as fair as an Elf-maiden, and she is as enigmatic as her companion. Just standing in her presence provokes a marvellous delight in those who enter the house of Tom Bombadil, a joy that is felt deeply in their hearts.", + { + "type": "entries", + "name": "Encountering Tom and Goldberry", + "page": 218, + "id": "351", + "entries": [ + "The house of Tom Bombadil is found just beyond the Old Forest to the east, where the Withywindle runs down from its spring in the Barrow-downs. Under Tom's roof and at his table, guests will find their heart contented with peaceful slumber, fine company, joyous song, and all the simple pleasures that come with a humble heart.", + "Bombadil is known to journey into the Old Forest and the Barrow-downs, having no fear of Old Man Willow nor the wight-haunted hills. With a laugh and a wink, Tom charms all he encounters, singing the fierce to sleep and rousing the rest with a song and a merry dance.", + "Goldberry can be found anywhere along the course of the Withywindle, braiding daisies or water-lilies, or singing to the gurgling waters. She acts as if there is no menace in the world worth her concern, as she knows that Tom will come running if ever she needs him. The two are friendly to strangers but are no less strange to their friends, and they open their doors to any who they meet." + ] + }, + { + "type": "entries", + "name": "Tom and Goldberry as Patrons", + "page": 220, + "id": "352", + "entries": [ + "Though Tom's power is as deep as the earth is old, his mastery seems to be limited to his little land, within bounds that he has set. Within those bounds he fears nothing, and he is seemingly unconquerable, but he won't step beyond them for any reason. Adventurers winning his friendship and that of Goldberry will find that when called, they appear almost instantly anywhere within their domain. Even the weather itself seems to behave according to their needs and whims.", + "Tom knows all the ways and the lore of the Old Forest, and he can speak at length about all manner of such things, for there is little in his realm that he does not understand fully. He tells many remarkable stories, speaking softly or even singing, inspiring strange flights of fancy, vistas of untold history and of things forgotten, both majestic and meagre.", + "Tom asks little of his friends directly, but he might point them in the direction of a problem that needs solving, whether it's an unruly Wight from the Barrow-downs or a calf lost within the Old Forest. Goldberry seems to have no need of anything beyond what she has, but she might call upon a Company of well-meaning heroes to aid others in need.", + { + "type": "table", + "page": 220, + "colLabels": [ + "Fellowship Bonus", + "Advantage: Master of Wood, Water and Hill" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "+2", + "Spend all your remaining Fellowship to call Tom or Goldberry's intervention anywhere in Tom's country." + ] + ] + } + ] + } + ] + }, + { + "name": "Great Cave-troll", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Feared by its own handlers, a Great Cave-troll is sent by Orcs to smash the defences and the morale of the foes they fear the most." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Cave-Trolls", + "entries": [ + "Cave-trolls are bred to fight and hunt deep under the earth. They have a dark skin with a greenish hue, covered with tight, robust scales, and appear shorter than other Trolls, as they are extremely hunched and often advance on all fours walking on their knuckles. Nobody knows if Cave-trolls can endure sunlight as they never leave their hunting grounds under mountains, hills and fells.{@i A huge arm and shoulder, with a dark skin of greenish scales, was thrust through the widening gap.}" + ] + }, + { + "type": "entries", + "name": "Trolls", + "entries": [ + "Trolls were created by the Great Enemy in the Elder Days, to fight in many bitter wars. They were made strong and powerful, and appear monstrous and misshapen, as if left unfinished by their cruel maker. It is not known whether Trolls were generated in many forms, or if they evolved since their first appearance, but by the end of the Third Age several breeds of Trolls can be encountered." + ] + } + ] + } + ] + }, + { + "name": "Great Orc Bodyguard", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Less cunning than those who lead them, these fell creatures protect their captains at the cost of their lives." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Great Orcs", + "entries": [ + "A powerful breed of Orc, Great Orcs are said to descend from servant spirits that once took an Orcish shape to serve the Dark Power's purposes. King Golfimbul, the Great Goblin, Azog and his son Bolg were Great Orcs.{@i ...he was a great Orc with a huge iron-clad head, and yet agile and strong}." + ] + }, + { + "type": "entries", + "name": "Orcs", + "entries": [ + "Bred by the first Dark Power in the early years of the world to serve him in many wars, Orcs are once again multiplying. They are strong and agile creatures, quick and robust, and ready to learn or devise new methods or instruments of torment. Their appearance and size differs from tribe to tribe, but many prominent features are common to all Orcs, such as short legs, broad, squinting eyes, wide mouths and long fangs.", + "Their malicious spirit is full of hatred for all living things, including their own kind, and when left to their own devices, Orcs often end up quarrelling fiercely over futile questions. But when they face their enemies they are quick to set their disagreements aside.", + "Some Orcs direct their spite towards some specific folk. To reflect this, the Loremaster may add to an Orc adversary the Hatred special trait.", + { + "type": "list", + "items": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entry": "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + } + ] + } + ] + }, + "For example, the Orcs and Goblins of Goblin-town hate Dwarves, and will attack a Company that includes Dwarves with blind fury. The Orcs of Mount Gram fiercely hate all Hobbits instead, and will relentlessly attack a Company including any." + ] + } + ] + } + ] + }, + { + "name": "Great Orc Chief", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Great Orcs are often encountered as leaders and chieftains of their weaker-blooded relatives." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Great Orcs", + "entries": [ + "A powerful breed of Orc, Great Orcs are said to descend from servant spirits that once took an Orcish shape to serve the Dark Power's purposes. King Golfimbul, the Great Goblin, Azog and his son Bolg were Great Orcs.{@i ...he was a great Orc with a huge iron-clad head, and yet agile and strong}." + ] + }, + { + "type": "entries", + "name": "Orcs", + "entries": [ + "Bred by the first Dark Power in the early years of the world to serve him in many wars, Orcs are once again multiplying. They are strong and agile creatures, quick and robust, and ready to learn or devise new methods or instruments of torment. Their appearance and size differs from tribe to tribe, but many prominent features are common to all Orcs, such as short legs, broad, squinting eyes, wide mouths and long fangs.", + "Their malicious spirit is full of hatred for all living things, including their own kind, and when left to their own devices, Orcs often end up quarrelling fiercely over futile questions. But when they face their enemies they are quick to set their disagreements aside.", + "Some Orcs direct their spite towards some specific folk. To reflect this, the Loremaster may add to an Orc adversary the Hatred special trait.", + { + "type": "list", + "items": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entry": "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + } + ] + } + ] + }, + "For example, the Orcs and Goblins of Goblin-town hate Dwarves, and will attack a Company that includes Dwarves with blind fury. The Orcs of Mount Gram fiercely hate all Hobbits instead, and will relentlessly attack a Company including any." + ] + } + ] + } + ] + }, + { + "name": "Highway Robber", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "More dangerous than a common brigand, a Highway Robber is used to a life in the Wild, and has learned how to deal with armed victims." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Ruffians", + "entries": [ + "Local robbers, cut-throats, brigands and other assorted criminals fall within this category of potential adversaries. Such foes can be encountered on the lonely roads of Eriador, but they are met as likely in a dark alley in Bree.{@i \"Where d'you think you're going?\" said one, the largest and most evil-looking of the crew}." + ] + }, + { + "type": "entries", + "name": "Evil Men", + "entries": [ + "Cruel individuals like brigands, marauders and slavers prowling the Lone-lands of Middle-earth fall within this category. Their malicious will notwithstanding, Evil Men are not servitors of Sauron, and they can end up opposing the Player- heroes for reasons not dependent on an allegiance with the Dark Lord." + ] + } + ] + } + ] + }, + { + "name": "Hound of Sauron", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Chosen for its ferocity and malicious intelligence, a Hound of Sauron is a minion of the Dark Lord, a servant sent on a precise errand, be it the gathering of forces for a coming war, the hunt for a specific individual, or spying on an area. Hidden behind the shape of an ordinary Warg, a Hound of Sauron conceals much greater powers." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Werewolves", + "entries": [ + "It is suspected by the most learned among the Wise that the cruellest packs of Wargs might be led by the foulest of creatures: trusted servants of the Dark Lord returned from the Ancient World to serve him once again. Devouring spirits trapped in wolf-form, they hate the very soil they walk upon, and desire only to defile and ruin in an attempt to quench the dreadful hunger that consumes their mortal bodies.{@i \"Listen, Hound of Sauron!\" he cried. \"Gandalf is here. Fly, if you value your foul skin! I will shrivel you from tail to snout, if you come within this ring.\"}" + ] + }, + { + "type": "entries", + "name": "Wolves of the Wild", + "entries": [ + "By the time of Bilbo's adventures, Wargs and Werewolves could be encountered at night in the eastern vales close to the Misty Mountains, where they prowl in search of prey. Years later, packs of Wolves have crossed the Hithaeglir, and can be found across Eriador.", + "All Wolves share a prodigious agility that prevents their enemies from keeping a distance in combat." + ] + } + ] + } + ] + }, + { + "name": "Jalin", + "source": "TLotRR", + "entries": [ + "{@creature Jalin|TLotRR}, a lunatic Dwarf of Narag-Nâla, sometimes comes to dwell in the ruins. An outcast from his own people, he lives off rats and other disgusting things. Jalin's dreams are haunted by the spirit of Elwen, as he feels a mix of love and fear for her. He will try to kill or drag into a trap any trespassers in \"his city\". Use the stats for a {@creature Southerner Champion|TLotRR} with the {@condition anguished|TLotRR} condition." + ] + }, + { + "name": "John Ferny", + "source": "TLotRR", + "entries": [ + "One of the less hospitable-looking houses in East Row belongs to the sallow-faced and cross-tempered horse trader and ostler, John Ferny. In previous generations, the Ferny family name was associated with the trade of some of the finest horses in Eriador\u2014today, it has become synonymous with deception. The quality steeds and workhorses traded by his father and grandfather have given way to wretched and ill-treated nags that he sells at inflated prices. The good will of his family name has withered to worthlessness, and to maintain profits, John has even taken to trading with foreign folk. More than once, locals have seen him taking silver pennies from foreigners and southerners, and John has little more than snide remarks for any who question his business practices. The only matter upon which the townsfolk seem to agree with the foul ostler is his constant suspicion of the Rangers whenever they make their way into Bree." + ] + }, + { + "name": "Lady Elwen - Fell Wraith", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Once a valorous Dúnadan noble lady, but when her city fell, she survived, only to be slowly consumed by grief and by the curse of the Chief of the Ringwraiths\u2014Lady Elwen is now a Fell Wraith, bound to roam the ruins of her castle.", + "As a Fell Wraith, she appears as a crooked hag, wrapped in tatters hiding her spectral features. Her flesh is almost transparent, and her eyes glow like embers. Thin strands of white hair escape her hood." + ] + }, + { + "type": "quote", + "entries": [ + "Why have you come? There's nothing here, only death. Leave this place, or join me in my torment!" + ] + }, + "She is armed with a pitted sword, the weapon she used to defend her city and fortress." + ] + }, + { + "name": "Marsh-dwellers", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "The Marsh-dwellers are shambling humanoid creatures with a clammy pale flesh, like that of a corpse left to rot in the water. A fell light in their small eyes suggests a wicked vitality and intent. They dwell among ruins where Men used to live, often by dark pools of stagnant water. They hide underground in small groups, ready to ambush unwary travellers and drag them into the cellars where they hoard their stolen gold." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Wraiths", + "entries": [ + "It is said that many who fought in the wars against Angmar fell victim to the Black Shadow, a terrible illness spread by the Nazgûl. Many did not perish, and were slowly consumed by it instead.", + "Wraiths are creatures that once were living beings but whose lives were consumed by sorcery or by another evil power. They are now undead, and live in both the living world and the wraith-world. Wraiths maintain a physical shape, albeit partially faded and thus resistant to harm.{@i \"Begone, if you be not deathless! For living or dark undead, I will smite you, if you touch him.\"}" + ] + }, + { + "type": "entries", + "name": "Undead", + "entries": [ + "Many horrors haunt the lonely lands of old Arnor, in the shadow of the darker woods and under the still waters of rotting marshes. Some say those shades are what remains of the ill-will of Evil Men and proud Elves, others that they are spirits out of Angmar, sent to infest barren hills and lonely barrows; others more blame dark sorcery and evil curses." + ] + } + ] + } + ] + }, + { + "name": "Nameless Thing", + "source": "TLotRR", + "entries": [ + { + "type": "quote", + "entries": [ + "There are older and fouler things than Orcs in the deep places of the world." + ], + "style": "quote-pull" + }, + "The darkest legends of the Dwarves whisper of ancient things living in the pools and lakes of remote dales, and lurking in dark tunnels dug before the Orcs came to the mountains. So little is known about these beings that no one ever gave them a name. They do not seem creations of the Great Enemy, Morgoth, for they are older than his lieutenant Sauron, and unknown to him. Their accursed breed might be akin to that of the monstrous Ungoliant, the mother of all Spiders, but they might be something else entirely. Whence they came no one can say\u2014they are evil, but they do not heed the call of the Shadow.", + "What is certain about all of them is that they are always a horrible sight to behold, and that they are very dangerous. They are not just simple beasts, but have a primitive intelligence, linked to their survival instinct, certainly, but often betraying some deeper drive or craving. They all hate the light, and thus live in the darkest recesses of the earth, or in the depths of lakes or underground rivers, which is the reason why no one has ever seen one of them in their entirety. If they come to the surface, they do it for a short time, enough to spread fear and despair, and then they return to their hidden lairs to rest undisturbed.", + { + "type": "entries", + "name": "Nameless Things in the Third Age", + "page": 164, + "id": "2f9", + "entries": [ + "Nameless Things can be introduced to the game by a Loremaster looking for a formidable adversary for their Company of heroes. Differently from most opponents presented in this volume, they do not really belong to a specific breed, and thus must be designed by the Loremaster personally, using the guidelines offered below. The result will be a unique creature, complete with a level of backstory, to underline the long years that the creature has spent troubling the unhappy world." + ] + }, + { + "type": "entries", + "name": "Children of Darkness", + "page": 164, + "id": "2fa", + "entries": [ + "To create a Nameless Thing, the Loremaster either rolls dice on the following tables or directly chooses the entries they consider to be most fitting.", + "The tables numbered from 1 to 5 are used to create the identity of the thing, and give it a story.", + { + "type": "list", + "page": 165, + "items": [ + "{@table Table 01. The Thing is Referred to as...|TLotRR|Table 01} is used to determine {@i how the Thing is referred to}", + "{@table Table 02. The Thing can be described as...|TLotRR|Table 02} is used to generate its {@i general description}", + "{@table Table 03. When first encountered...|TLotRR|Table 03} is used to determine what the Player-heroes notice moments before the {@i Thing appears}, and then {@i what they see first}", + "{@table Table 04. A Rumour About the Thing|TLotRR|Table 04} is used to generate a {@i rumour about the Thing}", + "{@table Table 05. Where the Thing is Remembered|TLotRR|Table 05} is used to discover {@i where the Thing is remembered}" + ] + }, + "Tables 06 to 08 are instead used to determine the characteristics of the Nameless Thing in gaming terms, in conjunction with the stat block presented overleaf.", + { + "type": "list", + "page": 165, + "items": [ + "{@table Table 06. Characteristics|TLotRR|Table 06} determines all the usual stats required to use the Thing as an adversary, including its Armour Class, Hit Points, and physical ability scores. It also provided the recommended challenge rating of the Thing.", + "{@table Table 07. Attack Forms|TLotRR|Table 07} is used to determine the forms of attack that the Thing employs. There are suggestions for each type, but you'll want to use the previous entries as well to help fill in the details.", + "All Nameless Things, being creatures of darkness, suffer badly the light of the sun, and so display the Sunlight Sensitivity trait. Each Thing may possess additional special traits, chosen from {@table Table 08. Special Traits|TLotRR|Table 08}." + ] + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 01. The Thing is referred to as...", + "page": 165, + "collapsed": true + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 02. The Thing can be described as...", + "page": 166, + "collapsed": true + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 03. When first encountered...", + "page": 166, + "collapsed": true + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 04. A Rumour About the Thing", + "page": 167, + "collapsed": true + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 05. Where the Thing is Remembered", + "page": 168, + "collapsed": true + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 06. Characteristics", + "page": 169, + "collapsed": true + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 07. Attack Forms", + "page": 169, + "collapsed": true + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 08. Special Traits", + "page": 170, + "collapsed": true + } + ] + } + ] + }, + { + "name": "Orc Guard", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "The strongest and boldest Orcs are equipped with the toughest armour they can find or put together, and are placed to keep watch on an area wielding a sword and sturdy shield." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Orcs of the North", + "entries": [ + "Among the most numerous of the malicious creatures serving the Shadow, the Orcs of the Mountains are used to living and making war in the deep places beneath the earth, where their sight is keener than any other Orc. When they are encountered in their mines, they are savage fighters and reckless in assault, but they leave the dark under the mountains only when marching to war or to avenge their fallen kind, as they suffer badly the light of the sun.", + "The Orcs of the North are a wild and independent lot, bent on their own purposes and aims when the Shadow's influence is weak, but ready to obey the will of their Master when directly subject to it. The smallest among them are often referred to as Goblins.{@i \"We have come all the way from the Mines to kill, and avenge our folk.\"}" + ] + }, + { + "type": "entries", + "name": "Orcs", + "entries": [ + "Bred by the first Dark Power in the early years of the world to serve him in many wars, Orcs are once again multiplying. They are strong and agile creatures, quick and robust, and ready to learn or devise new methods or instruments of torment. Their appearance and size differs from tribe to tribe, but many prominent features are common to all Orcs, such as short legs, broad, squinting eyes, wide mouths and long fangs.", + "Their malicious spirit is full of hatred for all living things, including their own kind, and when left to their own devices, Orcs often end up quarrelling fiercely over futile questions. But when they face their enemies they are quick to set their disagreements aside.", + "Some Orcs direct their spite towards some specific folk. To reflect this, the Loremaster may add to an Orc adversary the Hatred special trait.", + { + "type": "list", + "items": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entry": "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + } + ] + } + ] + }, + "For example, the Orcs and Goblins of Goblin-town hate Dwarves, and will attack a Company that includes Dwarves with blind fury. The Orcs of Mount Gram fiercely hate all Hobbits instead, and will relentlessly attack a Company including any." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/Orc Guard.webp" + } + } + ] + }, + { + "name": "Orc Soldier", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Armed with characteristic bent swords, Orc soldiers are a loud, undisciplined lot. Only a forceful chieftain with a cruel whip and a sharp blade can keep them in line." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Orcs of the North", + "entries": [ + "Among the most numerous of the malicious creatures serving the Shadow, the Orcs of the Mountains are used to living and making war in the deep places beneath the earth, where their sight is keener than any other Orc. When they are encountered in their mines, they are savage fighters and reckless in assault, but they leave the dark under the mountains only when marching to war or to avenge their fallen kind, as they suffer badly the light of the sun.", + "The Orcs of the North are a wild and independent lot, bent on their own purposes and aims when the Shadow's influence is weak, but ready to obey the will of their Master when directly subject to it. The smallest among them are often referred to as Goblins.{@i \"We have come all the way from the Mines to kill, and avenge our folk.\"}" + ] + }, + { + "type": "entries", + "name": "Orcs", + "entries": [ + "Bred by the first Dark Power in the early years of the world to serve him in many wars, Orcs are once again multiplying. They are strong and agile creatures, quick and robust, and ready to learn or devise new methods or instruments of torment. Their appearance and size differs from tribe to tribe, but many prominent features are common to all Orcs, such as short legs, broad, squinting eyes, wide mouths and long fangs.", + "Their malicious spirit is full of hatred for all living things, including their own kind, and when left to their own devices, Orcs often end up quarrelling fiercely over futile questions. But when they face their enemies they are quick to set their disagreements aside.", + "Some Orcs direct their spite towards some specific folk. To reflect this, the Loremaster may add to an Orc adversary the Hatred special trait.", + { + "type": "list", + "items": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entry": "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + } + ] + } + ] + }, + "For example, the Orcs and Goblins of Goblin-town hate Dwarves, and will attack a Company that includes Dwarves with blind fury. The Orcs of Mount Gram fiercely hate all Hobbits instead, and will relentlessly attack a Company including any." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/Orc Soldier.webp" + } + } + ] + }, + { + "name": "Orc-chieftain", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Only the most wicked and cruel Orcs live long enough to become chieftains and lead their tribe or warband to battle. An Orc-chieftain is easy to recognise, as it is usually the largest in a group, wielding the meanest weapons and donning superior armour. Often, tell-tale scars or mutilations mark a chieftain's long service under the Shadow." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Orcs of the North", + "entries": [ + "Among the most numerous of the malicious creatures serving the Shadow, the Orcs of the Mountains are used to living and making war in the deep places beneath the earth, where their sight is keener than any other Orc. When they are encountered in their mines, they are savage fighters and reckless in assault, but they leave the dark under the mountains only when marching to war or to avenge their fallen kind, as they suffer badly the light of the sun.", + "The Orcs of the North are a wild and independent lot, bent on their own purposes and aims when the Shadow's influence is weak, but ready to obey the will of their Master when directly subject to it. The smallest among them are often referred to as Goblins.{@i \"We have come all the way from the Mines to kill, and avenge our folk.\"}" + ] + }, + { + "type": "entries", + "name": "Orcs", + "entries": [ + "Bred by the first Dark Power in the early years of the world to serve him in many wars, Orcs are once again multiplying. They are strong and agile creatures, quick and robust, and ready to learn or devise new methods or instruments of torment. Their appearance and size differs from tribe to tribe, but many prominent features are common to all Orcs, such as short legs, broad, squinting eyes, wide mouths and long fangs.", + "Their malicious spirit is full of hatred for all living things, including their own kind, and when left to their own devices, Orcs often end up quarrelling fiercely over futile questions. But when they face their enemies they are quick to set their disagreements aside.", + "Some Orcs direct their spite towards some specific folk. To reflect this, the Loremaster may add to an Orc adversary the Hatred special trait.", + { + "type": "list", + "items": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entry": "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + } + ] + } + ] + }, + "For example, the Orcs and Goblins of Goblin-town hate Dwarves, and will attack a Company that includes Dwarves with blind fury. The Orcs of Mount Gram fiercely hate all Hobbits instead, and will relentlessly attack a Company including any." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/Orc-chieftain.webp" + } + } + ] + }, + { + "name": "Oswald Breeker", + "source": "TLotRR", + "entries": [ + "The most well-known resident of Combe is one {@creature Oswald Breeker|TLotRR}, a wizened old man who lives alone in his ancient family estate on the edge of the village. He is the master of much of the farm and grazing lands of Combe, and extracts a heavy tax from those who tend these fields and hills. A widower who lost his only child over twenty years ago, he offers the people of Combe little more than cross words and demands for prompt payment. Rumours say that his wife, in despair at the cold heart of her husband, disappeared in the ruins of an ancient mansion that is visible at the end of the valley of Combe. No locals dare to visit these ancient and broken stones, as many have said to have seen a spectre haunting the grounds when the moon is new and the sky is black.", + "In truth, while quite cantankerous, {@creature Oswald Breeker|TLotRR} is no villain. He is a hard man and pushes the people under his charge to be equally hard, so they might endure the dangers that lurk so close to the edges of Combe. He is well-versed in {@skill old lore|TLotRR}, maintaining a vast library of ancient books and tomes in his estate. In secret, he meets with {@race Ranger of the North|TLotRR|Rangers of the North}, who patrol the land around the ruined High House of Combe, trading news and providing aid where he can.", + "Should the Player-heroes prove themselves to be both allies of the Free Folk and capable of keeping his secrets, they might find a benefactor in Oswald, who may permit regular use of his library for research.", + { + "type": "inset", + "page": 188, + "id": "31d", + "entries": [ + "Any {@race Ranger of the North|TLotRR} or other character able to win over Oswald is able to make use of his collection of ancient texts, and gains advantage on Intelligence ({@skill Old Lore|TLotRR}) checks related to the history of Bree-land and Arnor." + ] + } + ] + }, + { + "name": "Ruffian Leader", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Tougher or simply fiercer, a leader is a ruffian who has reached the top with the help of a sharper mind, or blade." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Ruffians", + "entries": [ + "Local robbers, cut-throats, brigands and other assorted criminals fall within this category of potential adversaries. Such foes can be encountered on the lonely roads of Eriador, but they are met as likely in a dark alley in Bree.{@i \"Where d'you think you're going?\" said one, the largest and most evil-looking of the crew}." + ] + }, + { + "type": "entries", + "name": "Evil Men", + "entries": [ + "Cruel individuals like brigands, marauders and slavers prowling the Lone-lands of Middle-earth fall within this category. Their malicious will notwithstanding, Evil Men are not servitors of Sauron, and they can end up opposing the Player- heroes for reasons not dependent on an allegiance with the Dark Lord." + ] + } + ] + } + ] + }, + { + "name": "Sabian", + "source": "TLotRR", + "entries": [ + "The brigands are being manipulated by a group of Men from Umbar, who seem to have an interest in exploring the ruins of Cardolan and Eriador. They have infiltrated the group of robbers, and are slowly taking the lead among them. {@creature Sabian|TLotRR} is among them, a Southron mariner who now is leading the band operating beyond the Brandywine river. He is a spy, using the brigands' activities as cover to explore Eriador and its ruins.", + { + "type": "list", + "page": 230, + "items": [ + "How to employ {@creature Sabian|TLotRR} is up to the Loremaster. He is stealthy and clever, and can hide easily, unless the Player-heroes make capturing him their primary goal. {@creature Sabian|TLotRR} can spring traps on the Player-heroes, or sabotage their plans. If left to his own devices, {@creature Sabian|TLotRR} will eventually leave the ruins, and join the brigands outside (see {@book Trapped!|TLotRR|9|Trapped!}, below).", + "{@creature Sabian|TLotRR} is a {@creature Highway Robber|TLotRR}." + ] + } + ] + }, + { + "name": "Southerner Champion", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "A Southerner Champion may be a chieftain from Dunland, a bandit lord capable of uniting a number of fractious warriors into a small army, or just a particularly vicious brigand." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Hostile Southerners", + "entries": [ + "The people of Bree call 'Southerner' every foreigner coming up the Greenway. The vast majority are simply moving away from some trouble, looking for lands where they can find some peace. Others are not so well-meaning...{@i \"If room isn't found for them, they'll find it for themselves. They've a right to live, same as other folk...\"}" + ] + }, + { + "type": "entries", + "name": "Evil Men", + "entries": [ + "Cruel individuals like brigands, marauders and slavers prowling the Lone-lands of Middle-earth fall within this category. Their malicious will notwithstanding, Evil Men are not servitors of Sauron, and they can end up opposing the Player- heroes for reasons not dependent on an allegiance with the Dark Lord." + ] + } + ] + } + ] + }, + { + "name": "Southerner Raider", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "When a particularly harsh winter has passed, Men from the South may assemble war parties and look for some isolated homestead to plunder, before retreating just as quickly back into the mists where they came from." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Hostile Southerners", + "entries": [ + "The people of Bree call 'Southerner' every foreigner coming up the Greenway. The vast majority are simply moving away from some trouble, looking for lands where they can find some peace. Others are not so well-meaning...{@i \"If room isn't found for them, they'll find it for themselves. They've a right to live, same as other folk...\"}" + ] + }, + { + "type": "entries", + "name": "Evil Men", + "entries": [ + "Cruel individuals like brigands, marauders and slavers prowling the Lone-lands of Middle-earth fall within this category. Their malicious will notwithstanding, Evil Men are not servitors of Sauron, and they can end up opposing the Player- heroes for reasons not dependent on an allegiance with the Dark Lord." + ] + } + ] + } + ] + }, + { + "name": "Stone-troll Chief", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Small groups of Stone-trolls may band together around a stronger member of their breed, to attack caravans of merchants or isolated farmhouses." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Stone-Trolls", + "entries": [ + "Stone-trolls are predators, living in small groups in filthy caves strewn with the remains of unwary travellers. They seem to be somewhat more intelligent than other Troll types, maybe thanks to their habit of prowling in the proximity of populated areas.", + "A very ancient breed, Stone-trolls owe their name to the fact that they turn to stone if exposed to the light of the sun.{@i ...there were three fair-sized trolls at hand in a nasty mood, quite likely to try toasted Dwarf, or even pony, for a change...}" + ] + }, + { + "type": "entries", + "name": "Trolls", + "entries": [ + "Trolls were created by the Great Enemy in the Elder Days, to fight in many bitter wars. They were made strong and powerful, and appear monstrous and misshapen, as if left unfinished by their cruel maker. It is not known whether Trolls were generated in many forms, or if they evolved since their first appearance, but by the end of the Third Age several breeds of Trolls can be encountered." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/Stone-troll Chief.webp" + } + } + ] + }, + { + "name": "Stone-troll Robber", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "A Stone-troll Robber's appearance, while always frightful, is made less monstrous by their tendency to wear simple clothes, cook their food and use tools like drinking jugs and barrels." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Stone-Trolls", + "entries": [ + "Stone-trolls are predators, living in small groups in filthy caves strewn with the remains of unwary travellers. They seem to be somewhat more intelligent than other Troll types, maybe thanks to their habit of prowling in the proximity of populated areas.", + "A very ancient breed, Stone-trolls owe their name to the fact that they turn to stone if exposed to the light of the sun.{@i ...there were three fair-sized trolls at hand in a nasty mood, quite likely to try toasted Dwarf, or even pony, for a change...}" + ] + }, + { + "type": "entries", + "name": "Trolls", + "entries": [ + "Trolls were created by the Great Enemy in the Elder Days, to fight in many bitter wars. They were made strong and powerful, and appear monstrous and misshapen, as if left unfinished by their cruel maker. It is not known whether Trolls were generated in many forms, or if they evolved since their first appearance, but by the end of the Third Age several breeds of Trolls can be encountered." + ] + } + ] + } + ] + }, + { + "name": "The Wight-king", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Rising on one of the highest hills in the Barrow-downs, this burial mound conceals a vast underground complex, descending deep into the bowels of the earth, with dark and cold tunnels winding into many lesser burial chambers, where dozens of warriors are entombed with their gear of war and precious treasure. The stink of decay, stagnation, and rot chokes any who are foolish enough to push aside the great carven stone that blocks the entryway into this labyrinth of the dead.", + "This is the haunted lair of the Wight-king, the chief of all blighted creatures who dwell in Tyrn Gorthad. Some say he was the last King of Cardolan, buried in the Barrow-downs before the Great Plague. Others hold him to be the malicious spirit of some fell captain who once served Angmar. What is certain is that in the ages since the barrow was dug, the Wight-king has carved for himself a great throne room,", + "deep in the darkness. Concealed from the light of day, he sits and festers in his own hatred, his lust for death satiated only when intruders dare enter his domain, or on the rare occasions when he walks among the mists of the Barrow-downs under cover of darkness. Stories of his empty eyes, his broken blade, and his terrible song have kept most would-be tomb robbers from daring to come near his domain\u2014and those who do are seldom heard from again." + ] + }, + { + "type": "section", + "entries": [ + "Scant few have seen the Wight-king and lived to tell the tale, but mad tomb-robbers who have come out of the Barrow-downs tell of a fleshless warrior wearing the blackened raiment of an ancient noble. Empty black eyes burn behind a great, cracked helm, and a pitted blade is clutched in his left hand. All that is dead and yet still lives by sorcery or the will of the Enemy is his to command.", + "The Wight-king leaves the Great Barrow only at night, and moves in darkness and silence across Tyrn Gorthad, singing songs of hopelessness and sorrow in both the {@language Westron|TLotRR|Common Tongue} and the {@language Black Speech|TLotRR} of Mordor." + ] + } + ] + }, + { + "name": "Tom Bombadil", + "source": "TLotRR", + "_copy": { + "name": "Goldberry", + "source": "TLotRR" + }, + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/Tom Bombadil.webp" + }, + "width": 1700, + "height": 2146 + } + ] + }, + { + "name": "Wild Wolf", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "The average Warg, a Wild Wolf is slightly larger than an ordinary wolf, and much more vicious. It can be encountered in a pack, but also as a solitary hunter or scout, ready to howl and alert other Wargs and evil creatures for miles around. Orcs learn how to ride upon Wild Wolves like men do on horses." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Wargs", + "entries": [ + "Wargs are a particularly evil breed of Wolves, possessing wicked cunning and displaying malicious intent. They communicate using a dreadful language, foul to the ears of listeners not sharing their love for cruel and hateful deeds. Wargs generally look like lean and powerfully-built grey wolves, with eyes shining in the dark, but their size and appearance vary according to age and experience.{@i \"How the wind howls!\" he cried. \"It is howling with wolf-voices. The Wargs have come west of the Mountains!\"}" + ] + }, + { + "type": "entries", + "name": "Wolves of the Wild", + "entries": [ + "By the time of Bilbo's adventures, Wargs and Werewolves could be encountered at night in the eastern vales close to the Misty Mountains, where they prowl in search of prey. Years later, packs of Wolves have crossed the Hithaeglir, and can be found across Eriador.", + "All Wolves share a prodigious agility that prevents their enemies from keeping a distance in combat." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/bestiary/Wild Wolf.webp" + } + } + ] + }, + { + "name": "Wolf-chieftain", + "source": "TLotRR", + "entries": [ + { + "type": "entries", + "entries": [ + "Greater in stature, cruelty and cunning than ordinary Wargs, a Wolf-chieftain is called upon by its lesser kin to deal with serious threats, like bands of travelling adventurers trespassing into Warg territory. A Wolf-chieftain is never encountered alone, but always surrounded by a pack of Wild Wolves." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Wargs", + "entries": [ + "Wargs are a particularly evil breed of Wolves, possessing wicked cunning and displaying malicious intent. They communicate using a dreadful language, foul to the ears of listeners not sharing their love for cruel and hateful deeds. Wargs generally look like lean and powerfully-built grey wolves, with eyes shining in the dark, but their size and appearance vary according to age and experience.{@i \"How the wind howls!\" he cried. \"It is howling with wolf-voices. The Wargs have come west of the Mountains!\"}" + ] + }, + { + "type": "entries", + "name": "Wolves of the Wild", + "entries": [ + "By the time of Bilbo's adventures, Wargs and Werewolves could be encountered at night in the eastern vales close to the Misty Mountains, where they prowl in search of prey. Years later, packs of Wolves have crossed the Hithaeglir, and can be found across Eriador.", + "All Wolves share a prodigious agility that prevents their enemies from keeping a distance in combat." + ] + } + ] + } + ] + } + ], + "variantrule": [ + { + "name": "Encumbrance", + "source": "TLotRR", + "page": 22, + "ruleType": "V", + "entries": [ + "The following alternative rules for lifting and carrying determine how the Player-heroes are hindered by the weight of their carried gear.", + { + "type": "list", + "items": [ + "If you carry weight in excess of 5 times your Strength score, you are {@i encumbered}, which means your speed drops by 10 feet and you have disadvantage on Strength ({@skill Athletics}) checks, Dexterity ({@skill Acrobatics}) checks, and {@book fatigue saving throws|TLotRR|4|3. Ending the Journey}.", + "If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead {@i heavily encumbered}, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution." + ] + }, + "The maximum carrying capacity and the weight you can push, drag, or lift is calculated as usual." + ] + }, + { + "name": "Replacing the d20", + "source": "TLotRR", + "page": 22, + "ruleType": "VO", + "entries": [ + "Whenever a {@dice d20} must be rolled, roll three Success Dice instead and add them together. If the roll has disadvantage, all the Success Dice that come up showing a result in an outlined number (1, 2, or 3) are considered to have given a result of zero instead. If the roll has advantage, roll four Success Dice instead of three and add them together." + ] + }, + { + "name": "Resting", + "source": "TLotRR", + "page": 22, + "ruleType": "V", + "entries": [ + "{@i The Lord of the Rings Roleplaying} employs a variant of the standard 5e rules for short and long rests.", + { + "type": "list", + "items": [ + "Player-heroes can benefit from long rests exclusively in sheltered and safe refuges (i.e. not 'on the road'). The {@book safe havens|TLotRR|1|The Safe Haven} of the Company certainly count as sheltered refuges, as well as any city or settlement where the Company is welcomed on friendly terms. At the Loremaster's discretion, a deserted but well-sheltered place in the wilds could also be suitable for a long rest.", + "Additionally, a short rest {@book during a journey|TLotRR|4|Journey} must be at least 8 hours long, during which a character sleeps or performs only light activities. Once the Player-heroes stop travelling for at least 24 hours (because they have reached their destination, or have decided to stop along the way), they can resume taking short rests of 1 hour." + ] + } + ] + }, + { + "name": "Rewards and Virtues", + "source": "TLotRR", + "page": 22, + "ruleType": "V", + "entries": [ + "Virtues are unique abilities and special talents, characteristic of a given culture. Players select a new virtue when their Player-hero reaches certain levels in a calling.", + "Rewards are pieces of war gear of superior craftsmanship, granted to a Player-hero as an award for their deeds when they reach certain levels. Rewards are not tied to a specific culture.", + "Virtues and rewards are described {@book Chapter 4|TLotRR|3}." + ] + }, + { + "name": "Rolling 1 or 20", + "source": "TLotRR", + "page": 22, + "ruleType": "VO", + "entries": [ + "During combat, if the attack roll shows two or more icons, the attack hits regardless of any modifier or the target's AC, and is a critical hit. If the roll has disadvantage, it must show three icons.", + "If the Success Dice for an attack only show outlined numbers, the attack misses regardless of any modifiers or the target's AC." + ] + }, + { + "name": "Shadow and Corruption", + "source": "TLotRR", + "page": 23, + "ruleType": "V", + "entries": [ + "Challenging an almost all-powerful Enemy and facing its terrible minions is bound to instil a sense of fear and doubt in the Player-heroes, a sentiment that in time comes to weigh heavily on their hearts and minds. In {@i The Lord of the Rings Roleplaying}, this burden is represented by the accumulation of Shadow points, and by the sources that force their gain.", + { + "type": "list", + "items": [ + "Player-heroes can resist some sources of Shadow gain by making a saving throw\u2014either an Intelligence, Wisdom, or Charisma saving throw.", + "Attempting or performing misdeeds provokes an automatic Shadow gain instead, as such actions prove that a hero is falling for the evil ways of the Enemy." + ] + }, + "Player-heroes mark their descent into the Shadow following a specific Shadow path, based on their chosen calling, and risk leaving the game if they cannot stop their descent into madness. Player-heroes avoid this by getting rid of Shadow points during the Fellowship Phase, resting from actively opposing the Enemy.", + { + "type": "inset", + "id": "031", + "entries": [ + "Shadow can also result in the Player-heroes being subjected to {@book two new conditions|TLotRR|7|Shadow Conditions}, {@condition anguished|TLotRR} and {@condition miserable|TLotRR}." + ] + }, + "These conditions, along with the rules for the Shadow, are presented in {@book Chapter 8|TLotRR|7}." + ] + } + ], + "table": [ + { + "name": "Adventuring Gear", + "source": "TLotRR", + "page": 70, + "colLabels": [ + "Item", + "Cost", + "Weight" + ], + "colStyles": [ + "col-8", + "col-2 text-center", + "col-2 text-center" + ], + "rows": [ + [ + "{@item Arrows (20)|PHB}", + "1 s", + "1 lb." + ], + [ + "{@item Backpack|PHB}", + "2 s", + "5 lbs" + ], + [ + "{@item Barrel|PHB}", + "2 s", + "70 lbs" + ], + [ + "{@item Basket|PHB}", + "4 c", + "2 lbs" + ], + [ + "{@item Bedroll|PHB}", + "1 s", + "7 lbs" + ], + [ + "{@item Bell|PHB}", + "1 s", + "\u2014" + ], + [ + "{@item Blanket|PHB}", + "5 c", + "3 lbs" + ], + [ + "{@item Block and tackle|PHB}", + "1 s", + "5 lbs" + ], + [ + "{@item Book|PHB}", + "25 s", + "5 lbs" + ], + [ + "{@item Glass Bottle|PHB|Bottle, glass}", + "2 s", + "2 lbs" + ], + [ + "{@item Bucket|PHB}", + "1 c", + "2 lbs" + ], + [ + "{@item Candle|PHB|Candle (set of 10})", + "1 c", + "\u2014" + ], + [ + "{@item Map or Scroll Case|PHB|Case, map or scroll}", + "1 s", + "1 lb." + ], + [ + "{@item Chain (10 feet)|PHB}", + "5 s", + "10 lbs" + ], + [ + "{@item Chalk (1 piece)|PHB|Chalk (10 pieces)}", + "1 c", + "\u2014" + ], + [ + "{@item Chest|PHB}", + "5 s", + "25 lbs" + ], + [ + "{@item Climber's kit|PHB}", + "25 s", + "12 lbs" + ], + [ + "{@item Common Clothes|PHB|Clothes, common}", + "5 c", + "3 lbs" + ], + [ + "{@item Fine Clothes|PHB|Clothes, fine}", + "15 s", + "6 lbs" + ], + [ + "{@item Traveler's Clothes|PHB|Clothes, traveller's}", + "2 s", + "4 lbs" + ], + [ + "{@item Fishing tackle|PHB}", + "1 s", + "4 lbs" + ], + [ + "{@item Tankard|PHB|Flask or tankard}", + "1 c", + "1 lb." + ], + [ + "{@item Healer's kit|PHB}", + "5 s", + "3 lbs" + ], + [ + "{@item Hourglass|PHB}", + "25 s", + "1 lb" + ], + [ + "{@item Ink (1-ounce bottle)|PHB|Ink (1 ounce bottle)}", + "10 s", + "\u2014" + ], + [ + "{@item Ink pen|PHB}", + "1 c", + "\u2014" + ], + [ + "{@item Jug|PHB|Jug or pitcher}", + "1 c", + "4 lbs" + ], + [ + "{@item Ladder (10-foot)|PHB|Ladder (10 feet)}", + "1 c", + "25 lbs" + ], + [ + "{@item Lamp|PHB}", + "5 c", + "1 lb." + ], + [ + "{@item Bullseye Lantern|PHB|Lantern, bullseye}", + "10 s", + "2 lbs" + ], + [ + "{@item Hooded Lantern|PHB|Lantern, hooded}", + "5 s", + "2 lbs" + ], + [ + "{@item Lock|PHB}", + "10 s", + "1 lb." + ], + [ + "{@item Magnifying Glass|PHB}", + "10 g", + "\u2014" + ], + [ + "{@item Manacles|PHB}", + "2 s", + "6 lbs" + ], + [ + "{@item Mess kit|PHB}", + "2 c", + "1 lb." + ], + [ + "{@item Steel Mirror|PHB|Mirror, steel}", + "5 s", + "½ lb." + ], + [ + "{@item Oil (flask)|PHB}", + "1 c", + "1 lb." + ], + [ + "{@item Parchment (one sheet)|PHB}", + "1 c", + "\u2014" + ], + [ + "{@item Miner's Pick|PHB|Pick, miner's}", + "2 s", + "10 lbs" + ], + [ + "{@item Pole (10-foot)|PHB}", + "1 c", + "7 lbs" + ], + [ + "{@item Pocket-handkerchief|TLotRR}", + "1 c", + "\u2014" + ], + [ + "{@item Iron Pot|PHB|Pot or pan, iron}", + "2 s", + "10 lbs." + ], + [ + "{@item Pouch|PHB}", + "5 c", + "1 lb." + ], + [ + "{@item Quiver|PHB}", + "1 s", + "1 lb." + ], + [ + "{@item Rations (1 day)|PHB}", + "5 c", + "2 lbs" + ], + [ + "{@item Rations, Cram|TLotRR|Rations, cram* (1 day)}", + "1 s", + "1 lb." + ], + [ + "{@item Robes|PHB}", + "1 s", + "4 lbs" + ], + [ + "{@item Hempen Rope (50 feet)|PHB|Rope, hempen (50 feet)}", + "1 s", + "10 lbs" + ], + [ + "{@item Silk Rope (50 feet)|PHB|Rope, silk (50 feet)}", + "10 s", + "5 lbs" + ], + [ + "{@item Sack|PHB}", + "1 c", + "½ lbs" + ], + [ + "{@item Saddlebags|PHB}", + "4 s", + "8 lbs" + ], + [ + "{@item Pack Saddle|PHB|Saddle}", + "5 s", + "15 lbs" + ], + [ + "{@item Merchant's Scale|PHB|Scale, merchant's}", + "5 s", + "3 lbs" + ], + [ + "{@item Sealing wax|PHB}", + "5 c", + "\u2014" + ], + [ + "{@item Shovel|PHB}", + "2 s", + "5 lbs" + ], + [ + "{@item Signal whistle|PHB}", + "1 c", + "\u2014" + ], + [ + "{@item Signet ring|PHB}", + "5 s", + "\u2014" + ], + [ + "{@item Soap|PHB}", + "1 c", + "\u2014" + ], + [ + "{@item Two-Person Tent|PHB|Tent, two-person}", + "2 s", + "20 lbs" + ], + [ + "{@item Tinderbox|PHB}", + "5 c", + "1 lb." + ], + [ + "{@item Torch|PHB|Torches (bundle of 10)}", + "1 c", + "10 lbs" + ], + [ + "{@item Vial|PHB}", + "1 s", + "\u2014" + ], + [ + "{@item Waterskin|PHB}", + "2 c", + "5 lbs (full)" + ], + [ + "{@item Whetstone|PHB}", + "1 c", + "1 lb." + ] + ], + "footnotes": [ + "* see description for special rules" + ] + }, + { + "name": "An Evening at The Prancing Pony", + "source": "TLotRR", + "page": 185, + "colLabels": [ + "d12", + "Result", + "Description" + ], + "colStyles": [ + "col-2 text-center", + "col-3", + "col-7" + ], + "intro": [ + "Rarely is there a quiet night at {@i The Pony}. When the Player-heroes spend an evening at the inn, the Loremaster can roll on the following table to determine who or what they encounter while sampling a bit of ale and taking a break from the troubles of the road." + ], + "rows": [ + [ + "1", + "Skulking Southerner", + "A sallow-faced southerner is lingering about the shadows of the common room, asking rude questions and bullying locals for the latest news in Bree-land." + ], + [ + "2", + "Ill-Favoured Ranger", + "One of the Rangers of the North is quietly minding their own business in a corner of the inn's common room. Several locals are leering or making cross remarks, but no one knows why they are here." + ], + [ + "3", + "Visitors from Buckland", + "A small company of Hobbits from Buckland is spending an evening at The Pony, meeting with distant cousins, and hoping to trade for some of the local crop of pipe-weed." + ], + [ + "4", + "Dwarf Travellers", + "Dwarves, travelling to the land of their kin along the great East-West Road are sampling some of Barnabas's Best, and have raised a raucous song this evening." + ], + [ + "5", + "Greenway Refugees", + "A small family of homesteaders who once lived along the Greenway have come to the Pony in search of refuge. They are cautious, but anyone who asks politely can learn from them that their farm was burnt and sacked last night." + ], + [ + "6", + "{@creature Fitch Talltree|TLoRR}", + "The Forester of Archet has come to The Pony this evening looking for stout warriors to join him in a hunt for a new threat prowling the Chetwood. He is having little luck in his efforts." + ], + [ + "7", + "Impending Brawl", + "{@creature John Ferny|TLotRR} is having a pint in the common room and several other patrons are cross with him. They are engaged in a loud argument and it seems like things are about to come to blows." + ], + [ + "8", + "Rousing Ballad", + "The common room is filled with patrons roaring out bolstering ballads of heroes and hearthfires! Characters who join in and succeed on a {@dc 15} Charisma ({@skill Performance}) check gain inspiration." + ], + [ + "9", + "Showing Some Coin", + "A wealthy merchant is passing through Bree and has bought a round of drinks for everyone in attendance this evening. Unfortunately, some less than savoury drinkers seem to have a keen eye on his money purse." + ], + [ + "10", + "Ponies Loose at The Pony!", + "The Pony's ostler comes running into the common room, yelling that the horses have gotten loose from the inn's stables! Was this an accident or an attempted theft?" + ], + [ + "11", + "Bragging Treasure Hunters", + "A group of glorified tomb robbers have come to spend ill-gotten riches they claim to have retrieved from a tomb in the Barrow-downs. The coins are ancient and marked in a strange script." + ], + [ + "12", + "The Grey Pilgrim", + "{@creature Gandalf the Grey|TLotRR|Gandalf} himself is visiting the Pony this evening and his presence alone has the whole house astir! Perhaps he is on a secret errand of his own, or searching for the Player-heroes to gain their aid against some hidden threat." + ] + ] + }, + { + "name": "Armours", + "source": "TLotRR", + "page": 72, + "colLabels": [ + "Armour", + "Cost", + "Armour Class", + "Fatigue and Stealth*", + "Weight" + ], + "colStyles": [ + "col-4", + "col-2 text-center", + "col-2", + "col-2 text-center", + "col-2 text-center" + ], + "rows": [ + [ + { + "type": "cell", + "width": 6, + "entry": "{@i Light Armour}" + } + ], + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Leather shirt|TLotRR}", + "10 s", + "11 + Dex mod. (max 4)", + "\u2014", + "8 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Leather corslet|TLotRR}", + "45 s", + "12 + Dex mod. (max 3)", + "\u2014", + "10 lbs" + ] + }, + [ + { + "type": "cell", + "width": 6, + "entry": "{@i Medium Armour}" + } + ], + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Hide Armor|PHB|Hide}", + "10 s", + "12 + Dex mod. (max 2)", + "\u2014", + "12 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Chain Shirt|PHB|Mail-shirt}", + "50 s", + "13 + Dex mod. (max 2)", + "\u2014", + "20 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Scale Armour|TLotRR}", + "50 s", + "14 + Dex mod. (max 2)", + "Disadvantage", + "40 lbs" + ] + }, + [ + { + "type": "cell", + "width": 6, + "entry": "{@i Heavy Armour}" + } + ], + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Ring-mail|TLotRR}", + "50 s", + "15", + "Disadvantage", + "50 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Chain Mail|PHB|Coat of Mail}", + "75 s", + "16", + "Disadvantage", + "55 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Splint Armor|PHB|Mail Hauberk}", + "20 g", + "17", + "Disadvantage", + "60 lbs" + ] + }, + [ + { + "type": "cell", + "width": 6, + "entry": "{@i Shield}" + } + ], + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Shield|PHB}", + "10 s", + "+2", + "\u2014", + "6 lbs" + ] + } + ], + "footnotes": [ + "*If an armour type indicates disadvantage, the wearer has disadvantage on Dexterity ({@skill Stealth}) checks, and on fatigue saving throws during journeys (see {@book Chapter 5|TLotRR|4|3. Ending the Journey}) if the armour is worn for at least half of the journey's length in days of travel (rounded up). The days do not need to be consecutive." + ] + }, + { + "name": "Blessings", + "source": "TLotRR", + "page": 130, + "colLabels": [ + "d20", + "Skill (Object)" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "{@skill Acrobatics} (boots, cloak, ring)" + ], + [ + "2", + "{@skill Animal Handling} (circlet, ring, staff)" + ], + [ + "3", + "{@skill Athletics} (belt, boots, ring)" + ], + [ + "4", + "{@skill Deception} (amulet, circlet, ring)" + ], + [ + "5", + "{@skill Explore|TLotRR} (boots, ring, staff)" + ], + [ + "6", + "{@skill Hunting|TLotRR} (boots, cloak, ring)" + ], + [ + "7", + "{@skill Insight} (circlet, {@item pipe|TLotRR}, ring)" + ], + [ + "8", + "{@skill Intimidation} (cloak, horn, ring)" + ], + [ + "9", + "{@skill Investigation} (amulet, circlet, ring)" + ], + [ + "10", + "{@skill Medicine} ({@item healer's kit|PHB}, {@item herbalism kit|TLotRR}, ring)" + ], + [ + "11", + "{@skill Nature} (book, circlet, ring)" + ], + [ + "12", + "{@skill Old Lore|TLotRR} (book, circlet, ring)" + ], + [ + "13", + "{@skill Perception} (amulet, circlet, ring)" + ], + [ + "14", + "{@skill Performance} ({@item musical instrument|SCAG}, {@item pipe|TLotRR}, ring)" + ], + [ + "15", + "{@skill Persuasion} (amulet, circlet, ring)" + ], + [ + "16", + "{@skill Riddle|TLotRR} (circlet, {@item pipe|TLotRR}, ring)" + ], + [ + "17", + "{@skill Sleight of Hand} (cloak, gloves, ring)" + ], + [ + "18", + "{@skill Stealth} (boots, cloak, ring)" + ], + [ + "19", + "{@skill Travel|TLotRR} (boots, ring, staff)" + ], + [ + "20", + "Roll twice and choose one" + ] + ] + }, + { + "name": "Callings", + "source": "TLotRR", + "page": 44, + "colLabels": [ + "Calling", + "Hit Die", + "Primary Ability", + "Saving Throw Proficiencies", + "Armour & Weapon Proficiencies", + "Description" + ], + "colStyles": [ + "col-1-5", + "col-1-1 text-center", + "col-2 text-center", + "col-2 text-center", + "col-2-7 text-center", + "col-2-7" + ], + "rows": [ + [ + "{@class Captain|TLotRR}", + "{@dice d10}", + "Strength and Charisma", + "Constitution, Charisma", + "All armour, shields, simple and martial weapons", + "A valiant fighter and leader of others" + ], + [ + "{@class Champion|TLotRR}", + "{@dice d10}", + "Strength or Dexterity", + "Strength, Constitution", + "All armour, shields, simple and martial weapons", + "A fierce warrior, skilled with a variety of weapons and armour" + ], + [ + "{@class Messenger|TLotRR}", + "{@dice d8}", + "Dexterity and Charisma", + "Dexterity, Charisma", + "Light armour, simple weapons, short swords, swords", + "An experienced traveller and advisor, carrying tidings to distant lands" + ], + [ + "{@class Scholar|TLotRR}", + "{@dice d8}", + "Intelligence and Wisdom", + "Intelligence, Wisdom", + "Light armour, simple weapons", + "A master of learning, familiar with ancient lore and healing arts alike" + ], + [ + "{@class Treasure Hunter|TLotR}", + "{@dice d8}", + "Dexterity", + "Dexterity, Intelligence", + "Light armour, simple weapons, short swords, swords", + "A cunning adventurer who seeks to recover what is lost" + ], + [ + "{@class Warden|TLotRR}", + "{@dice d10}", + "Dexterity and Wisdom", + "Strength, Wisdom", + "Light armour, medium armour, shields, simple and martial weapons", + "A protector of the weak who blends martial prowess and knowledge of the land" + ] + ] + }, + { + "name": "Council Structure", + "source": "TLotRR", + "page": 96, + "colLabels": [ + "Stage", + "Description", + "Useful Ability Checks" + ], + "colStyles": [ + "col-2", + "col-5", + "col-5" + ], + "intro": [ + "At the beginning of a council, the players should focus on a goal and choose their course of action accordingly." + ], + "rows": [ + [ + "{@book Introduction|TLotRR|4|1. Introduction}", + "The spokesperson presents the Company. The Charisma check determines any rerolls or disadvantage.", + "Charisma ({@skill Intimidation}) to impress strangers quickly, revealing much about yourself; Charisma ({@skill Persuasion}) to ask for support, especially from friends; Charisma ({@skill Deception}) to extract information without revealing too much." + ], + [ + "{@book Interaction|TLotRR|4|3. Interaction}", + "The main part of a council. Successful ability checks accumulate to reach the required successes.", + "Charisma ({@skill Deception}) to win over the audience through deceit; Charisma ({@skill Intimidation}) to address crowds and rouse spirits; Charisma ({@skill Performance}) to garner approval; Charisma ({@skill Persuasion}) to make a point; Intelligence ({@skill Riddle|TLotRR}) to gather information; Wisdom ({@skill Insight}) to observe and evaluate." + ] + ] + }, + { + "name": "Council XP Awards", + "source": "TLotRR", + "page": 99, + "colLabels": [ + "The Audience is...", + "Reasonable Request", + "Bold Request", + "Outrageous Request" + ], + "colStyles": [ + "col-3", + "col-3", + "col-3", + "col-3" + ], + "intro": [ + "The values provided in brackets are the XP awards suggested in the case of a success with woe." + ], + "rows": [ + [ + "...friendly", + "25 (0) XP", + "50 (0) XP", + "100 (25) XP" + ], + [ + "...open", + "100 (10) XP", + "200 (25) XP", + "450 (100) XP" + ], + [ + "...reluctant", + "200 (50) XP", + "700 (100) XP", + "1,800 (450) XP" + ] + ] + }, + { + "name": "Encounters on the East Road", + "source": "TLotRR", + "page": 193, + "colLabels": [ + "d12", + "Result", + "Description" + ], + "colStyles": [ + "col-2 text-center", + "col-3", + "col-7" + ], + "intro": [ + "The East Road is full of dangerous people and strange locales. Loremasters can roll a {@dice d12} and consult the table below if they wish to add a bit of flavour to the Player-heroes' journey on this long path." + ], + "rows": [ + [ + "1", + "Troll-hole", + "The Player-heroes stumble too close to a Troll's lair and awaken a Stone-Troll! It lumbers out and attempts to slaughter them for a fine meal!" + ], + [ + "2", + "Mournful Stones", + "While travelling, a strange howling wind blows through the broken stones of a nearby ruin. It is unnaturally cold, and its melancholy takes hold in the characters' bones." + ], + [ + "3", + "Fallen King", + "Walking past what seems a dense thicket of brambles, the Player-heroes spot the fallen statue of some ancient king of Men. It is shaped like a grim and resolute warrior, now covered in dirt and worn by time. But at its feet, a wreath of flowers grows, and anyone who examines it and succeeds on a {@dc 15} Intelligence ({@skill Nature}) check can identify the plant as Kingsfoil. A sprig of it can be harvested, allowing a hero to use it as if it was a {@item healer's kit|PHB} ({@dice 1d10} uses left)." + ], + [ + "4", + "Carrion Eyes", + "A flock of ill-tempered crows watches the characters, flitting from tree to tree, stone to stone, for a mile or so before suddenly taking flight and heading to the mountain ranges to the north. Are they spies for the Goblins of Mount Gram? Or worse, for Angmar itself?" + ], + [ + "5", + "Predators in the Firelight", + "A small pack of {@creature wild wolf|TLotRR|wild wolves} stalks around the Player-heroes as they camp or walk upon the East Road at night. If not driven off with a {@dc 15} Charisma ({@skill Intimidation}) check, they will attack. Fearsome, but ultimately cowardly, they will flee if they discover that the Player-heroes are no easy prey." + ], + [ + "6", + "Sun Upon the Stone", + "While passing close to a half crumbled stone tower, the sunlight reflects off an unblemished wall of the ancient structure, and for an instant, a hint of its original greatness is revealed." + ], + [ + "7", + "Lost Merchant", + "A Dwarf merchant returning to the Blue Mountains is injured and weary from his travels, and asks the Player-heroes to guide him to the nearest farmstead. If they aid the Dwarf, the merchant will reward the heroes with 10 silver pennies each." + ], + [ + "8", + "Highway Robbers", + "Masquerading as an innocent traveller who has been separated from his companions, a {@creature Highway Robber|TLotRR} will attempt to lead the Player-heroes a short distance off the road and into an ambush where several of his allies wait." + ], + [ + "9", + "Strange Stars in High Towers", + "As the sun fades, the Player-heroes see a cold light twinkling in the window of a broken tower near the horizon. The light seems to linger and follow them, dogging their steps from a distance before vanishing into the night." + ], + [ + "10", + "Goblin Scouts", + "A {@creature Goblin Archer|TLotRR} starts to track the Player-heroes. If they do not notice or detect him with a {@dc 15} Wisdom ({@skill Perception}) check, that night they will be ambushed by his allies." + ], + [ + "11", + "Song of Kings", + "Upon the banks of the Hoarwell or another body of water, the Player-heroes see a beautiful maiden singing a sad song of the Elder Days in {@language Sindarin|TLotRR}. She looks at them, offers a melancholy smile, and fades from existence...though the song lingers on for a few moments." + ], + [ + "12", + "Rangers", + "The company is being followed, but their pursuers reveal themselves to be {@race Ranger of the North|TLotRR|Rangers of the North}, and offer to guide the characters for a brief time on their journey. The Company has advantage on the next Wisdom ({@skill Travel|TLotRR}) check made while on the East Road." + ] + ] + }, + { + "name": "Event Target", + "source": "TLotRR", + "page": 104, + "colLabels": [ + "d3", + "Target", + "Ability Check" + ], + "colStyles": [ + "col-2 text-center", + "col-5", + "col-5" + ], + "rows": [ + [ + "1", + "Scouts", + "Wisdom ({@skill Explore|TLotRR})" + ], + [ + "2", + "Look-outs", + "Wisdom ({@skill Perception})" + ], + [ + "3", + "Hunters", + "Wisdom ({@skill Hunting|TLotRR})" + ] + ] + }, + { + "name": "Hoard", + "source": "TLotRR", + "page": 126, + "colLabels": [ + "Hoard Rating", + "Examples", + "Treasure Value", + "Magical Treasure Rolls" + ], + "colStyles": [ + "col-2", + "col-6 text-center", + "col-2 text-center", + "col-2 text-center" + ], + "rows": [ + [ + "lesser", + "Solitary Troll's loot, Goblin plunder, bandits' hoard", + "9 ({@dice 2d8}) g", + "Roll {@dice 1d20}" + ], + [ + "greater", + "Old hoard, Dwarf-hoard", + "16 ({@dice 3d10}) g", + "Roll {@dice 2d20}" + ], + [ + "marvellous", + "Ancient hoard, Dwarven city's treasure trove, or Dragon-hoard", + "26 ({@dice 4d12}) g", + "Roll {@dice 3d20}" + ] + ] + }, + { + "name": "Hunt Modifiers Table", + "source": "TLotRR", + "page": 174, + "colLabels": [ + "Hunt Modifier", + "Description" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "+4", + "The Company is protected by the blessing of a Wizard, or another powerful nonplayer character" + ], + [ + "+2", + "The Company is travelling under false names, treading paths that are seldom trodden, or otherwise taking actions to be discreet and unobtrusive" + ], + [ + "\u22122", + "The Player-heroes have gained great renown in the area thanks to some exceptional deed" + ], + [ + "\u22124", + "The Enemy is actively looking for the Player-heroes, or their mission or goal is known to them" + ] + ] + }, + { + "name": "Journey Events Table", + "source": "TLotRR", + "page": 105, + "colLabels": [ + "d20", + "Event", + "Consequences" + ], + "colStyles": [ + "col-2 text-center", + "col-2", + "col-8" + ], + "rows": [ + [ + "1\u20132", + "Terrible Misfortune", + "The fatigue saving throw DC increases by +3. In addition, if the check fails, the target must make a Dexterity saving throw*. On a failed save, the target is reduced to 0 hit points. On a successful save, the target loses half of their maximum hit points (rounded down)." + ], + [ + "3\u20134", + "Despair", + "The fatigue saving throw DC increases by +2. In addition, if the check fails, everyone in the Company gains 2 ({@dice 1d3}) Shadow points (Charisma saving throw* to resist, see {@book Chapter 8|TLotRR|4|Saving Throws Against Shadow})." + ], + [ + "5\u20136", + "Ill Choices", + "The fatigue saving throw DC increases by +2. In addition, if the check fails, the target gains 1 Shadow point (Wisdom saving throw* to resist, see {@book Chapter 8|TLotRR|4|Saving Throws Against Shadow})." + ], + [ + "7\u201314", + "Mishap", + "The fatigue saving throw DC increases by +1. If the check fails, the DC increases by +2 instead, and the length of the journey increases by 1 day." + ], + [ + "15\u201317", + "Short Cut", + "The fatigue saving throw DC increases by +1. If the check succeeds, reduce the length of the journey by 1 day, to a minimum of 1 day." + ], + [ + "18\u201319", + "Chance-meeting", + "The fatigue saving throw DC increases by +1. If the check succeeds, the DC does not increase, and the Loremaster improvises an encounter that favours the Company." + ], + [ + "20", + "Joyful Sight", + "If the check succeeds, everyone in the Company gains {@variantrule inspiration|PHB}." + ] + ], + "footnotes": [ + "* The DC for this saving throw equals the DC of the ability check (see Resolve the Event, below). The saving throw has disadvantage if it is autumn or winter." + ] + }, + { + "name": "Journey Roles", + "source": "TLotRR", + "page": 101, + "colLabels": [ + "Role", + "Function" + ], + "colStyles": [ + "col-2", + "col-10" + ], + "rows": [ + [ + "Guide", + "In charge of all decisions concerning route, rest, and supplies." + ], + [ + "Hunter", + "In charge of finding food in the wild." + ], + [ + "Look-out", + "In charge of keeping watch." + ], + [ + "Scout", + "In charge of setting up camp, opening new trails." + ] + ] + }, + { + "name": "Journey XP Awards", + "source": "TLotRR", + "page": 104, + "colLabels": [ + "The Hex is...", + "...In a Border Land", + "...In a Wild Land", + "...In a Dark Land" + ], + "colStyles": [ + "col-3", + "col-3", + "col-3", + "col-3" + ], + "intro": [ + "When crossing a Perilous Area, count a number of hexes equal to the Peril rating of the area." + ], + "rows": [ + [ + "...along a road", + "0 XP", + "10 XP", + "25 XP" + ], + [ + "...in open terrain", + "10 XP", + "25 XP", + "50 XP" + ], + [ + "...in hard terrain", + "25 XP", + "50 XP", + "100 XP" + ] + ] + }, + { + "name": "Magical Treasure", + "source": "TLotRR", + "page": 126, + "colLabels": [ + "d20", + "Magical Treasure", + "Description", + "Shadow Points Gained" + ], + "colStyles": [ + "col-2 text-center", + "col-3-5", + "col-3-5", + "col-3 text-center" + ], + "rows": [ + [ + "1\u201314", + "\u2014", + "No magical treasure", + "{@dice 1d4-2} (minimum 0)" + ], + [ + "15\u201317", + "Marvellous Artefact", + "An enchanted object graced by a blessing", + "{@dice 1d6-3} (minimum 0)" + ], + [ + "18\u201319", + "Wondrous Item", + "An enchanted object possessing two blessings", + "{@dice 1d8-4} (minimum 0)" + ], + [ + "20", + "Famous Weapon or Armour", + "A weapon or suit of armour of superior make", + "{@dice 1d8-4} (minimum 0)" + ] + ] + }, + { + "name": "Misdeeds", + "source": "TLotRR", + "page": 142, + "colLabels": [ + "Action", + "Shadow Points Gained" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "Violent threats and malicious lies; heedless cruelty", + "1" + ], + [ + "Manipulating others; abusing your authority; deliberate cruelty", + "2" + ], + [ + "Theft or plunder; oathbreaking or cowardice; treachery", + "3" + ], + [ + "Torment or torture; killing or crippling a surrendered foe or harmless folk", + "4" + ], + [ + "Murder; willingly taking actions in the service of the Enemy", + "4 plus 1 Shadow Scar" + ] + ] + }, + { + "name": "Multiple Callings", + "source": "TLotRR", + "page": 67, + "colLabels": [ + "Calling", + "Ability Score Minimum", + "Proficiencies Gained" + ], + "colStyles": [ + "col-2", + "col-3", + "col-7" + ], + "rows": [ + [ + "{@class Captain|TLotRR}", + "Strength 13 and Charisma 13", + "Light armour, medium armour, heavy armour, shields, simple weapons, martial weapons" + ], + [ + "{@class Champion|TLotRR}", + "Strength 13 or Dexterity 13", + "Light armour, medium armour, heavy armour, shields, simple weapons, martial weapons" + ], + [ + "{@class Messenger|TLotRR}", + "Dexterity 13 and Charisma 13", + "Light armour, simple weapons, one skill from the class's skill list, one tool of your choice" + ], + [ + "{@class Scholar|TLotRR}", + "Intelligence 13", + "Light armour, simple weapons, one skill from the class' skill list, one of the tools from the class' tools list" + ], + [ + "{@class Treasure Hunter|TLotRR}", + "Dexterity 13", + "Light armour, simple weapons, one skill from the class' skill list, one of the tools from the class' tools list" + ], + [ + "{@class Warden|TLotRR}", + "Wisdom 13", + "Light armour, medium armour, shields, simple weapons, martial weapons" + ] + ] + }, + { + "name": "Out-of-Pocket Expenses", + "source": "TLotRR", + "page": 71, + "colLabels": [ + "Item or Service", + "Cost" + ], + "colStyles": [ + "col-10", + "col-2 text-center" + ], + "rows": [ + [ + "{@item Ale or Mead, cup|TLotRR}", + "1 c" + ], + [ + "{@item Ale or Mead, jug|TLotRR}", + "6 c" + ], + [ + "{@item Bread, loaf|TLotRR}", + "1 c" + ], + [ + "{@item Cheese, hunk|TLotRR}", + "5 c" + ], + [ + "{@item Feast (per person)|TLotRR}", + "10 s" + ], + [ + "Inn Stay, Frugal (per person, per day)", + "1 c" + ], + [ + "Inn Stay, Common (per room, per day)", + "5 c" + ], + [ + "Inn Stay, Prosperous (per room, per day)", + "8 c" + ], + [ + "Inn Stay, Rich (per room, per day)", + "2 s" + ], + [ + "Inn Stay, Very Rich (per room, per day)", + "4 s" + ], + [ + "Meals, Frugal (per day)", + "1 c" + ], + [ + "Meals, Common (per day)", + "3 c" + ], + [ + "Meals, Prosperous (per day)", + "5 c" + ], + [ + "Meals, Rich (per day)", + "8 c" + ], + [ + "Meals, Very Rich (per day)", + "2 s" + ], + [ + "{@item Meat, chunk|TLotRR}", + "3 c" + ], + [ + "{@item Pipe-weed, Longbottom Leaf (10 uses)|TLotRR}", + "3 s" + ], + [ + "{@item Pipe-weed, Old Toby (10 uses)|TLotRR}", + "2 s" + ], + [ + "{@item Pipe-weed, Southern Star (10 uses)|TLotRR}", + "2 s" + ], + [ + "{@item Pipe-weed, Southlinch (10 uses)|TLotRR}", + "1 s" + ], + [ + "Stabling, Common (per mount, per day, includes feed)", + "5 c" + ], + [ + "{@item Wine, bottle (Elven or Dorwinion)|TLotRR}", + "10 s" + ], + [ + "{@item Wine, cup|TLotRR}", + "2 c" + ], + [ + "{@item Wine, cup (Elven or Dorwinion)|TLotRR}", + "2 s" + ] + ] + }, + { + "name": "Ponies and Horses", + "source": "TLotRR", + "page": 75, + "colLabels": [ + "Mount", + "Cost", + "Speed", + "Carrying Capacity", + "Constitution" + ], + "colStyles": [ + "col-4", + "col-2 text-center", + "col-2 text-center", + "col-2 text-center", + "col-2 text-center" + ], + "rows": [ + [ + "{@item Draft Horse|PHB|Horse, draught}", + "50 s", + "40 ft.", + "540 lbs", + "{@ability con 13}" + ], + [ + "{@item Riding Horse|PHB|Horse, riding}", + "75 s", + "60 ft.", + "480 lbs", + "{@ability con 12}" + ], + [ + "{@item Pony|PHB}", + "12 s", + "40 ft.", + "225 lbs", + "{@ability con 13}" + ] + ] + }, + { + "name": "Precious Objects Tables", + "source": "TLotRR", + "page": 127, + "type": "tableGroup", + "tables": [ + { + "name": "Table 1: Form", + "source": "TLotRR", + "page": 127, + "type": "table", + "caption": "Table 1: Form", + "colLabels": [ + "d6", + "" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "intro": [ + "Roll a {@dice d6} for each table and check the result." + ], + "rows": [ + [ + "1", + "Jewel (single gem)" + ], + [ + "2", + "Brooch" + ], + [ + "3", + "Necklace" + ], + [ + "4", + "Circlet or crown" + ], + [ + "5", + "Belt, chain, or armband" + ], + [ + "6", + "Ring" + ] + ] + }, + { + "name": "Table 2: Main Material", + "source": "TLotRR", + "page": 127, + "type": "table", + "caption": "Table 2: Main Material", + "colLabels": [ + "d6", + "" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Pearl" + ], + [ + "2", + "Sapphire" + ], + [ + "3", + "Ruby" + ], + [ + "4", + "Amethyst (pink to purple)" + ], + [ + "5", + "Roll again: 1\u20132: Adamant (diamond); 3\u20134: 'white gem'; 5\u20136: clear crystal" + ], + [ + "6", + "Roll again: 1\u20132: Emerald; 3\u20134: 'green gem'; 5\u20136: green crystal" + ] + ] + }, + { + "name": "Table 3: Craftsmanship", + "source": "TLotRR", + "page": 127, + "type": "table", + "caption": "Table 3: Craftsmanship", + "colLabels": [ + "d6", + "" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Mannish, Westernesse" + ], + [ + "2", + "Elven, Eregion" + ], + [ + "3", + "Dwarven, Khazad-dûm" + ], + [ + "4", + "Dwarven, Erebor" + ], + [ + "5", + "Dwarven, Beleriand (Nogrod or Belegost)" + ], + [ + "6", + "Elven, Beleriand" + ] + ] + } + ] + }, + { + "name": "Region Table", + "source": "TLotRR", + "page": 173, + "colLabels": [ + "The region traversed is a...", + "Hunt Threshold" + ], + "colStyles": [ + "col-8", + "col-4 text-center" + ], + "rows": [ + [ + "Border Land", + "18" + ], + [ + "Wild Land", + "16" + ], + [ + "Dark Land", + "14" + ] + ] + }, + { + "name": "Ruins Along the Greenway", + "source": "TLotRR", + "page": 196, + "colLabels": [ + "d12", + "Result", + "Description" + ], + "colStyles": [ + "col-2 text-center", + "col-3", + "col-7" + ], + "intro": [ + "The Greenway is lined with many ancient ruins. If the Player-heroes decide to investigate such a site during their travels between Fornost Erain and Tharbad, the Loremaster can roll a {@dice d12} and use the following table." + ], + "rows": [ + [ + "1", + "Corrupted Tomb", + "Long ago, wars raged across these lands as kingdoms fought against the armies of the Witch-king and each other. This tomb once held a great captain, but now it is only home to {@creature Fell Wraith|TLotRR|Fell Wraiths} from ancient Angmar who will harass and delay the company." + ], + [ + "2", + "Abandoned Stable", + "Stumbling upon the ruins of an abandoned roadside stable, the Player-heroes see a wild steed grazing in the grass. The majestic beast can be calmed with a {@dc 15} Wisdom ({@skill Animal Handling}) check. If the check succeeds by 5 or more, then the horse can be ridden." + ], + [ + "3", + "The Watch Ends", + "A battered tower stands a little distance from the road. A crescent moon is carved in stone upon its arched entryway. If the Player-heroes climb to its top on a night with a crescent moon, they find a single soldier standing watch. The guard politely asks if they are there to relieve him and if they say yes, the soldier bows and then heads downstairs\u2013if any follow, they lose sight of the guard." + ], + [ + "4", + "Ring of Petals and Stone", + "A small ring of white stones, overgrown with beautiful wildflowers lies not far off the road. No dangerous natural predators will cross the circle." + ], + [ + "5", + "Elven Minstrel", + "One afternoon, the Player-heroes meet an Elf who asks to walk with them for a time. She tells them that she is composing songs to honour Menelmacar who will arrive soon. If the heroes have patience with the minstrel, then they are in for a night of song and celebration. Each hero gains inspiration. If they are rude or impatient with the Elf, she excuses herself before nightfall and they gain no benefits." + ], + [ + "6", + "Southerner Ambush", + "A {@creature Southerner Raider|TLotRR} is hobbling up the Greenway, masquerading as an injured farmer. He asks the characters to walk with him to his nearby homestead, but when they arrive they find it to be a ramshackle barn where several of the Raider's allies ambush the Player-heroes." + ], + [ + "7", + "Orc Stragglers", + "A long stone wall follows the Greenway for a time here, and a handful of Orcs crouch beneath the wall, waiting for the Player-heroes to pass so they can ambush them. A {@dc 15} Wisdom ({@skill Perception}) check detects their presence." + ], + [ + "8", + "Collapsed Cairn", + "A great mound of stones has been scattered near the road, a {@dc 15} Wisdom ({@skill Perception}) check reveals a large barrow has been dug down into the wet earth. Unfortunately, this makeshift tomb has become the lair of a {@creature Barrow-wight|TLotRR}, who will attack anyone who intrudes upon its resting place." + ], + [ + "9", + "Burnt Homestead", + "Once the farmhouse of someone who lived upon the Greenway, it is now a ruined pile of burnt rubble. A {@dc 15} Intelligence ({@skill Investigation}) check reveals that the occupants did not escape the fire, and that several appear to have been slain by Orc arrows before the flames took them." + ], + [ + "10", + "Displaced Southerner", + "A wandering Southerner, weary and travel-worn, asks for the Player-heroes' charity by letting him share their food and fire for the evening. If treated kindly, he will provide them with many stories about his distant country." + ], + [ + "11", + "Slain Wanderer", + "The characters come upon the corpse of a Man slain no more than a few days ago with vicious cuts and Orc arrows. His clothing is tattered, and a small brooch is clasped under his cloak, in the shape of a rayed star. Anyone who succeeds on a {@dc 10} Intelligence check can identify him as a {@race Ranger of the North|TLotRR}. If his brooch is returned to his people, a small favour might be asked in return." + ], + [ + "12", + "Ancient Hospitality", + "The Player-heroes come upon a small keep some distance off the Greenway, tended by a lordly old man who offers them hospitality. If they accept and treat him well by making a {@dc 15} Charisma ({@skill Persuasion}), check that night they will dream of the glory of the towers of Annúminas and the shining shores of Lake Evendim. By dawn, they reduce their Shadow by 1, though in the morning the kindly old lord is gone, and there is no sign of the keep having ever been inhabited." + ] + ] + }, + { + "name": "Ruins and Broken Stones", + "source": "TLotRR", + "page": 200, + "colLabels": [ + "d12", + "Result", + "Description" + ], + "colStyles": [ + "col-2 text-center", + "col-3", + "col-7" + ], + "intro": [ + "Characters exploring the North Downs will often stumble upon ruins and ancient testimonies of the war that destroyed this place. The Loremaster can roll on the following table to determine what they find." + ], + "rows": [ + [ + "1", + "Spirits out of Angmar", + "A group of {@creature Fell Wraith|TLotRR|Fell Wraiths} rise out of the darkness of a burned ruin that projects from the fields of the North Downs like a jagged wound. They attack, filled with malice for all who live and would dare to trespass on their long absent Witch-king's field of victory." + ], + [ + "2", + "Forgotten Words", + "The Player-heroes uncover an inscription in {@language Adûnaic|TLotRR} (on a wall, a slab of marble, or on a mosaic floor, for example). A {@dc 15} Intelligence ({@skill Old Lore|TLotRR}) check is required to translate it. The content hints at the whereabouts of one place among The Dome of Sight, The Throne Room of Arvedui, or The Records of the Last King (see {@book Fornost Erain|TLotRR|8|Fornost Erain})." + ], + [ + "3", + "A Lingering Shadow", + "With a {@dc 15} Wisdom ({@skill Perception}) check, the Player-heroes discover that they are being shadowed by someone. The mysterious spy disappears after a few hours, or if called out." + ], + [ + "4", + "Home Brought to Ruin", + "The Player-heroes discover the remains of a stone house that is still accessible. Inscriptions allow them to identify it as the ancient home of a noble from Arthedain, but idle scrawls and foul symbols also indicate that the building suffered from the ruin that Angmar brought upon the city." + ], + [ + "5", + "Scavengers", + "The Player-heroes stumble upon a group of {@creature Highway Robber|TLotRR|Highway Robbers} in the middle of plundering what might be a tomb. Whether or not they become violent depends on how they are treated by the Player-heroes. What treasures they have on them (if any) should be determined by the Loremaster, but their finds would typically be worth {@dice 1d3} g." + ], + [ + "6", + "Voices from the Past", + "While travelling across the North Downs, the Player-heroes hear the galloping of steeds at full charge, the sound of steel on steel, and the cries of both the victorious and the dying. The sound appears and fades without warning, seeming to come from all around the characters." + ], + [ + "7\u20139", + "Unstable Foundations", + "The earth beneath their feet gives way, and the Player-heroes tumble into a chamber of a long-collapsed building." + ], + [ + "10", + "Battered War-gear", + "The Player-heroes discover a helm that, though dented and weather-worn, looks like it could easily be repaired and polished. It bears the crest of the Kings of Arnor, and might once again protect a noble brow." + ], + [ + "11", + "Restless Soul", + "The Player-heroes share a dream where a warrior of Arthedain asks them to give their remains a proper burial. A {@dc 15} Wisdom ({@skill Perception}) check around their night camp uncovers a collapsed watchtower and the skeleton of a fallen guard." + ], + [ + "12", + "A Secret Hoard", + "The Player-heroes uncover a spiralling mosaic on the floor of a ruined building. A {@dc 15} Intelligence ({@skill Investigation}) check reveals a removable slab of marble. Under it lies a greater Hoard of treasure, hidden there before the city was plundered. Golden dishes, cups studded with precious stones, lacquered drinking horns, and a small armoury of items of worth is secreted here." + ] + ] + }, + { + "name": "Shadow Paths", + "source": "TLotRR", + "page": 144, + "colLabels": [ + "Bout of Madness", + "{@reward Curse of Vengeance|TLotRR}", + "{@reward Dragon-Sickness|TLotRR}", + "{@reward Lure of Power|TLotRR}", + "{@reward Lure of Secrets|TLotRR}", + "{@reward Path of Despair|TLotRR}", + "{@reward Wandering-Madness|TLotRR}" + ], + "colStyles": [ + "col-1-8 text-center", + "col-1-7 text-center", + "col-1-7 text-center", + "col-1-7 text-center", + "col-1-7 text-center", + "col-1-7 text-center", + "col-1-7 text-center" + ], + "rows": [ + [ + "# 1", + "Spiteful", + "Grasping", + "Resentful", + "Haughty", + "Troubled", + "Idle" + ], + [ + "# 2", + "Brutal", + "Mistrustful", + "Arrogant", + "Scornful", + "Wavering", + "Forgetful" + ], + [ + "# 3", + "Cruel", + "Deceitful", + "Overconfident", + "Scheming", + "Guilt-ridden", + "Uncaring" + ], + [ + "# 4", + "Murderous", + "Thieving", + "Tyrannical", + "Traitorous", + "Fearful", + "Cowardly" + ] + ] + }, + { + "name": "Sources of Dread", + "source": "TLotRR", + "page": 142, + "colLabels": [ + "Source", + "Example", + "Shadow Points Gained" + ], + "colStyles": [ + "col-5", + "col-5", + "col-2 text-center" + ], + "rows": [ + [ + "Natural but unexpected tragic event, or very grievous occurrence.", + "Serious or mortal accident, death in the family, natural catastrophe", + "1" + ], + [ + "Gruesome killing, dreadful experience, Orc-work.", + "Discovering villagers savagely mutilated, experiencing slavery", + "2" + ], + [ + "Harrowing experience, physical and spiritual torment.", + "Experiencing torture, being haunted by a Wight", + "3" + ], + [ + "Experiencing directly the power of the Enemy.", + "Seeing the mustering of a Shadow army, seeing the Eye in a Palantír", + "4" + ] + ] + }, + { + "name": "Starting Gear", + "source": "TLotRR", + "page": 70, + "colLabels": [ + "Standard of Living", + "Cultures", + "Starting Gear" + ], + "colStyles": [ + "col-3", + "col-3", + "col-6" + ], + "rows": [ + [ + "Frugal", + "{@race Elf|TLotRR|Elves}, {@race Ranger of the North|TLotRR|Rangers}", + "A {@item backpack|PHB}, a {@item bedroll|PHB}, a {@item mess kit|PHB}, a {@item tinderbox|PHB}, 10 days of {@item Rations (1 day)|PHB|rations}, a {@item waterskin|PHB}, and a {@item Pouch|PHB|belt pouch} containing 10 s (total 40 lbs)" + ], + [ + "Common", + "{@race Hobbit|TLotRR|Hobbits}, {@race Man of Bree|TLotRR|Men of Bree}", + "A {@item backpack|PHB}, a {@item bedroll|PHB}, a {@item mess kit|PHB}, a {@item tinderbox|PHB}, 10 {@item Torch|PHB|torches}, 10 days of {@item Rations (1 day)|PHB|rations}, a {@item waterskin|PHB}, {@item Hempen Rope (50 feet)|PHB|50 feet of hempen rope}, and a {@item Pouch|PHB|belt pouch} containing 15 s (total 60 lbs)" + ], + [ + "Prosperous", + "{@race Barding|TLotRR|Bardings}, {@race Dwarf|TLotRR|Dwarves}", + "A {@item backpack|PHB}, a {@item bedroll|PHB}, a {@item mess kit|PHB}, a {@item tinderbox|PHB}, a {@item hooded lantern|PHB} with 3 {@item Oil (flask)|PHB|flasks of oil}, 10 days of {@item Rations, Cram|TLotRR|cram rations}, a {@item waterskin|PHB}, {@item Silk Rope (50 feet)|PHB|50 feet of silk rope}, a {@item two-person tent|PHB|tent}, and a {@item Pouch|PHB|belt pouch} containing 20 s (total 60 lbs)" + ] + ] + }, + { + "name": "Starting Patrons", + "source": "TLotRR", + "page": 17, + "colLabels": [ + "Patron", + "Favoured Callings", + "Fellowship Points", + "Additional Advantage", + "Agenda" + ], + "colStyles": [ + "col-2", + "col-2", + "col-2 text-center", + "col-3", + "col-3" + ], + "rows": [ + [ + "{@creature Balin, son of Fundin|TLotRR}", + "{@class Captain|TLotRR}, {@class Champion|TLotRR}", + "+1", + "{@i Balin's Counsel.} You can spend a Fellowship point to roll an additional {@dice d20} after an attack roll (but before the outcome is determined), and choose which of the d20s is used.", + "Reclaim lost strongholds, eliminate enemy leaders, etc." + ], + [ + "{@creature Bilbo Baggins|TLotRR}", + "{@class Scholar|TLotRR}, {@class Treasure Hunter|TLotRR}", + "+2", + "{@i Bilbo's Hospitality.} By choosing the {@action Meet Patron|TLotRR} undertaking to visit Bilbo you additionally raise the Fellowship rating by +1 until the next Fellowship Phase.", + "Recover lost lore and lost things." + ], + [ + "{@creature Círdan the Shipwright|TLotRR}", + "{@class Messenger|TLotRR}, {@class Scholar|TLotRR}", + "+1", + "{@i The Shipwright's Foresight.} You can spend a Fellowship point to roll an additional {@dice d20} after an ability check (but before the outcome is determined), and choose which of the d20s is used. By choosing the {@action Meet Patron|TLotRR} undertaking to go and see Círdan you additionally receive a rumour from the Loremaster.", + "Rekindle hope, preserve the lore of the Ages." + ], + [ + "{@creature Gandalf the Grey|TLotRR}", + "{@class Captain|TLotRR}, {@class Messenger|TLotRR}", + "+2", + "{@i Wisdom of the Grey Pilgrim.} You can spend a Fellowship point to roll an additional {@dice d20} after a saving throw (but before the outcome is determined), and choose which of the d20s is used.", + "Warn the Free Peoples, inspire them to action." + ], + [ + "{@creature Gilraen the Fair|TLotRR|Gilraen, daughter of Dírhael}", + "{@class Champion|TLotRR}, {@class Warden|TLotRR}", + "0", + "{@i Gilraen's Folk.} At the start of a journey, you can spend a Fellowship point. During that journey, as long as you are within the territory that once was the old realm of Arnor, you can roll a {@dice d20} after each roll on the {@book Journey Events table|TLotRR|4|Journey Events Table:}, and choose whether the Loremaster uses their roll or yours. By choosing the {@action Meet Patron|TLotRR} undertaking to go and see Gilraen you additionally receive a rumour from the Loremaster.", + "Fight the Enemy, defend the weak." + ], + [ + "Lady {@creature Goldberry|TLotRR} and {@creature Tom Bombadil|TLotRR}", + "{@class Treasure Hunter|TLotRR}, {@class Warden|TLotRR}", + "+2", + "{@i Master of Wood, Water and Hill.} Spend all your remaining Fellowship to call Tom or Goldberry's intervention anywhere in Tom's country.", + "Protect the land, find and preserve what was buried." + ] + ] + }, + { + "name": "Table 01. The Thing is referred to as...", + "source": "TLotRR", + "page": 165, + "colLabels": [ + "{@dice 1d12|Roll 1d12 three times}", + "", + "", + "" + ], + "colStyles": [ + "col-2 text-center", + "col-3-4", + "col-3-3 text-center", + "col-3-3 text-center" + ], + "rows": [ + [ + "1", + "The Bane", + "...in the Dark", + "...by Men" + ], + [ + "2", + "The Scourge", + "", + "" + ], + [ + "3", + "The Horror", + "...of the Abyss", + "...by Elves" + ], + [ + "4", + "The Terror", + "", + "" + ], + [ + "5", + "The Defiler", + "...in the Shadows", + "...by Dwarves" + ], + [ + "6", + "The Devourer", + "", + "" + ], + [ + "7", + "The Stalker", + "...of the Pit", + "...by Orcs" + ], + [ + "8", + "The Hunter", + "", + "" + ], + [ + "9", + "The Watcher", + "...in the Water", + "...by the Wise" + ], + [ + "10", + "The Crawler", + "", + "" + ], + [ + "11", + "The Lurker", + "...of the Deep", + "...in ancient lore" + ], + [ + "12", + "The Creeper", + "", + "" + ] + ], + "isNameGenerator": true + }, + { + "name": "Table 02. The Thing can be described as...", + "source": "TLotRR", + "page": 166, + "colLabels": [ + "{@dice 1d12|Roll 1d12 twice}", + "", + "" + ], + "colStyles": [ + "col-2 text-center", + "col-3-5", + "col-6-5 text-center" + ], + "rows": [ + [ + "1", + "Bat-like", + "...with remorseless eyes" + ], + [ + "2", + "Spider-like", + "" + ], + [ + "3", + "Fish-like", + "...with great horns" + ], + [ + "4", + "Slug-like", + "" + ], + [ + "5", + "Worm-like", + "...with luminous skin" + ], + [ + "6", + "Centipede-like", + "" + ], + [ + "7", + "Insect-like", + "...with a huge head" + ], + [ + "8", + "Crustacean-like", + "" + ], + [ + "9", + "Octopus-like", + "...with a swollen body" + ], + [ + "10", + "Mole-like", + "" + ], + [ + "11", + "Toad-like", + "...yet greater" + ], + [ + "12", + "Troll-like", + "" + ] + ], + "isNameGenerator": true + }, + { + "name": "Table 03. When first encountered...", + "source": "TLotRR", + "page": 166, + "colLabels": [ + "d12", + "Before you see it, you...", + "What you see first..." + ], + "colStyles": [ + "col-2 text-center", + "col-5", + "col-5" + ], + "rows": [ + [ + "1", + "...notice a deadly silence", + "...is a great shadow, in the middle of which is a dark form" + ], + [ + "2", + "...hear a sinister hissing", + "...are its great claws" + ], + [ + "3", + "...hear a low growl", + "...are its eyes, glowing in the dark" + ], + [ + "4", + "...see the bones of its victims", + "...is that its body is flaccid and translucent, as if composed of gelatinous material" + ], + [ + "5", + "...feel your skin crawl", + "...is its gaping mouth, opening and closing as if gasping for air" + ], + [ + "6", + "...hear a deafening sound or scream", + "...is a large maw, with fangs eerily similar to human teeth" + ], + [ + "7", + "...notice its tracks", + "...is that swarms of insects or other vermin are crawling before it" + ], + [ + "8", + "...hear a terrifying scream", + "...is a long, sinuous tentacle, slithering towards you" + ], + [ + "9", + "...smell a hideous stench", + "...are its huge fangs, so big and long that it cannot close its mouth" + ], + [ + "10", + "...feel a violent gust of air", + "...are its wide, blind eyes" + ], + [ + "11", + "...hear a piping sound", + "...are many twisted horns of stained ivory" + ], + [ + "12", + "...feel a terrible cold", + "...is a vision of a beautiful creature, a phantom of the mind" + ] + ] + }, + { + "name": "Table 04. A Rumour About the Thing", + "source": "TLotRR", + "page": 167, + "colLabels": [ + "{@dice 1d12|Roll 1d12}", + "" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "When Sauron reoccupied Dol Guldur, he sought the allegiance of the many dark things living in Mirkwood. Some refused, and were imprisoned in the vast dungeons of the fortress. When the White Council attacked, one such creature was still kept there in chains, dying. Later, it managed to break free and vanish into the darkness, a sworn enemy of any living being." + ], + [ + "2", + "When Annúminas was young, the Men of Arnor disturbed something monstrous that had been sleeping on the bottom of Lake Evendim for millennia. One summer night, the thing lashed out in fury at several ships anchored near the harbour, dragging them into the depths, along with their crews. Then, it disappeared again. For a while." + ], + [ + "3", + "Forced long ago to serve Sauron, the thing fought at the battle of Dagorlad, spreading terror among the ranks of the Elves. Since no one had the courage to face it, Gil-Galad himself had to intervene. Surprised by the steadfastness of the High King and the splendour of Aiglos, his great spear, the thing chose to retreat. With the defeat of its master, the thing regained its free will and fled across Middle-earth." + ], + [ + "4", + "After the Great Plague, the once wealthy Tharbad fell into decay, and its population diminished. One night, some among those who still lived in the city saw a large black shadow slowly approach the bridge, encompassing it. After a few moments, with a great roar, the bridge crumbled into a thousand pieces." + ], + [ + "5", + "Ohtar, Isildur's squire who was among the few to save himself from the ambush of the Orcs, escaped the disaster of the Gladden Fields, taking with him the sword of Elendil. Some say he was chased for a long time by a monstrous creature, which moved only at night. The thing seemed able to 'smell' his movements." + ], + [ + "6", + "Fornost didn't fall by normal means. The Witch-king of Angmar unleashed against the city a terrifying creature that owed him a debt of gratitude. It was this enemy of all light and life that disrupted the defences and brought them down. The debt paid, it returned to the darkness from which it had been called." + ], + [ + "7", + "The Dwarves spoke of many horrors haunting the Grey Mountains. Emerging from who knows where, they crawled into the mines, killing and destroying. Eventually the Dwarves managed to drive them out, but one of them just wouldn't go away. It is said that it was Thorin I who defeated and drove it away, in a long duel that took place in the dark depths of the mine." + ], + [ + "8", + "For a long time, the thing dwelt in a deep cave in the northernmost foothills of the Misty Mountains. The Hillmen worshipped it as a god, feeding and caring for it. Then war came to those territories. Armies of Elves and Men drove out the Hillmen, and the thing was deprived of its followers, developing an irrepressible hatred against the invaders." + ], + [ + "9", + "Centuries ago, the thing dwelt in the darkest recesses of a valley on the east side of the Misty Mountains. One day, it came to a village of the Woodmen, when the hunters were away. When they returned, they were met by a gruesome scene: dismembered bodies, destroyed houses, a terrible smell that filled the air. No survivors." + ], + [ + "10", + "Once every certain number of years, the thing returns to the Mountains of Mirkwood. When it does, hundreds of Spiders, large and small, swarm as if crazed to the south or west, overwhelming whatever they encounter in their path." + ], + [ + "11", + "The thing is greedy. Not for treasure, but for bones. Animal ones are easy to get, and so are those of Orcs, Men, or Dwarves\u2014this has made the thing hungry for the bones of Elves." + ], + [ + "12", + "When Beleriand was broken, many creatures fled its ruin. Among them is a thing that is particularly large and cruel. Since that time, it has been moving east." + ] + ] + }, + { + "name": "Table 05. Where the Thing is Remembered", + "source": "TLotRR", + "page": 168, + "colLabels": [ + "{@dice 1d12|Roll 1d12}", + "" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Orcs hate the evil things that crawl in the dark perhaps even more than Men, Elves, and Dwarves. For they are more often the ones who end up as food to feed them. Being able to talk to an Orc could prove very useful, if the thing is nearby." + ], + [ + "2", + "The Great Eagles see many things from above, but they don't speak of them unless they have a good reason. They do not tell, for example, of the monstrosity that after darkness haunted the banks of the Great River long ago, devouring lonely travellers. They spied it incessantly. One day, it was gone. The Eagles searched the surroundings for a long time, but to no avail." + ], + [ + "3", + "There is only one Elven song that tells of the mournings caused by the thing, but being immensely sad, it is seldom sung in the Hall of Fire of Rivendell. Some say that if it's nighttime and you fear the thing is nearby, singing the whole song will keep it from getting closer." + ], + [ + "4", + "A sentence carved onto the wall of a dark cave in the north near the Grey Waste, reads: \"Here Belegorn son of Bergil of Dol Amroth banished the thing from the Abyss but died of its foul wounds. Glorfindel of the Elves retrieved his body to return to his family\"" + ], + [ + "5", + "Among the ancient scrolls and books preserved in Minas Tirith, there is a brief chronicle of the times when the city itself was built. Despite numerous missing pieces of text, it is clear that it concerns the presence of an evil thing under Mount Mindolluin, horrible to look upon and very aggressive." + ], + [ + "6", + "Few traces remain of the countless generations of Northmen who inhabited the southeastern edge of Mirkwood. Among them is a burial monument covered in soft moss. An inscription speaks of the death of Crinna, a village chief probably, caused by a terrible thing that came out of the woods at night and could only be kept at bay by lighting large fires." + ], + [ + "7", + "Since many Hobbits are afraid of the water, there is a common test of courage among the youth of the Eastfarthing that involves reciting a nursery rhyme while sitting on the shore of the Brandywine, at night. The rhyme, handed down since the dawn of time, speaks of a thing made of darkness, which comes out of the water and devours those who look at their reflection in the moonlight." + ], + [ + "8", + "The Rangers tell many tales of the horrible and mysterious things that prowl in Eriador. Most are made up, the Elves laughingly say, but one is definitely not. A creature that can suddenly appear at your side while you're sleeping. The Elves speak of it as well, but they are less concerned, since they never sleep..." + ], + [ + "9", + "Saruman loves secrets. And he is adept at keeping quiet about his well-stocked collection of texts concerning the presence of dark creatures roaming Middle-earth. He tried to classify them once, but soon desisted: too many, and too different from each other." + ], + [ + "10", + "The Seeing Stone on the tower of Elostirion, in the Emyn Beraid, constantly looks westwards, beyond the sea. Only on very few occasions does it turn its gaze elsewhere, when a creature both ancient and evil approaches the Grey Havens. It follows this hideous thing in all its movements, and only when it passes out of sight does the Stone return to look towards the immortal lands." + ], + [ + "11", + "In the private library of Elrond, in Rivendell, there is a parchment entirely dedicated to the creature, with many indications about its habits and the places where it might lurk." + ], + [ + "12", + "Only the wisest of Middle-earth know anything about this dark creature as old as the earth. And they fear it. But by asking them directly, some good advice might be acquired. If you want to avoid it or flee from it of course, not on how to fight it, for no one would be so foolish..." + ] + ] + }, + { + "name": "Table 06. Characteristics", + "source": "TLotRR", + "page": 169, + "colLabels": [ + "d20", + "Size", + "AC", + "Hit Points (Hit Dice)", + "Ability Scores", + "Challenge (Proficiency Bonus)" + ], + "colStyles": [ + "col-1-6 text-center", + "col-1-6", + "col-1-6 text-center", + "col-1-6 text-center", + "col-4", + "col-1-6 text-center" + ], + "rows": [ + [ + "15\u201320", + "Huge", + "13", + "105 ({@dice 10d12 + 40})", + "{@b Str} {@ability str 19} {@b Dex} {@ability dex 12} {@b Con} {@ability con 18}", + "4 (+2)" + ], + [ + "10\u201314", + "Huge", + "14", + "138 ({@dice 12d12 + 60})", + "{@b Str} {@ability str 21} {@b Dex} {@ability dex 10} {@b Con} {@ability con 20}", + "5 (+3)" + ], + [ + "6\u20139", + "Huge", + "15", + "175 ({@dice 14d12 + 84})", + "{@b Str} {@ability str 23} {@b Dex} {@ability dex 8} {@b Con} {@ability con 22}", + "7 (+3)" + ], + [ + "4\u20135", + "Huge", + "16", + "216 ({@dice 16d12 + 112})", + "{@b Str} {@ability str 25} {@b Dex} {@ability dex 6} {@b Con} {@ability con 24}", + "9 (+4)" + ], + [ + "3", + "Gargantuan", + "17", + "296 ({@dice 16d20 + 128})", + "{@b Str} {@ability str 27} {@b Dex} {@ability dex 4} {@b Con} {@ability con 26}", + "13 (+5)" + ], + [ + "2", + "Gargantuan", + "18", + "351 ({@dice 18d20 + 162})", + "{@b Str} {@ability str 29} {@b Dex} {@ability dex 2} {@b Con} {@ability con 28}", + "15 (+5)" + ], + [ + "1", + "Gargantuan", + "19", + "410 ({@dice 20d20 + 200})", + "{@b Str} {@ability str 30} {@b Dex} {@ability dex 1} {@b Con} {@ability con 30}", + "17 (+6)" + ] + ] + }, + { + "name": "Table 07. Attack Forms", + "source": "TLotRR", + "page": 169, + "colLabels": [ + "{@dice d3|d3 *}", + "Natural Weapon", + "Description" + ], + "colStyles": [ + "col-2 text-center", + "col-3", + "col-7" + ], + "rows": [ + [ + "1", + "Slam, tail, or tentacle", + "{@atk mw} proficiency bonus + Strength modifier to hit, reach 15 ft. (Huge) or 20 ft. (Gargantuan), one target. Hit: {@dice 3d4} (Huge) or {@dice 4d4} (Gargantuan) + Strength modifier bludgeoning damage. If the target is Large or smaller, it is {@condition grappled}. Until this grapple ends, the target is {@condition restrained} (escape DC 8 + the Nameless Thing's proficiency bonus + its Strength modifier), and the Nameless Thing cannot use this attack on another target." + ], + [ + "2", + "Beak, bite, or horns", + "{@atk mw} proficiency bonus + Strength modifier to hit, reach 5 ft. (Huge) or 10 ft. (Gargantuan), one target. Hit: {@dice 3d8} (Huge) or {@dice 4d8} (Gargantuan) + Strength modifier piercing damage. If the target is Large or smaller, it must make a Strength saving throw (DC 8 + the Nameless Thing's proficiency bonus + its Strength modifier) or be knocked {@condition prone}." + ], + [ + "3", + "Claws, talons, or tusks", + "{@atk mw} proficiency bonus + Strength modifier to hit, reach 10 ft. (Huge) or 15 ft. (Gargantuan), one target. Hit: {@dice 3d6} (Huge) or {@dice 4d6} (Gargantuan) + Strength modifier slashing damage. If the target is Large or smaller, it is {@condition grappled} (escape DC 8 + the Nameless Thing's proficiency bonus + its Strength modifier), and the Nameless Thing cannot use this attack on another target." + ] + ], + "footnotes": [ + "* Roll twice on this table to determine a primary and secondary natural weapon, ignoring double results." + ] + }, + { + "name": "Table 08. Special Traits", + "source": "TLotRR", + "page": 170, + "colLabels": [ + "d20", + "Special Trait" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1\u20132", + "{@b Hideous Toughness.} If the Nameless Thing takes 14 damage (21 if it has Challenge 11\u201316, 28 if it has Challenge 17 or higher) or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead." + ], + [ + "3\u20134", + "{@b Foul Reek.} Any creature that starts its turn within 5 feet of the Nameless Thing must succeed on a Constitution saving throw (DC 8 + the Nameless Thing's proficiency bonus + its Constitution modifier) or be {@condition poisoned} until the start of the creature's next turn. On a successful saving throw, the creature is immune to the foul reek of the Nameless Thing for 1 hour." + ], + [ + "5\u20136", + "{@b Horrible Strength.} The Nameless Thing's attacks deal one extra die of their damage when the Nameless Thing hits with them." + ], + [ + "7\u20138", + "{@b Poison.} The Nameless Thing's primary attack inflicts 7 ({@dice 3d4}) poison damage (or 10 ({@dice 4d4}) damage if Gargantuan), and the target must succeed on a Constitution saving throw (DC 8 + the Nameless Thing's proficiency bonus + its Constitution modifier) or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target cannot regain hit points and has disadvantage on death saving throws while poisoned in this way." + ], + [ + "9\u201310", + "{@b Multiattack.} The Nameless Thing makes one additional attack either with its primary or with its secondary attack." + ], + [ + "11\u201312", + "{@b Snake-like Speed.} The Nameless Thing can take the {@action Dash} or {@action Disengage} or as a bonus action on each of its turns." + ], + [ + "13\u201314", + "{@b Strike Fear.} Each non-undead creature of the Nameless Thing's choice that is within 120 feet of the Nameless Thing and aware of it gains a number of {@book Shadow points|TLotRR|7|Dread} equal to half the Nameless Thing's proficiency bonus (rounded down) from Dread, resisted by a Charisma saving throw (DC 8 + the Nameless Thing's proficiency modifier + its Strength modifier). On a failed save, a target becomes {@condition frightened} for 1 minute. If the save fails by 5 or more, the target is also {@condition stunned} while frightened in this way. A creature can repeat the saving throw at the end of each of its turns, 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 the Nameless Thing's Strike Fear for the next 24 hours." + ], + [ + "15\u201316", + "{@b Denizen of the Dark.} While in dim light or darkness, the Nameless Thing has advantage on Dexterity ({@skill Stealth}) checks, and can take the {@action Hide} action as a bonus action." + ], + [ + "17\u201318", + "{@b Thick Hide.} The Nameless Thing has resistance to bludgeoning, piercing, and slashing damage from non-magical weapons." + ], + [ + "19\u201320", + "{@b Regeneration.} The Nameless Thing regains 10 hit points at the start of its turn if it has at least 1 hit point." + ] + ], + "footnotes": [ + "* Roll a number of times on this table to determine the additional Special Traits of the Nameless Thing, ignoring double results. Every additional Special Traits, raise the challenge rating of the Nameless Thing by 1." + ] + }, + { + "name": "Tools", + "source": "TLotRR", + "page": 74, + "colLabels": [ + "Item", + "Cost", + "Weight" + ], + "colStyles": [ + "col-8", + "col-2 text-center", + "col-2 text-center" + ], + "rows": [ + [ + { + "type": "cell", + "width": 3, + "entry": "{@i Artisan's tools}" + } + ], + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Brewer's supplies|PHB}", + "20 s", + "9 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Calligrapher's supplies|PHB}", + "10 s", + "5 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Carpenter's tools|PHB}", + "8 s", + "6 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Cartographer's tools|PHB}", + "15 s", + "6 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Cobbler's tools|PHB}", + "5 s", + "5 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Cook's utensils|PHB}", + "1 s", + "8 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Glassblower's tools|PHB}", + "30 s", + "5 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Jeweler's Tools|PHB|Jeweller's tools}", + "25 s", + "2 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Leatherworker's tools|PHB}", + "5 s", + "5 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Mason's tools|PHB}", + "10 s", + "8 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Painter's supplies|PHB}", + "10 s", + "5 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Potter's tools|PHB}", + "10 s", + "3 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Smith's tools|PHB}", + "20 s", + "8 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Weaver's tools|PHB}", + "1 s", + "5 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Woodcarver's tools|PHB}", + "1 s", + "5 lbs" + ] + }, + [ + { + "type": "cell", + "width": 3, + "entry": "{@i Gaming sets}" + } + ], + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Dragonchess Set|PHB|Chess}", + "1 s", + "1/2 lb." + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Bowls|TLotRR}", + "1 c", + "8 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Darts|TLotRR}", + "3 c", + "1 ½ lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Quoits|TLotRR}", + "2 c", + "4 lbs" + ] + }, + [ + { + "type": "cell", + "width": 3, + "entry": "{@i Musical instruments}" + } + ], + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Clarinet|TLotRR}", + "12 s", + "2 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Drum|PHB}", + "6 s", + "3 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Fiddle|TLotRR}", + "25 s", + "1 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Flute|PHB}", + "2 s", + "1 lb." + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Harp|TLotRR}", + "30 s", + "2 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Horn|PHB}", + "3 s", + "2 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Trumpet|TLotRR}", + "35 s", + "2 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Viol|PHB}", + "30 s", + "1 lbs" + ] + }, + [ + { + "type": "cell", + "width": 3, + "entry": "{@i Other tools}" + } + ], + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Herbalism kit|TLotRR}*", + "5 s", + "3 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Navigator's tools|PHB}", + "25 s", + "2 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Pipe|TLotRR}*", + "1 s", + "1/2 lb." + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Thieves' tools|PHB}", + "25 s", + "1 lb." + ] + } + ], + "footnotes": [ + "* see description for special rules" + ] + }, + { + "name": "Travelling in the Chetwood", + "source": "TLotRR", + "page": 191, + "colLabels": [ + "d12", + "Result", + "Description" + ], + "colStyles": [ + "col-2 text-center", + "col-3", + "col-7" + ], + "intro": [ + "The Loremaster can use the following table if Player-heroes decide to venture into the deep parts of the Chetwood or its more dangerous regions near the {@book Midgewater Marshes|TLotRR|8|The Midgewater Marshes} or the {@book Weather Hills|TLotRR|8|The Weather Hills}. Simply roll a {@dice d12} and consult the table below." + ], + "rows": [ + [ + "1", + "Troll of the Weather Hills", + "A Stone-Troll is tearing through the Chetwood, making no effort at subtlety or stealth. It spots the Player-heroes and immediately moves to attack, in search of a fresh meal." + ], + [ + "2\u20133", + "Mistaken for Orcs", + "A Chetwood hunter fires an arrow at the Player-heroes from a concealed position some distance off. They have mistaken them for a party of Orcs in the shadowy light of the forest." + ], + [ + "4\u20135", + "Abandoned Homestead", + "The Player-heroes come across an abandoned cabin that appears to have been ransacked by Goblins, with signs of a bloody struggle." + ], + [ + "6\u20137", + "Hunted by Wolves", + "The Player-heroes notice they are being tracked by a small pack of wolves. If they don't succeed on a {@dc 15} Wisdom ({@skill Hunting|TLotRR}) check to throw them off, they'll likely attack in the coming hours." + ], + [ + "8\u20139", + "Sinkhole", + "Caught in a morass of mud concealed by a layer of leaves and lichen, the characters sink and find themselves trapped. They will need to succeed on a {@dc 15} Strength ({@skill Athletics}) check, otherwise the struggle to get free will cause them to suffer one level of {@condition exhaustion} and lose a day of travel." + ], + [ + "10\u201311", + "Goblin Scouts", + "Goblins have come down from the Weather Hills to scout the Chetwood. They have spotted the Player-heroes and will try to ambush them." + ], + [ + "12", + "{@creature Fitch Talltree|TLotRR}", + "The Player-heroes encounter the Forester of Archet himself. Depending on the nature of their errand, he may aid them or offer them insight into the goings-on of the Chetwood. He can also easily guide them back to Archet." + ] + ] + }, + { + "name": "Troll-Holes", + "source": "TLotRR", + "page": 204, + "colLabels": [ + "d12", + "Result", + "Description" + ], + "colStyles": [ + "col-2 text-center", + "col-3", + "col-7" + ], + "intro": [ + "The Trollshaws are literally riddled with caves, opened or dug by Trolls to serve as their lairs. The Loremaster can use the table below to quickly and easily come up with a unique location for a Troll-hole." + ], + "rows": [ + [ + "1", + "Not Alone", + "The Player-heroes begin to explore a cave that seems both shallow and abandoned. But looks are deceiving and when they find their way deeper into the cave, they suddenly come face-to-face with a fearsome {@creature Great Cave-troll|TLotRR}!" + ], + [ + "2\u20133", + "Root Nest", + "A large tree has split wide open at its base and descends into a shallow, muddy hole that serves as lair to a {@creature Stone-troll Chief|TLotRR}. It is slippery and difficult to navigate." + ], + [ + "4\u20135", + "Crumbling Tower", + "A once magnificent tower that has collapsed in on itself has become the home of a {@creature Stone-troll Robber|TLotRR}. It is of dubious stability and could cave in entirely at any time." + ], + [ + "6\u20137", + "Shallow Cave", + "A cave that goes no more than a few feet into the side of a small stone hill is as close to a traditional Troll-hole as one can imagine, and could easily be avoided were it not so close to the {@book East Road|TLotRR|8|The Great East Road}." + ], + [ + "8\u20139", + "Behind the Falls", + "A small pool of water with a low waterfall coming off a stone rise serves as the home to a {@creature Stone-troll Robber|TLotRR}, who wades into the water before ducking beneath the falls and coming up on the other side in an easily overlooked lair." + ], + [ + "10\u201311", + "Under Construction", + "The characters stumble upon a {@creature Cave-troll Slinker|TLotRR} who is tearing away at trees and rocks, freeing an opening leading to a cave." + ], + [ + "12", + "Abandoned", + "The Player-heroes stumble upon a Troll that has been turned to stone by the sun while within sight of its Troll-hole. A {@dc 15} Intelligence ({@skill Investigation}) check reveals a lesser Hoard." + ] + ] + }, + { + "name": "Weapons", + "source": "TLotRR", + "page": 73, + "colLabels": [ + "Weapon", + "Cost", + "Damage", + "Properties", + "Weight" + ], + "colStyles": [ + "col-4", + "col-2", + "col-2", + "col-2 text-center", + "col-2 text-center" + ], + "rows": [ + [ + { + "type": "cell", + "width": 6, + "entry": "{@i Simple Melee Weapons}" + } + ], + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Axe|TLotRR}", + "5 s", + "{@dice 1d6} slashing", + "Versatile ({@dice 1d8})", + "3 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Club|PHB}", + "1 c", + "{@dice 1d4} bludgeoning", + "Light", + "2 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Greatclub|PHB|Club, Great}", + "2 c", + "{@dice 1d8} bludgeoning", + "Two-handed", + "10 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Dagger|PHB}", + "2 s", + "{@dice 1d4} piercing", + "Finesse, light, thrown (range 20/60)", + "1 lb." + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Hammer|TLotRR}", + "2 s", + "{@dice 1d6} bludgeoning", + "-", + "3 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Handaxe|PHB|Hatchet}", + "5 s", + "{@dice 1d6} slashing", + "Light, thrown (range 20/60)", + "2 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Spear|PHB}", + "1 s", + "{@dice 1d6} piercing", + "Thrown (range 20/60), versatile ({@dice 1d8})", + "3 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Javelin|PHB|Spear, Short}", + "5 c", + "{@dice 1d6} piercing", + "Thrown (range 30/120)", + "2 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Staff|TLotRR}", + "2 c", + "{@dice 1d4} bludgeoning", + "Versatile ({@dice 1d6})", + "2 lbs" + ] + }, + [ + { + "type": "cell", + "width": 6, + "entry": "{@i Simple Ranged Weapons}" + } + ], + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Shortbow|PHB|Bow}", + "25 s", + "{@dice 1d6} piercing", + "Ammunition (range 80/320), two-handed", + "2 lbs" + ] + }, + [ + { + "type": "cell", + "width": 6, + "entry": "{@i Martial Melee Weapons}" + } + ], + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Battle Axe|TLotRR|Axe, Battle}", + "10 s", + "{@dice 1d8} slashing", + "Heavy, versatile ({@dice 1d10})", + "4 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Greataxe|PHB|Axe, Great}", + "30 s", + "{@dice 1d12} slashing", + "Heavy, two-handed", + "7 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Heavy Hammer|TLotRR|Hammer, Heavy}", + "10 s", + "{@dice 1d8} bludgeoning", + "Heavy, versatile ({@dice 1d10})", + "4 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Mattock|TLotRR}", + "10 s", + "{@dice 1d12} piercing", + "Heavy, two-handed", + "10 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Lance|PHB|Spear, Great}", + "20 s", + "{@dice 1d10} piercing", + "Heavy, reach, two-handed", + "6 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Sword|TLotRR}", + "15 s", + "{@dice 1d6} slashing", + "Finesse, versatile ({@dice 1d8})", + "2 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Long Sword|TLotRR|Sword, Long}", + "20 s", + "{@dice 1d8} slashing", + "Heavy, versatile ({@dice 1d10})", + "3 lbs" + ] + }, + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Shortsword|PHB|Sword, Short}", + "10 s", + "{@dice 1d6} piercing", + "Finesse, light", + "2 lbs" + ] + }, + [ + { + "type": "cell", + "width": 6, + "entry": "{@i Martial Ranged Weapons}" + } + ], + { + "type": "row", + "style": "row-indent-first", + "row": [ + "{@item Longbow|PHB|Great Bow}", + "50 s", + "{@dice 1d8} piercing", + "Ammunition (range 150/600), heavy, two-handed", + "3 lbs" + ] + } + ] + } + ], + "condition": [ + { + "name": "Anguished", + "source": "TLotRR", + "page": 141, + "color": "151515", + "entries": [ + "Player-heroes whose Shadow score reaches the full value of their Wisdom score become anguished.", + "An anguished character is {@condition miserable|TLotRR}, and has disadvantage on all ability checks, attack rolls, and saving throws. There is only one way to recover from such depths of desperation\u2014the Player-hero must experience a bout of madness.", + "A bout of madness is a violent outburst, a dangerous crisis that frees a Player-hero from the burden of the Shadow, but that may have serious, long-term consequences (see {@book Madness|TLotRR|7|Madness})." + ] + }, + { + "name": "Miserable", + "source": "TLotRR", + "page": 141, + "color": "71797E", + "entries": [ + "If a Player-hero's Shadow score matches or exceeds half their Wisdom score (rounded up), they become miserable.", + "A miserable character decreases the Fellowship rating of the Company by 1. In addition, if a miserable character's {@dice d20} roll is a 1 or 2, the roll is a failure regardless of the DC for any ability check, attack roll, or saving throw." + ] + } + ], + "action": [ + { + "name": "Gather Rumours", + "source": "TLotRR", + "page": 112, + "time": [ + "Fellowship Phase" + ], + "entries": [ + "News of strange things happening in the world are multiplying with every passing year. Tidings of a gathering darkness, of distant wars, and of the flight of the Elves\u2014vague legends and old songs are proving to be more than just children's stories. Player-heroes gathering rumours try to separate facts from fireside-tales, and to gather stories that may prove useful in their adventures.", + { + "type": "inset", + "id": "251", + "entries": [ + "Choose this undertaking to receive a rumour from the Loremaster. Until the next Fellowship Phase, Player-heroes in the Company have advantage on Intelligence checks related to the rumour." + ] + }, + "A rumour can be a story about an individual, a place, or a coming event, pointing specifically to something that the Company can explore, prevent, or aspire to achieve. Otherwise, a rumour can be something specific that the Player-hero is inquiring about, and directly related to the current adventuring circumstances of the Company.", + "A Company including a {@class Warden|TLotRR} (if in a warded land), or a Player-hero proficient in {@skill Investigation}, can choose this activity as a free undertaking.", + { + "type": "quote", + "entries": [ + "When they appeared they brought news from afar, and told strange forgotten tales which were eagerly listened to..." + ], + "skipMarks": true + } + ] + }, + { + "name": "Heal Scars", + "source": "TLotRR", + "page": 113, + "time": [ + "Fellowship Phase", + "Yule" + ], + "entries": [ + "{@i Yule}", + "Heroes feel the burden of the Shadow weigh heavily upon their shoulders long after their adventures are over. Their minds remain bent on dark thoughts, and visions haunt them in their dreams, if not even during their waking hours. Only the passage of time can heal such wounds.", + { + "type": "inset", + "id": "253", + "entries": [ + "Choose this undertaking to focus on mending your spiritual injuries and remove 1 Shadow Scar (see {@book Chapter 8|TLotRR|7|Harden Will}). If you do so, you do not gain any bonus XP this year (see {@book The Passage of the Years|TLotRR|5|The Passage of the Years})." + ] + }, + "Player-heroes from different Cultures resort to different methods to get rid of their scars. Dwarves often turn to the forge to burn out their frustration, smiting the red iron on the anvil, Hobbits dedicate themselves to a beloved activity, like gardening, or painting, and Elves and Men generally create, play, or recite poems and songs.", + { + "type": "quote", + "entries": [ + "Is it not a strange fate that we should suffer so much fear and doubt for so small a thing?" + ] + } + ] + }, + { + "name": "Meet Patron", + "source": "TLotRR", + "page": 113, + "time": [ + "Fellowship Phase" + ], + "entries": [ + "After a few years of adventuring, the Company will probably count several of the Wise and the Great among their allies. Some of these can be chosen as Patrons of the Company (see {@book Chapter 2|TLotRR|1|Patron}).", + { + "type": "inset", + "entries": [ + "Choose this undertaking to meet one of the Company's friends and allies when spending the Fellowship Phase in a location where that individual can be found, and if the patron is available for a meeting. In addition, Player-heroes with a calling favoured by the patron start the next Adventuring phase with {@variantrule inspiration|PHB}." + ] + }, + "When this is the case, the Loremaster can work with the Player-hero to set up the encounter. The reasons to see a patron vary based on the current circumstances of a campaign, but generally revolve around the Player-hero asking for some sort of assistance, possibly accepting a task requested by the patron in return.", + "The descriptions of the various personalities given in the {@book Appendix|TLotRR|9|Patrons} give directions on how to handle their introduction as patrons in the game.", + "A Company including a {@class Messenger|TLotRR}, or a Player-hero proficient with {@item calligrapher's supplies|PHB}, can choose this activity as a free undertaking.", + { + "type": "quote", + "entries": [ + "Elrond, as was his custom, sat in a great chair at the end of the long table upon the dais..." + ], + "skipMarks": true + } + ] + }, + { + "name": "Ponder Storied and Figured Maps", + "source": "TLotRR", + "page": 113, + "time": [ + "Fellowship Phase" + ], + "entries": [ + "Middle-earth has changed since the time when lore-masters spent long hours drawing maps of every known corner of the world. Today's maps show mostly white spaces beyond the borders of the realms of Men, Dwarves, and Elves. Yet, looking at them is time well-spent for a travelling hero.", + "A Player-hero choosing this undertaking studies every map and scroll of lore they can find, to learn as much as possible about the perils the Company may face while on a journey.", + { + "type": "inset", + "entries": [ + "Until the next Fellowship Phase, Player-heroes in the Company have advantage on pathfinding checks." + ] + }, + "A Company including a {@class Scholar|TLotRR}, or a Player-hero proficient with {@item cartographer's tools|PHB} can choose this activity as a free undertaking.", + { + "type": "quote", + "entries": [ + "There are many maps in Elrond's house, but I suppose you never thought to look at them?" + ] + } + ] + }, + { + "name": "Raise an Heir", + "source": "TLotRR", + "page": 113, + "time": [ + "Fellowship Phase", + "Yule" + ], + "entries": [ + "{@i Yule}", + "Wise adventurers sooner or later realise that all they have done in their lives can amount to nothing if they meet an untimely end. To avoid squandering their legacy, they should spend some money and time choosing and raising a worthy successor.", + { + "type": "inset", + "entries": [ + "Choose this undertaking to spend at least 50 silver pennies for your heir's training. The amount is noted (or updated, if you have chosen this undertaking before) on the character sheet. When your Player-hero perishes or retires, multiply that value by the Player-hero's character level: your heir receives that many experience points, up to half the Player-hero's current experience points (rounded up). The heir also receives up to three magical items of the Player-hero as their heirlooms." + ] + }, + "If this is the first time that this undertaking has been chosen, the player must also choose a name for the designated heir, writing it down on the {@link character sheet|https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/pdf/TLotRR/lotrr-character-sheet.pdf}.", + { + "type": "quote", + "entries": [ + "When Bilbo was ninety-nine he adopted Frodo as his heir, and brought him to live at Bag End..." + ], + "skipMarks": true + } + ] + }, + { + "name": "Recount a Story", + "source": "TLotRR", + "page": 114, + "time": [ + "Fellowship Phase", + "Yule" + ], + "entries": [ + "{@i Yule}", + "Adventures have a meaning for those who live them, but they can become cautionary tales for others. Player-heroes give a personal account of an event they took part in, describing the episode to members of their own folk in a public place or event, or recording it in a book. Players are encouraged to improvise a short narration.", + { + "type": "inset", + "entries": [ + "Choose this undertaking to replace one of your distinctive features with a new one, choosing a quality that you displayed in the narrated episode. Players can choose a trait from the distinctive features of their culture's (or another one's) backgrounds, or even propose a new one of their own creation." + ] + }, + { + "type": "inset", + "entries": [ + "You can choose this undertaking to replace one of your tool proficiencies with another tool proficiency. The proficiency you replace must be one that isn't benefiting from a feature, such as Expertise, that doubles your proficiency bonus." + ] + }, + { + "type": "inset", + "entries": [ + "If you have the Expertise feature, you can choose this undertaking to replace one of the proficiencies you chose for the Expertise feature with one of your other proficiencies that isn't benefiting from Expertise." + ] + }, + { + "type": "inset", + "entries": [ + "If you have the Fighting Style feature, you can choose this undertaking to replace a fighting style you know with another fighting style available to your calling." + ] + }, + { + "type": "quote", + "entries": [ + "To some there Bilbo's tale was wholly new, and they listened with amazement while the old Hobbit, actually not at all displeased, recounted his adventure with Gollum, at full length." + ], + "skipMarks": true + } + ] + }, + { + "name": "Strengthen Fellowship", + "source": "TLotRR", + "page": 115, + "time": [ + "Fellowship Phase" + ], + "entries": [ + "The bond shared by the members of a Company is put to the test by the odds they face in the course of their adventures, and can be reinforced when the Player-heroes are enjoying a moment of respite.", + { + "type": "inset", + "entries": [ + "Choose this undertaking to raise the Fellowship rating by +1 until the next Fellowship Phase." + ] + }, + "A Company including a {@class Captain}, or a Player-hero proficient with {@item brewer's supplies|PHB} or a {@item gaming set|PHB}, can choose this activity as a free undertaking.", + { + "type": "quote", + "entries": [ + "...in this matter it would be well to trust rather to their friendship than to great wisdom." + ] + } + ] + }, + { + "name": "Study Magical Items", + "source": "TLotRR", + "page": 115, + "time": [ + "Fellowship Phase" + ], + "entries": [ + "When heroes come into possession of a strange ring, an ancient jewel, or a rune-scored staff, they might not know much about the properties of such an item, especially if they are not immediately observable.", + { + "type": "inset", + "entries": [ + "Choose this undertaking to learn all there is to be discovered about the qualities of all magical items in the Company's possession." + ] + }, + "A Company including a {@class Treasure Hunter|TLotRR}, or a Player-hero proficient in {@skill Old Lore|TLotRR}, can choose this activity as a free undertaking.", + { + "type": "quote", + "entries": [ + "This is an heirloom of our house,\" said Éowyn. \"It was made by the Dwarves, and came from the hoard of Scatha the Worm." + ] + } + ] + }, + { + "name": "Write a Song", + "source": "TLotRR", + "page": 115, + "time": [ + "Fellowship Phase" + ], + "entries": [ + "All cultures of Middle-earth play and sing songs to remember things that are fair and to celebrate life.", + { + "type": "inset", + "entries": [ + "Choose this undertaking to compose a song, choosing whether it will be a Lay, a Song of Victory, or a Walking song (no ability check is required)." + ] + }, + "The new composition is added to a Company's list of songs\u2014this list is used to keep track of which songs are available to the Company to sing during an Adventuring Phase.", + "The player is encouraged to come up with a song title, or its lyrics, for example taking inspiration from events that happened to the Company, or focusing on one or more Player-heroes.", + "A Company including a Player-hero proficient in {@skill Performance} or with a {@item musical instrument|SCAG} can choose this activity as a free undertaking.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Lay:", + "entry": "A Player-hero creates a short narrative poem, particularly appropriate to narrate heroic deeds, and meant to be recited or sung at gatherings." + }, + { + "type": "item", + "name": "Song of Victory:", + "entry": "Warriors sing stirring songs in combat, to lift their spirit and renew their lust for battle." + }, + { + "type": "item", + "name": "Walking-Song:", + "entry": "Travellers trudging along the final hours of a long day of travelling may find it helpful to hum a merry song, especially when they are drawing near to their destination." + } + ] + } + ] + } + ], + "skill": [ + { + "name": "Explore", + "source": "TLotRR", + "ability": "wis", + "entries": [ + "Player-heroes rely on this when they move through an unfamiliar area of the Wild. A Wisdom (Explore) check may be required during a journey to find out where the Company is heading, or to get back on track after a detour; to cope with adverse weather conditions or other natural hazards; to create paths through the wilderness suitable for others to follow; or to choose a suitable place to set up camp.", + { + "type": "quote", + "entries": [ + "We have found a dry cave,\" they said, \"not far round the next corner; and ponies and all could get inside." + ] + } + ] + }, + { + "name": "Hunting", + "source": "TLotRR", + "ability": "wis", + "entries": [ + "Knowing how to hunt is a fundamental skill, shared by most cultures of Middle-earth. A Wisdom (Hunting) check is required when hunting wild game, or to follow tracks and identify a quarry by its spoor. This skill also covers fishing and preparing traps. In wilder areas, hunters learn to apply their trade to more dangerous creatures\u2014such as Orcs, Spiders, or Wargs\u2014or else risk becoming the prey.", + { + "type": "quote", + "entries": [ + "They dwelt most often by the edges of the woods, from which they could escape at times to hunt, or to ride and run over the open lands by moonlight or starlight..." + ], + "skipMarks": true + } + ] + }, + { + "name": "Old Lore", + "source": "TLotRR", + "ability": "int", + "entries": [ + "An Intelligence (Old Lore) check measures the ability of a Player-hero to recall obscure information from bygone days, such as knowledge of the ancient tales of the Elder Days, the annals of kings and rulers, family genealogies, and recollections of deeds and places lost to common lore. This knowledge may derive from different sources, from stories heard around the fire to the dusty records of a chronicler.", + { + "type": "quote", + "entries": [ + "He knew many histories and legends of long ago, of Elves and Men and the good and evil deeds of the Elder Days." + ], + "skipMarks": true + } + ] + }, + { + "name": "Riddle", + "source": "TLotRR", + "ability": "int", + "entries": [ + "The riddle game is an accepted custom among many creatures, including quite a few that would be classified as wicked if they did not respect the ancient rules. An Intelligence (Riddle) check is used to gain helpful insight from a spoken or written riddle, but also to draw conclusions from seemingly unconnected scraps of information by deduction, reasoning, and intuition.", + { + "type": "quote", + "entries": [ + "\"A Hobbit waded out into the water and back; but I cannot say how long ago.\" \"How then do you read this riddle?\" asked Gimli." + ], + "skipMarks": true + } + ] + }, + { + "name": "Travel", + "source": "TLotRR", + "ability": "wis", + "entries": [ + "In the Third Age, the cities, villages, and towns of Middle-earth are often separated by many leagues of wild or deserted areas. Roads that used to lead safely to distant realms now end in broken trails that go nowhere. Whichever way the Company chooses to go, it will be a long and weary way before they get there. A successful Wisdom (Travel) check may let a Player-hero estimate the length of a journey, read a map, and even evaluate whether a group of strangers on the road can be approached safely or if they should be left alone instead.", + { + "type": "quote", + "entries": [ + "The country was much rougher and more barren than in the green vale of the Great River in Wilderland on the other side of the range, and their going would be slow..." + ], + "skipMarks": true + } + ] + } + ], + "book": [ + { + "name": "The Lord of the Rings Roleplaying", + "id": "TLotRR", + "source": "TLotRR", + "group": "homebrew", + "cover": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/covers/TLotRR.webp" + }, + "published": "2024-11-26", + "author": "Wizards RPG Team", + "contents": [ + { + "name": "Prologue", + "ordinal": { + "type": "chapter", + "identifier": 1 + }, + "headers": [ + "Adventuring in the Third Age" + ] + }, + { + "name": "New Rules", + "ordinal": { + "type": "chapter", + "identifier": 2 + }, + "headers": [ + "Structure of the Game", + "The Company", + "New Skills", + "Additional Rules Variants" + ] + }, + { + "name": "Adventurers", + "ordinal": { + "type": "chapter", + "identifier": 3 + }, + "headers": [ + "Heroic Cultures", + { + "header": "Bardings", + "depth": 1 + }, + { + "header": "Dwarves of Durin's Folk", + "depth": 1 + }, + { + "header": "Elves of Lindon", + "depth": 1 + }, + { + "header": "Hobbits of The Shire", + "depth": 1 + }, + { + "header": "Men of Bree", + "depth": 1 + }, + { + "header": "Rangers of the North", + "depth": 1 + }, + "Callings", + { + "header": "Captain", + "depth": 1 + }, + { + "header": "Champion", + "depth": 1 + }, + { + "header": "Messenger", + "depth": 1 + }, + { + "header": "Scholar", + "depth": 1 + }, + { + "header": "Treasure Hunter", + "depth": 1 + }, + { + "header": "Warden", + "depth": 1 + }, + "Crafts", + "More than One Calling", + "Beyond 10th Level", + "Equipment" + ] + }, + { + "name": "Rewards and Virtues", + "ordinal": { + "type": "chapter", + "identifier": 4 + }, + "headers": [ + "Rewards", + "Virtues" + ] + }, + { + "name": "Adventuring Phases", + "ordinal": { + "type": "chapter", + "identifier": 5 + }, + "headers": [ + "Council", + { + "depth": 1, + "header": "1. Introduction" + }, + { + "depth": 1, + "header": "2. Set Required Successes" + }, + { + "depth": 1, + "header": "3. Interaction" + }, + "Journey", + { + "depth": 1, + "header": "1. Set Journey Path" + }, + { + "depth": 1, + "header": "2. Make Pathfinding Checks" + }, + { + "depth": 1, + "header": "3. Ending the Journey" + }, + { + "depth": 1, + "header": "1. Select Targets" + }, + { + "depth": 1, + "header": "2. Determine Event" + }, + { + "depth": 1, + "header": "3. Resolve the Event" + } + ] + }, + { + "name": "Fellowship Phases", + "ordinal": { + "type": "chapter", + "identifier": 6 + }, + "headers": [ + "How a Fellowship Phase Works", + { + "depth": 1, + "header": "1. Set Duration" + }, + { + "depth": 1, + "header": "2. Choose Destination" + }, + { + "depth": 1, + "header": "3. Spiritual Recovery" + }, + { + "depth": 1, + "header": "4. Choose Undertakings" + } + ] + }, + { + "name": "The Loremaster", + "ordinal": { + "type": "chapter", + "identifier": 7 + }, + "headers": [ + "The Middle-Earth Loremaster", + "Adventuring in Middle-Earth", + "Nonplayer Characters", + "Treasure", + { + "depth": 1, + "header": "1. Choose Item Type" + }, + { + "depth": 1, + "header": "2. Determine Craftsmanship" + }, + { + "depth": 1, + "header": "3. Select Banes" + }, + { + "depth": 1, + "header": "4. Attribute Qualities" + }, + { + "depth": 1, + "header": "5. Name the Item" + } + ] + }, + { + "name": "The Shadow", + "ordinal": { + "type": "chapter", + "identifier": 8 + }, + "headers": [ + "Shadow Points", + "Adversaries", + "The Eye of Mordor" + ] + }, + { + "name": "The World", + "ordinal": { + "type": "chapter", + "identifier": 9 + }, + "headers": [ + "Eriador", + { + "depth": 1, + "header": "The Shire" + }, + { + "depth": 1, + "header": "Lake Evendim" + }, + { + "depth": 1, + "header": "The Bree-Land" + }, + { + "depth": 1, + "header": "The Great East Road" + }, + { + "depth": 1, + "header": "The Greenway" + }, + { + "depth": 1, + "header": "The Barrow-Downs" + }, + { + "depth": 1, + "header": "The North Downs" + }, + { + "depth": 1, + "header": "The South Downs" + }, + { + "depth": 1, + "header": "The Weather Hills" + }, + { + "depth": 1, + "header": "Angmar" + }, + { + "depth": 1, + "header": "The Ettenmoors" + }, + { + "depth": 1, + "header": "Mount Gram" + }, + { + "depth": 1, + "header": "The Trollshaws" + }, + { + "depth": 1, + "header": "Tharbad" + }, + { + "depth": 1, + "header": "Lindon" + }, + { + "depth": 1, + "header": "The Blue Mountains" + } + ] + }, + { + "name": "Appendix", + "headers": [ + "Patrons", + "Landmarks", + { + "depth": 1, + "header": "1. Name" + }, + { + "depth": 1, + "header": "2. Rumour" + }, + { + "depth": 1, + "header": "3. Background" + }, + { + "depth": 1, + "header": "4. Map" + }, + { + "depth": 1, + "header": "5. Locations" + }, + { + "depth": 1, + "header": "6. Schemes and Trouble" + }, + "The Star of the Mist", + { + "depth": 1, + "header": "1. The Brigands' Camp" + }, + { + "depth": 1, + "header": "2. The Dwarven Gate" + }, + { + "depth": 1, + "header": "3. The Flooded Chambers" + }, + { + "depth": 1, + "header": "4. The Accursed Halls" + }, + { + "depth": 1, + "header": "5. The Tower of the Star" + } + ] + }, + { + "name": "Credits" + }, + { + "name": "Character Sheet PDF" + } + ] + } + ], + "bookData": [ + { + "id": "TLotRR", + "source": "TLotRR", + "data": [ + { + "type": "section", + "name": "Chapter 1: Prologue", + "id": "000", + "page": 5, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/000-00-01.prologue-splash.webp" + }, + "width": 1700, + "height": 1202 + }, + { + "type": "quote", + "page": 5, + "entries": [ + "The Enemy still lacks one thing to give him strength and knowledge to beat down all resistance, break the last defences, and cover all the lands in a second darkness. He lacks the One Ring." + ], + "style": "quote-pull" + }, + { + "type": "insetReadaloud", + "id": "001", + "page": 6, + "entries": [ + "Dear friend,", + "I am writing this sitting at our usual table at the Prancing Pony, puffing at my pipe. According to the latest tidings I received, you are many miles away south, riding with the Horse-lords. I trust you brought a good supply of Old Toby! If you didn't, you are going to miss your northern Lone-lands much more bitterly, I assure you.", + "When I took up the pen, my intention was to elaborate on the reasons why I counseled you not to go to Gondor, yet. You know what troubled me...the Steward is a wise man, and won't waste any time in putting your talents to good use, but his firstborn son is about your age. Denethor is valiant and proud. I feared that this might lead him to ignore your counsel, if not to resent it.", + "Then, I remembered what I have to tell myself from time to time...the task I chose is to inspire the enemies of Sauron, and to push them to action. I am not here to rob them of their freedom of choice. They say that even the Wise cannot see all ends! So, who am I, certainly not the wisest, to tell you what you should do? Only you can decide what to do with the time that is given you.", + "Please accept one word of advice though, something that I have learnt in more than one adventure: do not face your challenges alone, and choose your companions wisely. There are many brave souls among the various Free Peoples of the World who can join you in your struggle: Elves, Dwarves, and Men. Even the little folk of the Shire may prove useful. They certainly did prove useful to me! A good friend of mine discovered too late that there is more to those amazing creatures than you would credit them for. I hope you will not commit the same mistake.", + "Yours in friendship", + "Gandalf." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/001-00-02.prologue-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 460 + }, + { + "type": "quote", + "page": 7, + "entries": [ + "Wolves were howling round the fences last winter. And there's dark shapes in the woods, dreadful things that it makes the blood run cold to think of." + ], + "style": "quote-pull" + }, + "It is the year 2965 of the Third Age, twenty-some years after one Bilbo Baggins disappeared one Spring morning, only to reappear a year later and interrupt his own estate sale. The extraordinary tale that he told, of travelling with the Wizard Gandalf and Thorin Oakenshield to Wilderland on the other side of the Misty Mountains and somehow defeating a Dragon seemed nothing more than a fairy tale to the other Hobbits.", + "However, no one can deny that there are more folk on the Great Road these days. Most are Dwarves, coming and going both ways, and sometimes even visiting Hobbiton! Rumours from Bree speak of strangers coming into town, telling stories of the rebuilt Dale and the dragon-slayer King Bard and other unusual names. And Elves too are on the move, and rumoured to be in the Wild and even in the Woody End of the Shire!", + "It all sounds rather adventurous, but adventures are dangerous, uncomfortable things. They make you late for dinner and might get you killed! Of course, some valiant individuals are seeking to make their mark on the world, to find the long-lost ruins of past kingdoms, to patrol the borders of their lands and keep them safe, to meet others of similar persuasion and unite to strive against the Shadow that lies over Middle-earth. If successful, folk will call them heroes. But if they disappear while in the wild, they will be lost to history and legend.", + "In {@i The Lord of the Rings Roleplaying}, you become the adventurers exploring Middle-earth. As the game progresses, you will discover new lands and old secrets, take part in the events of the Third Age, and have your own chance to strive against the Enemy.", + { + "type": "inset", + "name": "The One Ring for 5E", + "page": 7, + "id": "002", + "entries": [ + "The present volume converts the best-selling {@i The One Ring} roleplaying game to 5E, bringing the world created by J.R.R. Tolkien to the players of the most popular set of rules for fantasy gaming. This is not a stand-alone game: to play {@i The Lord of the Rings Roleplaying} you must be familiar with the rules for 5E.", + "To preserve consistency with the sources, the game master of {@i The Lord of the Rings Roleplaying} is called the 'Loremaster', and the characters 'Player-heroes'. Likewise, races have been renamed 'cultures', and classes are here referred to as 'callings'." + ] + }, + { + "type": "entries", + "name": "The Twilight of the Third Age", + "page": 7, + "id": "003", + "entries": [ + "{@i The Lord of the Rings Roleplaying} is set in the time period between the events narrated in {@i The Hobbit} and those told in {@i The Lord of the Rings}. Encompassing a span of eight decades, this period is ushered in when Bilbo the Hobbit finds the Ruling Ring, and culminates with the war fought by the Free Peoples against the Dark Lord Sauron, and the destruction of the Ring.", + "Players of {@i The Lord of the Rings Roleplaying} create a Company of heroes\u2014Hobbits, Dwarves, Elves, and Men, seeking adventure in the Lone-lands of Eriador. It is a desolate country, a vast region that once saw the glory of the North Kingdom of the Dúnedain, the Men of the West. Here, many wars were fought, and countless ruins dot its landscape. Shadows move along its paths, and not all of them belong to the living.", + "It is in Eriador that the One Ring lies dormant, a seed of the past that will one day bring the end of this age of the world.", + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/002-map-0.01-eriador-world.webp" + }, + "imageType": "map", + "title": "Map: Eriador", + "width": 4096, + "height": 2742, + "id": "388", + "grid": { + "type": "hexRowsOdd", + "size": 199, + "offsetX": 69, + "offsetY": 124, + "scale": 3, + "distance": 20, + "units": "miles" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/003-map-0.01-eriador-world-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 4096, + "height": 2742, + "mapParent": { + "id": "388" + }, + "grid": { + "type": "hexRowsOdd", + "size": 199, + "offsetX": 69, + "offsetY": 124, + "scale": 3, + "distance": 20, + "units": "miles" + } + } + ] + } + ] + }, + { + "type": "section", + "name": "Adventuring in the Third Age", + "page": 8, + "id": "004", + "entries": [ + { + "type": "quote", + "page": 8, + "entries": [ + "Tales and adventures sprouted up all over the place wherever he went, in the most extraordinary fashion." + ], + "style": "quote-pull" + }, + "Adventurers are often simply common individuals born in exceptional times. They have most likely led an ordinary life until the day something happened and changed the way they looked at their world and the people they knew. For some reason, the place they grew up in didn't look as interesting and boundless as before, or they started to realise that they weren't doing enough for the safekeeping of their loved ones by staying at home in idleness, pretending shadows weren't growing nearer and nearer every year.", + "Adventurers are not soldiers or mercenaries following the commands of a lord, nor are they subtle Wizards trying to weave the threads spun by fate\u2014they are bold souls putting themselves in peril of their own free will, sometimes simply for the love of adventure itself.", + { + "type": "entries", + "name": "The Folk of Eriador", + "page": 8, + "id": "005", + "entries": [ + "West of Wilderland, between the Misty Mountains and the Sea, is the region of Eriador. Right in its middle is found the Shire of the Hobbits, a quiet land whose folk enjoy a secluded life behind guarded borders. Across the river Brandywine, east of the Shire, lies the Bree-land, a small inhabited region, rising like an island in the midst of the Lone-lands about it.", + "The Bree-land is traversed by the East-West Road, and in its chief village of Bree is The Prancing Pony, a resort for all weary travellers. These are mainly Dwarves of the Folk of Durin, going east to their far Kingdom Under the Mountain, in Wilderland, or west, on their way to the Blue Mountains. Sometimes, they travel in the company of Northmen from distant Dale, subjects of King Bard the Dragonslayer.", + "According to ancient stories, the region of Eriador was once the realm of Arnor, a great kingdom of the North, brought to ruin long ago by bitter strife and the machinations of the Enemy. Much of its past is now forgotten, for the memory of mortals is short, and the days of the king are celebrated only in songs and proverbs devoid of their original meaning.", + "But some remember\u2014the mysterious Rangers of the North, lonely hunters of the servants of the Enemy who guard all boundaries against Wights and Trolls, as do the long-lived Elves of Lindon, that at times leave their land along the western coasts to wander across Eriador, to witness with their immortal eyes the fading of the glories of the past.", + "The land of the Lost Realm of Arnor is described in detail in {@book Chapter 9: The World|TLotRR|8}.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/004-00-03.hobbit-with-dagger.webp" + }, + "width": 1700, + "height": 1121 + } + ] + }, + { + "type": "entries", + "name": "The Shadow of the Past", + "page": 9, + "id": "006", + "entries": [ + "The last twenty years or so have seen the resurgence of hope in the lands of the Free Peoples, and then its slow but steady decline, as the world darkens once again.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Year 2941:", + "page": 9, + "entries": [ + "The Wizard Gandalf, Thorin Oakenshield, and twelve Dwarves visit Bilbo the Hobbit in the Shire: they set upon a quest to recover the treasure of Durin's Folk and free the North from the threat of the Dragon of Erebor.", + "A series of unlikely events leads to the death of Smaug and to the destruction of Lake-town. Dáin of the Iron Hills becomes King of Erebor, while Dwarves, Men, and Elves collaborate in rebuilding new cities in Dale and upon the Long Lake." + ] + }, + { + "type": "item", + "name": "Year 2942:", + "page": 9, + "entry": "Bilbo returns to his peaceful life in the Shire. He carries the One Ring with him, not suspecting its true nature. News of the great events that have come to pass spread across the land as he travels home." + }, + { + "type": "item", + "name": "Year 2949:", + "page": 9, + "entry": "Gandalf and Balin journey to the Shire to visit Bilbo Baggins. They arrive at Bag End on one autumn evening. They spend some time together, talking of their adventuring times and about how things are going in Wilderland. Balin doesn't hide his disquiet from his good friend, and tries to convince Bilbo to join him in a new adventure. Bilbo is reluctant, and in the end declines the invitation." + }, + { + "type": "item", + "name": "Year 2951:", + "page": 9, + "entries": [ + "The Dark Lord Sauron unveils his presence in the black land of Mordor. He is ready to spread his power far and wide, and begins to rebuild his Dark Tower. His will is bent on gathering a vast army in the black land, and his summons are answered by all sorts of wicked creatures. Gollum is among them, and his path slowly turns in the direction of Mordor.", + "Sauron sends the Nazgûl to reclaim his stronghold in southern Mirkwood, and the forest darkens. Rumours of a new Shadow in the South start to be whispered by many folks in the North. Orcs and Goblins are found bearing the symbol of a lidless Eye." + ] + }, + { + "type": "item", + "name": "Year 2953:", + "page": 9, + "entries": [ + "The White Council, a gathering of the Wise, meets to discuss the fate of the Rings of Power. Saruman the White, the head of the Council, declares that the One Ring, the Ruling Ring that Sauron himself made, is lost forever, having been carried by the River Anduin to the Sea.", + "Saruman claims the impregnable fortress of Isengard as his own abode and begins to restore its defences." + ] + }, + { + "type": "item", + "name": "Year 2955:", + "page": 9, + "entry": "Adventurers out of Rivendell signal the presence in Eriador of a new breed of Troll: the Olog-hai. They seem to come from Mordor and directly serve the Dark Lord." + }, + { + "type": "item", + "name": "Year 2956:", + "page": 9, + "entry": "Aragorn, son of Arathorn, captain of the Rangers of the North and heir of Isildur, meets Gandalf the Grey, and their friendship begins." + }, + { + "type": "item", + "name": "Years 2957\u201365:", + "page": 9, + "entry": "Rumours of turmoil and strife in Wilderland become more and more common in this decade. Traffic intensifies over the High Pass as more and more travellers from the East cross into the Westlands bringing news of threats to the fragile peace between Men, Elves, and Dwarves." + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/005-00-04.wizard-walking.webp" + }, + "width": 1700, + "height": 2243 + } + ] + }, + { + "type": "entries", + "name": "Player-Heroes", + "page": 11, + "id": "007", + "entries": [ + "Players use the rules presented in this volume to create adventurers hailing from the Lone-lands of Eriador, a region steeped in old lore and thick with secrets. Players can be courageous {@book Hobbits of the Shire|TLotRR|2|Hobbits of the Shire}, driven by curiosity to go and see the ruins of Deadmen's Dike; travelling {@book Dwarves|TLotRR|2|Dwarves of Durin's Folk}, seeking to visit the ancestral halls of Durin's Folk in the Ered Luin; far-reaching {@book Bardings from Wilderland|TLotRR|2|Bardings}, in search of adventure in the Westlands; {@book Elves from Lindon|TLotRR|2|Elves of Lindon}, tasked with guarding what is kept in the tower of Elostirion; {@book Men of Bree|TLotRR|2|Men of Bree}, leaving their quiet village for the first time; or {@book Rangers of the North|TLotRR|2|Rangers of the North}, sworn to keep dreadful things at bay.", + "Whatever their choices, players must step into their characters' shoes, to think as a hero would think and react as a hero would react. It is a game of make-believe, a story in the making, created in collaboration with the Loremaster." + ] + }, + { + "type": "entries", + "name": "The Loremaster", + "page": 11, + "id": "008", + "entries": [ + "The player who will take the mantle of the Loremaster should be familiar with the entirety of this volume, but particular attention must be given to the content of {@book Chapter 7: The Loremaster|TLotRR|6}. It contains rules and guidelines created to assist the Loremaster in the role of game arbitrator, along with suggestions on how to work with players to create stories that are both engaging and faithful to the world as depicted in the source material.", + { + "type": "inset", + "name": "Enter Middle-Earth", + "page": 11, + "id": "009", + "entries": [ + "The aim of {@i The Lord of the Rings Roleplaying} is to allow its players to feel what it means to go adventuring in a wild and perilous land from a forgotten past. It is a threatening world that has more in common with the world depicted in epic sagas or the Dark Ages of Europe than with our contemporary world.", + "Players are invited to leave the age of information and fast travel behind, and adopt the point of view of individuals whose horizons often didn't extend farther than a few miles from their birthplace. For every member of the Wise and the Great there are countless more like Samwise Gamgee: simple people who never crossed the boundaries of their own village or town. For every Wizard there are individuals like Gimli son of Glóin, who ignored the existence of Rohan until he visited it. For every Elven Lord there are women like noble Éowyn, who never encountered an Elf or a Hobbit before the War of the Ring.", + "The landscape revealed by this perspective is a world with uncertain boundaries, and only vague hints of distant realms and the folks who inhabit them; a place that, for these very reasons, offers plenty of opportunities for exploration and adventure." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/006-00-05.studying-book.webp" + }, + "width": 850, + "height": 799 + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 2: New Rules", + "page": 13, + "id": "00a", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/007-01-01.new-rules-splash.webp" + }, + "width": 1700, + "height": 1202 + }, + { + "type": "quote", + "page": 13, + "entries": [ + "In the end Bilbo won the game, more by luck (as it seemed) than by wits..." + ], + "style": "quote-pull" + }, + "{@i The Lord of the Rings Roleplaying} is a game based on {@i The Hobbit} and {@i The Lord of the Rings}, two extraordinary works of fiction by the beloved author and respected academic, John Ronald Reuel Tolkien. With his books, Tolkien introduced readers to his own greatest creation, the world of Middle-earth, a mythic land from a remote past, characterised by a rich history and detailed geography.", + "This chapter introduces a number of setting-specific rules modifications, necessary to adapt 5E to suit Middle-earth itself.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/008-01-02.new-rules-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 832 + }, + { + "type": "section", + "name": "Structure of the Game", + "page": 14, + "id": "00b", + "entries": [ + { + "type": "quote", + "page": 14, + "entries": [ + "Still, I wonder if we shall ever be put into songs or tales. We're in one, of course; but I mean: put into words, you know, told by the fireside, or read out of a great big book with red and black letters, years and years afterwards." + ], + "style": "quote-pull" + }, + "Gameplay in {@i The Lord of the Rings Roleplaying} is structured into two distinct phases\u2014an Adventuring Phase, comprising the main part of the 'action' taking place during gameplay, and a closing Fellowship Phase, addressing in detail what is often called 'downtime'.", + "Usually, an Adventuring Phase will last two or three sessions of play, followed by a Fellowship Phase wrapping up neatly what happened thus far in the adventure. After a few games, what happens in the two distinct phases of the game will become more and more closely interrelated:", + { + "type": "list", + "page": 14, + "items": [ + "The events arising during the Adventuring Phase lead the players to make certain choices during the following Fellowship Phase.", + "In turn, the Loremaster will find it easy to tie the next Adventuring Phase into what happened during the previous Fellowship Phase." + ] + }, + "The final result is an epic that grows out of the ongoing lives of the Player-heroes and their deeds.", + "The Adventuring Phase and the Fellowship Phase are discussed in detail later on, respectively, in {@book Chapter 5|TLotRR|4} and {@book Chapter 6|TLotRR|5}.", + { + "type": "inset", + "name": "The Passage of Time", + "page": 14, + "id": "00c", + "entries": [ + "Time passes at different rates in the game: one evening spent playing may detail a single day in the life of an adventurer, or skim over a month or more of their career.", + "During most Adventuring Phase sessions, gameplay is articulated in shorter, focused scenes that require players to describe in detail what they do. Time passes relatively slowly, with the players often keeping track of what happens every single day\u2014with the exception of prolonged or time-consuming events, like journeys, or sieges.", + "Time passes more quickly during a Fellowship Phase, when the Loremaster and the players adopt a broader approach to narration. This is best suited when dealing with endeavours that occur 'off-screen'. Weeks or months may pass before a new Adventuring Phase begins, and a special type of Fellowship Phase ({@book Yule|TLotRR|5|Yule}) also deals with the advancement of the chronology of the game: the Tale of Years." + ] + }, + { + "type": "entries", + "name": "Pillars of Adventure", + "page": 14, + "id": "00d", + "entries": [ + "In {@i The Lord of the Rings Roleplaying}, Player-heroes can do anything their players can imagine, but their main activities as adventurers fall within three broad categories: combat, council, and journey.", + { + "type": "entries", + "name": "Combat", + "page": 15, + "id": "00e", + "entries": [ + "Combat is a necessity in a world where the Shadow threatens to cover the land in darkness. {@i The Lord of the Rings Roleplaying} relies primarily on the {@book core rules|PHB|9|Combat} for combat in 5E." + ] + }, + { + "type": "entries", + "name": "Council", + "page": 15, + "id": "00f", + "entries": [ + "Council comprises social interaction, in particular those occasions when the Player-heroes meet with the Wise and the Great of Middle-earth, to offer their services in the fight against the Enemy or to seek their aid or counsel. When the Company meets one or more nonplayer characters in a formal gathering, a council occurs.", + { + "type": "inset", + "page": 15, + "id": "010", + "entries": [ + "While much of what transpires in a council can be played out as a dialogue between the Company and the Loremaster, {@i The Lord of the Rings Roleplaying} introduces new rules to determine the result of such encounters and their consequences (see {@book Council|TLotRR|4|Council})." + ] + } + ] + }, + { + "type": "entries", + "name": "Journey", + "page": 15, + "id": "011", + "entries": [ + "Journey is an activity that is almost synonymous with adventuring in Middle-earth\u2014travelling across a vast, dangerous land, dotted by the relics of a past going back for many ages. Each journey will test the Company, and the Player-heroes will have to rely on their skills in order to make their way to their destination safely.", + { + "type": "inset", + "page": 15, + "id": "012", + "entries": [ + "Special game mechanics designed to make travelling a part of the adventure are introduced in {@book Chapter 5|TLotRR|4|Journey}." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/009-01-03.knight-on-horse.webp" + }, + "width": 1700, + "height": 1410 + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "The Company", + "page": 16, + "id": "013", + "entries": [ + { + "type": "quote", + "page": 16, + "entries": [ + "I am looking for someone to share in an adventure that I am arranging, and it's very difficult to find anyone." + ], + "style": "quote-pull" + }, + "Adventurers know that burdens are easier to bear when shared with others. That's one of the reasons why they gather in a Company, a group united by a common cause\u2014be it to fight the Enemy, lead a hunt for a prized prey, or scour the land seeking lost or stolen treasure.", + { + "type": "list", + "page": 16, + "style": "list-decimal", + "items": [ + "Players use the information presented in {@book Chapter 3: Adventurers|TLotRR|2} to create their Player-heroes, first choosing their cultural heritage (their {@book heroic culture|TLotRR|2|Heroic Cultures}) and then determining the nature of their call to adventure and their vocation in life (their {@book calling|TLotRR|2|Callings}).", + "Once all players have created their Player-heroes, they should take some time to introduce their adventurers to each other and determine the circumstances that brought them together. This may require them to choose a {@book patron|TLotRR|1|Patron} and a {@book safe haven|TLotRR|1|The Safe Haven}." + ] + }, + "{@i In general, it is good to assume that the Company has been together for some time already when the game begins. The Loremaster assists the players, providing suggestions and advice}.", + { + "type": "entries", + "name": "Fellowship", + "page": 16, + "id": "014", + "entries": [ + "The group of Player-heroes is more than a band of roving mercenaries brought together by mere necessity. At its foundation are communal goals and a mutual respect. This feeling of trust is recreated in the game by the Company's Fellowship score.", + "Fellowship represents the bond of mutual trust enjoyed by the members of the Company. Expressed by a numerical value, Fellowship is a pool of points shared among all Player-heroes that is mainly spent to gain confidence:", + { + "type": "inset", + "page": 16, + "id": "015", + "entries": [ + "During the Adventuring Phase, Player-heroes can spend 1 point of Fellowship to gain advantage on an ability check, attack roll, or saving throw." + ] + }, + "Additionally, Fellowship can be spent to trigger special effects tied to the Company's Patron (see {@book Patrons|TLotRR|1|Patron}, below).", + { + "type": "inset", + "page": 16, + "id": "016", + "entries": [ + "The starting Fellowship score of the Company is equal to the number of Player-heroes in the group; this value can be augmented by a number of virtues, and by a bonus associated with the Company's patron." + ] + }, + "Once calculated, the Company's Fellowship score is recorded by all players on their character sheets, in the designated space. For every point of Fellowship spent, all Player-heroes must adjust the amount on their character sheet.", + { + "type": "inset", + "page": 16, + "id": "017", + "entries": [ + "When all points have been used, the Company cannot spend any more Fellowship. Fellowship points are fully refreshed at the end of each Fellowship Phase." + ] + }, + "Since Fellowship is a common pool of points shared by all Player-heroes, any expenditure must be agreed upon by all Player-heroes in the Company." + ] + }, + { + "type": "entries", + "page": 16, + "name": "Patron", + "id": "018", + "entries": [ + "A Company may be brought together by chance or design. If it's not chance, then the meeting of the Player-heroes might have been directly arranged by one of the Wise and the Great of Middle-earth\u2014their Patron.", + "A Patron is an influential individual who has taken an interest in the group, and that in the course of the game will offer the Company additional reasons to go adventuring, often providing both support and counsel. All Patrons work with the Player-heroes from time to time, following a personal agenda, but in general hoping to influence the events that are going to shape Middle-earth in the years to come.", + { + "type": "inset", + "id": "019", + "page": 16, + "entries": [ + "The Company starts the game choosing one Patron among those listed below (but additional ones may be added in the course of the game)." + ] + }, + "To select their Patron, the players should check their characteristics, and pick the one whose potential agenda seems more in agreement with their own goals as a group\u2014for example, the list of callings favoured by a Patron can be used as a good indication of what that individual might ask a Company as a favour or service in the course of play.", + "As can be seen by consulting the table below, all Patrons may provide a Fellowship Bonus, effectively raising the number of Fellowship points available to the members of the Company, and another peculiar form of advantage, usually connected to the expenditure of Fellowship points.", + { + "type": "inset", + "page": 18, + "id": "01a", + "entries": [ + "Player-heroes gain the opportunity to go and see a Patron when they are in the same place during a Fellowship Phase, choosing the {@action Meet Patron|TLotRR} undertaking." + ] + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Starting Patrons", + "displayName": "Starting Patrons:", + "page": 17 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/010-01-04.wizard-and-hobbit.webp" + }, + "width": 1700, + "height": 1457 + } + ] + }, + { + "type": "entries", + "name": "The Safe Haven", + "page": 18, + "id": "01b", + "entries": [ + "The safe haven of the Company is a location that works as the starting base of operations for the group, and as its refuge to repair to for the Fellowship Phase. Usually, it's the place where the Player-heroes gathered for the first time.", + { + "type": "inset", + "page": 18, + "id": "01c", + "entries": [ + "In Eriador, the ideal choice for a starting safe haven is certainly the village of Bree, as it stands at the crossroads of the East Road and North Road, and everyone who journeys across the land stops at The Prancing Pony for a pipe to smoke in comfort (see {@book Chapter 9|TLotRR|8|Bree} for more information about Bree and its inn)." + ] + }, + "In the course of their exploration of Eriador the Company will find new places suitable to be used as safe havens, widening their options\u2014for example, a Company might eventually add the city of Tharbad or Rivendell as a possible safe haven.", + { + "type": "entries", + "style": "text-center", + "page": 18, + "entries": [ + "{@i The Inn of Bree...was a meeting place for the idle, talkative, and inquisitive among the inhabitants, large and small, of the four villages; and a resort of Rangers and other wanderers, and for such travellers (mostly dwarves) as still journeyed on the East Road, to and from the Mountains}." + ], + "id": "020" + }, + { + "type": "inset", + "page": 18, + "name": "Long Have I Wandered by Roads Forgotten", + "id": "01d", + "entries": [ + "Telling the story of how a Player-hero reached the location where the Company first meets is a good way of introducing a character. Such a tale tells the other players where heroes come from, why they left, and possibly something about their abilities and aspirations." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "New Skills", + "page": 19, + "id": "01e", + "entries": [ + { + "type": "quote", + "page": 19, + "entries": [ + "The hobbits gazed at Strider. It seemed that he was learned in old lore, as well as in the ways of the wild...." + ], + "style": "quote-pull" + }, + "{@i The Lord of the Rings Roleplaying} does not use the {@skill Arcana} or {@skill Religion} skills. The {@skill History} skill is renamed {@skill Old Lore|TLotRR}, and a new skill, {@skill Riddle|TLotRR}, is added, given the importance of this custom among many cultures of Middle-earth. The {@skill Survival} skill is replaced by three focused skills to highlight the importance of journeys in this setting: {@skill Explore|TLotRR}, {@skill Hunting|TLotRR}, and {@skill Travel|TLotRR}.", + "Finally, to preserve balance between abilities, while playing {@i The Lord of the Rings Roleplaying} we recommend applying the {@skill Medicine} skill to Intelligence checks rather than Wisdom checks: for this reason, in the following pages the skill is indicated as Intelligence ({@skill Medicine}).", + { + "type": "entries", + "page": 19, + "name": "New Skills List", + "id": "01f", + "entries": [ + "The following list offers brief descriptions for each additional and variant skill, to help players and the Loremaster identify the type of actions that can be accomplished using each ability.", + { + "type": "statblock", + "tag": "skill", + "source": "TLotRR", + "name": "Explore", + "page": 19, + "displayName": "Explore (Wisdom)" + }, + { + "type": "statblock", + "tag": "skill", + "source": "TLotRR", + "name": "Hunting", + "page": 19, + "displayName": "Hunting (Wisdom)" + }, + { + "type": "statblock", + "tag": "skill", + "source": "TLotRR", + "name": "Old Lore", + "page": 19, + "displayName": "Old Lore (Intelligence)" + }, + { + "type": "statblock", + "tag": "skill", + "source": "TLotRR", + "name": "Riddle", + "page": 19, + "displayName": "Riddle (Intelligence)" + }, + { + "type": "statblock", + "tag": "skill", + "source": "TLotRR", + "name": "Travel", + "page": 19, + "displayName": "Travel (Wisdom)" + } + ] + }, + { + "type": "entries", + "name": "Magical Success", + "page": 20, + "id": "025", + "entries": [ + "Enchanted artefacts, like magic rings and cloaks, and ancient spells and uncanny powers, can allow a Player-hero to exceed the possibilities of mere mortals.", + { + "type": "inset", + "page": 20, + "id": "026", + "entries": [ + "Possessing a talent or artefact capable of unlocking a magical success on an ability check grants a Player-hero automatic success, regardless of the DC and ignoring conditions." + ] + }, + { + "type": "inset", + "page": 20, + "id": "027", + "entries": [ + "During contests, a Player-hero who obtains a magical success automatically wins the contest, unless the other participant also obtains a magical success." + ] + }, + { + "type": "inset", + "page": 20, + "id": "028", + "entries": [ + "Whenever it is necessary to know the exact result of the roll, a Player-hero who achieves a magical success counts as having rolled a 20 on the {@dice d20}." + ] + }, + "Player-heroes who have the chance to achieve a magical success can attempt actions that would be nearly impossible to achieve by someone without a magical aid (see box for examples).", + "Narratively, a magical success is an outcome that can hardly be mistaken for an ordinary success\u2014in other words, the Player-hero has achieved something so unusual that it could not be accomplished without supernatural aid.", + { + "type": "inset", + "name": "Examples of Magical Success", + "page": 20, + "id": "029", + "entries": [ + "Following are some examples of magical successes for each ability check:", + { + "type": "list", + "style": "list-hang", + "name": "Strength Checks", + "page": 20, + "items": [ + { + "type": "item", + "style": "italic", + "name": "Athletics", + "entries": [ + "Climb a sheer wall of rock without tools, or jump across a chasm 20 feet wide in full gear." + ] + } + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "Dexterity Checks", + "page": 20, + "items": [ + { + "type": "item", + "style": "italic", + "name": "Acrobatics", + "entries": [ + "Run lightly on a tightrope as if on a road, or on fresh snow as if it was firm sand, ignoring difficult terrain." + ] + }, + { + "type": "item", + "style": "italic", + "name": "Sleight of Hand", + "entries": [ + "Make an item seemingly disappear from one's hands (or pockets...), even while everyone is watching." + ] + }, + { + "type": "item", + "style": "italic", + "name": "Stealth", + "entries": [ + "Hide even in plain sight, or walk without sound or footfall." + ] + } + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "Intelligence Checks", + "page": 20, + "items": [ + { + "type": "item", + "style": "italic", + "name": "Investigation", + "entries": [ + "Find a very well-hidden object by simply guessing its location." + ] + }, + { + "type": "item", + "style": "italic", + "name": "Medicine", + "entries": [ + "Stabilise a dying companion, or heal them from a disease or poison, by simply laying on your hands." + ] + }, + { + "type": "item", + "style": "italic", + "name": "Nature", + "entries": [ + "Predict the weather with perfect accuracy, or learn the direction and distance to the closest beast or plant of a chosen kind." + ] + }, + { + "type": "item", + "name": "Old Lore", + "entries": [ + "Recall all the details of a past event as if witnessed firsthand." + ] + }, + { + "type": "item", + "style": "italic", + "name": "Riddle", + "entries": [ + "Formulate or solve an impossible riddle." + ] + } + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "Wisdom Checks", + "page": 20, + "items": [ + { + "type": "item", + "style": "italic", + "name": "Animal Handling", + "entries": [ + "Comprehend and verbally communicate with a beast as if speaking its tongue." + ] + }, + { + "type": "item", + "style": "italic", + "name": "Explore", + "entries": [ + "Gain instantaneous and detailed knowledge of the surrounding territory, such as information regarding its terrain, nearby bodies of water, and climate." + ] + }, + { + "type": "item", + "style": "italic", + "name": "Hunting", + "entries": [ + "Track a creature by simply guessing its location, or find game even in the most inhospitable places." + ] + }, + { + "type": "item", + "style": "italic", + "name": "Insight", + "entries": [ + "Read the surface thoughts of a creature, or learn what is most on its mind in that moment." + ] + }, + { + "type": "item", + "style": "italic", + "name": "Perception", + "entries": [ + "See in darkness and in dim light as if they were bright light, or into the wraith-world; make out details of extremely distant creatures and objects." + ] + }, + { + "type": "item", + "style": "italic", + "name": "Travel", + "entries": [ + "Mentally visualise a route as if reading a detailed map, guessing the perfect itinerary." + ] + } + ] + }, + { + "type": "list", + "style": "list-hang", + "name": "Charisma Checks", + "page": 20, + "items": [ + { + "type": "item", + "style": "italic", + "name": "Deception", + "entries": [ + "Convincingly tell a lie that is almost impossible to believe." + ] + }, + { + "type": "item", + "style": "italic", + "name": "Intimidation", + "entries": [ + "Seemingly grow in stature, as the light dims and the shadows lengthen." + ] + }, + { + "type": "item", + "style": "italic", + "name": "Performance", + "entries": [ + "Make the listeners experience visions of what the performance is about." + ] + }, + { + "type": "item", + "style": "italic", + "name": "Persuasion", + "entries": [ + "Look much fairer and wiser, your voice melodious and delightful to hear." + ] + } + ] + } + ] + }, + { + "type": "inset", + "name": "Magical Successes Using Tools", + "page": 21, + "id": "02a", + "entries": [ + "A magical success using artisan's tools may allow a Player-hero to craft objects that can even seem magical to the eyes of others\u2014for example, a ship wrought and carved with Elven-skill in the likeness of a bird, a marvellous toy like those of Dwarf-make sold in the toy-market of Dale, or even fireworks like those made by Gandalf himself. A magical success using other tools allows for different effects depending on the tools used\u2014for example, gaming sets, musical instruments, and pipes may have effects similar to those of the {@skill Performance} skill, and thieves' tools could allow a door locked magically to be opened." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/011-01-05.cliffs-edge.webp" + }, + "width": 1700, + "height": 1466 + } + ] + } + ] + }, + { + "type": "section", + "name": "Additional Rules Variants", + "page": 22, + "id": "02b", + "entries": [ + { + "type": "quote", + "page": 22, + "entries": [ + "...on every wall there was a notice and a list of Rules." + ], + "style": "quote-pull" + }, + "This section highlights some of the more important rules variations upon the rules for 5e that are necessary to play {@i The Lord of the Rings Roleplaying}.", + { + "type": "inset", + "page": 22, + "name": "Using The One Ring's Dice", + "id": "02c", + "entries": [ + "As previously mentioned, {@i The Lord of the Rings Roleplaying} is an adaptation of {@i The One Ring} to the rules for 5E. For those unfamiliar with the original game, the system makes use of a specialised set of dice, including six 6-sided dice (also called Success Dice).", + "Each Success die shows the numbers 1, 2, and 3 in outline, and the numbers 4, 5, and 6 in solid black. In addition, the Elvish symbol appears along with the number 6.", + "If you own one or more sets of {@i The One Ring} dice you may consider employing the following optional rules, allowing the use of Success Dice in place of the usual {@dice d20}.", + { + "type": "statblock", + "tag": "variantrule", + "source": "TLotRR", + "name": "Replacing the d20", + "page": 22 + }, + { + "type": "statblock", + "tag": "variantrule", + "source": "TLotRR", + "name": "Rolling 1 or 20", + "displayName": "\"Rolling 1 or 20\"", + "page": 22 + } + ] + }, + { + "type": "statblock", + "tag": "variantrule", + "source": "TLotRR", + "name": "Encumbrance", + "page": 22 + }, + { + "type": "statblock", + "tag": "variantrule", + "source": "TLotRR", + "name": "Resting", + "page": 22 + }, + { + "type": "statblock", + "tag": "variantrule", + "source": "TLotRR", + "name": "Rewards and Virtues", + "page": 22 + }, + { + "type": "statblock", + "tag": "variantrule", + "source": "TLotRR", + "name": "Shadow and Corruption", + "page": 23 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/012-01-06.walking-ruins.webp" + }, + "width": 1700, + "height": 1535 + } + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 3: Adventurers", + "page": 25, + "id": "032", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/013-02-01.adventurers-splash.webp" + }, + "width": 1700, + "height": 1182 + }, + { + "type": "quote", + "page": 25, + "entries": [ + "He had a strange feeling as the slow gurgling stream slipped by: his old life lay behind in the mists, dark adventure lay in front." + ], + "style": "quote-pull" + }, + "The following pages show you how to craft a Player-hero drawn from one of six heroic cultures, and answering to one of six different callings. Using the guidelines presented in this chapter, you will create your own hero, complete with strengths and weaknesses, possessions, and aspirations.", + "The character creation process consists of a number of steps, and aims to create fictional individuals that are as close as possible to their player's wishes, and that at the same time conform to the source material. The Loremaster should assist players during this process, providing insight into the rules when needed, or simply advising a player to make choices that are both true to the game's setting and make for a satisfying character to play.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/014-02-02.adventurers-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 474 + }, + { + "type": "entries", + "name": "Your Characters", + "page": 26, + "id": "033", + "entries": [ + "To create a character, each player must first choose a heroic culture, selecting the one that is closest to the hero concept that they have in mind. All cultures presented in this volume belong to the Free Peoples, brave nations that refuse the darkness and are often at open war with it.", + "They represent the main choices for roleplaying in the Westlands of Eriador:", + { + "type": "list", + "page": 26, + "style": "list-decimal", + "items": [ + "{@race Barding|TLotRR|Bardings}", + "{@race Dwarf|TLotRR|Dwarves of Durin's Folk}", + "{@race Elf|TLotRR|Elves of Lindon}", + "{@race Hobbit|TLotRR|Hobbits of the Shire}", + "{@race Man of Bree|TLotRR|Men of Bree}", + "{@race Ranger of the North|TLotRR|Rangers of the North}" + ] + }, + "Players refer to the chosen heroic culture writeup page and compile all the required information onto their {@link character sheets|https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/pdf/TLotRR/lotrr-character-sheet.pdf}.", + "Once all steps concerning heroic culture have been completed, players proceed to choose a calling appropriate to Middle-earth, selecting one from among {@class Captain|TLotRR}, {@class Champion|TLotRR}, {@class Messenger|TLotRR}, {@class Scholar|TLotRR}, {@class Treasure Hunter|TLotRR}, and {@class Warden|TLotRR}.", + "Player-heroes are then completed determining their ability scores, and selecting their starting equipment.", + "Last, but not least, all players cooperate in adding details about how their newly-created adventurers met each other and formed a Company (see {@book Chapter 2|TLotRR|1|The Company}). A Company may be composed of adventurers of any kind, but the sum of its parts is going to be influenced by the Player-heroes' selection of heroic culture and calling.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/015-02-03.warriors.webp" + }, + "width": 1700, + "height": 963 + } + ] + }, + { + "type": "section", + "name": "Heroic Cultures", + "page": 27, + "id": "034", + "entries": [ + { + "type": "quote", + "page": 27, + "entries": [ + "Bilbo began to feel there really was something of a bold adventurer about himself after all..." + ], + "style": "quote-pull" + }, + "In Middle-earth, the culture to which an adventurer belongs often defines them more profoundly than simply in terms of customs and traditions. For this reason, the most important choice that players must make is to select the culture of origin of their adventurers.", + "Each heroic culture's writeup is composed along the same format of presentation, illustrated in the following paragraphs.", + { + "type": "entries", + "page": 27, + "name": "Description", + "id": "035", + "entries": [ + "This section offers a number of details defining the appearance of a typical hero belonging to that culture and includes information about their martial tradition." + ] + }, + { + "type": "entries", + "name": "Typical Names", + "page": 27, + "id": "036", + "entries": [ + "Every name in {@i The Lord of the Rings} and {@i The Hobbit} has been carefully crafted, building upon solid linguistic foundations, and represents a precise cultural influence. The native language of every character-type presented in this chapter has been identified, and a list of personal names appropriate to each culture is provided." + ] + }, + { + "type": "entries", + "name": "Cultural Traits", + "page": 27, + "id": "037", + "entries": [ + "This section provides a description of each culture's peculiar features\u2014traits that are common to all members of that culture. This includes the languages known by every character type, the age range of the average adventurer, and a rough indication of the starting resources available to a member of that culture, in the form of a standard of living (see {@book Equipment|TLotRR|2|Equipment}, for more information on a Player-hero's standard of living)." + ] + }, + { + "type": "entries", + "name": "Backgrounds", + "page": 27, + "id": "038", + "entries": [ + "Backgrounds reveal something about the origins of the Player-heroes, helping players in visualising their previous experiences and identity. This section includes six different backgrounds to choose from.", + "Each background provides a Player-hero with two skill proficiencies, a tool proficiency, and two distinctive features. All Player-heroes start the game with the tools their background grants proficiency with, in addition to their equipment.", + { + "type": "entries", + "name": "Customising a Background", + "page": 27, + "id": "039", + "entries": [ + "Players may want to tweak some of the features of a background so it better fits their hero. To customise a background, a player can replace one or both distinctive features with any other, and choose any two skills and a tool proficiency." + ] + }, + { + "type": "entries", + "name": "Inspiration in Middle-Earth", + "page": 27, + "id": "03a", + "entries": [ + "In {@i The Lord of the Rings Roleplaying}, the Loremaster may grant {@variantrule inspiration|PHB} to the players for the usual reasons\u2014for example to reward them for playing their characters in a compelling way. In particular, this may happen when they play them according to the distinctive features provided by their chosen background." + ] + } + ] + }, + { + "type": "inset", + "name": "Many Tongues", + "page": 27, + "id": "03b", + "entries": [ + "Different languages can provide intriguing roleplaying opportunities, if the Loremaster and the players are interested. This shouldn't get in the way of the fun, however. While Tolkien used the linguistic differences among the various realms of Middle-earth to good narrative effect, he also found it simpler to avoid steep cultural barriers and gave most ethnic groups (even Orcs and other more fantastical creatures, like Ents) at least a passing knowledge of what constituted a 'lingua franca,' the so-called Common Speech, or Westron. This allows players who don't want to deal with the complex relations between the various peoples and their languages to ignore the entire subject altogether without damaging the setting. But if you are willing to explore this angle, it is certainly worth investigating." + ] + }, + { + "type": "section", + "name": "Bardings", + "page": 28, + "entries": [ + { + "type": "quote", + "entries": [ + "He was a descendant in long line of Girion, Lord of Dale, whose wife and child had escaped down the Running River from the ruin long ago." + ], + "skipMarks": true + }, + "The Bardings are Northmen of noble origins hailing from Wilderland, far off to the east. They rebuilt their city of Dale from its ashes after the slaying of the Dragon Smaug and they earned a new prosperity trading with nearby kingdoms of Elves and Dwarves.", + "Each year, Barding merchants reach new faraway lands, as they look outside their borders to expand their trade and influence. Sometimes, warriors follow in their wake, hoping to prove their mettle against worthy adversaries, inspired by their King's slaying of the Dragon.", + { + "type": "entries", + "name": "Description", + "page": 28, + "entries": [ + "Strong in body and fearless in spirit, the Northmen are the denizens of Middle-earth that many consider to be nearest in kin to the Men of the West. They are strong-limbed, with fair hair, although dark or even black hair is not unknown. Barding men tend to keep beards, and often let their hair grow to reach their shoulders. Women adventurers braid their hair in long, tight tresses.", + "When abroad they may be recognised by their gear, as they often carry equipment of superior make. Unlike most denizens of Wilderland, Bardings prefer to use swords over axes, and naturally favour the bow, after the example of their King." + ], + "id": "022" + }, + { + "type": "entries", + "name": "Typical Names", + "page": 28, + "entries": [ + "Like most Northmen, Bardings often name their children after a renowned ancestor or relative, or choose a name beginning with the same sound or sharing one element with that of the father (whose name is often given with their first name when introduced formally\u2014for example, Lifstan, son of Leiknir, or Ingrith, daughter of Ingolf).", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Sample Female Names:", + "entries": [ + "Aldrif, Asfrid, Asny, Astrith, Bera, Bergdis, Dagny, Dalla, Eilif, Erna, Eydis, Estrild, Frida, Geira, Gerda, Grimhild, Gundrid, Gunnhild, Halla, Halldis, Hild, Holma, Inga, Ingirun, Ingrith, Kelda, Lif, Linhild, Ragna, Runa, Saldis, Sigga, Signy, Solveig, Thora, Thorhild, Thorleif, Ulfhild, Ulfrun, Una, Vigdis, Walda." + ] + }, + { + "type": "item", + "name": "Sample Male Names:", + "entries": [ + "Aegir, Arn, Brandulf, Domarr, Erland, Farald, Gautarr, Hafgrim, Hjalmar, Ingolf, Ketilmund, Kol, Kolbeinn, Leiknir, Lodin, Lomund, Magni, Mord, Munan, Nari, Nefstan, Nerulf, Oddmarr, Ornolf, Ottarr, Reinald, Runolf, Sandarr, Saxulf, Sigdan, Sigfast, Sigvald, Sigward, Sigmund, Skarf, Skefill, Smidur, Steinarr, Torwald, Ulfarr, Unnarr, Valbrand." + ] + } + ] + } + ], + "id": "023" + }, + { + "type": "entries", + "name": "Cultural Traits", + "page": 28, + "entries": [ + "Your character gains the following benefits based on their cultural heritage.", + { + "type": "statblock", + "tag": "race", + "source": "TLotRR", + "name": "Barding", + "page": 28 + } + ], + "id": "024" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Barding.webp" + }, + "width": 1700, + "height": 1139 + }, + { + "type": "entries", + "name": "Backgrounds", + "page": 29, + "entries": [ + "Players choosing a background receive a brief personal history, two skill proficiencies, a tool proficiency and two distinctive features.", + { + "type": "entries", + "name": "Dragon Stories", + "page": 29, + "entries": [ + "Your family told many tales of Smaug the Dragon, from its arrival long ago to its death at the hand of your lord, King Bard. After his victory your family reclaimed their ancestral home in Dale. But now, the only dragons in Dale grace the painted signs of inns, and so you have left your home in search of adventure.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Dragon Stories", + "page": 29 + } + ], + "id": "02e" + }, + { + "type": "entries", + "name": "By Hammer and Anvil", + "page": 29, + "entries": [ + "Your parents paid richly for a Dwarf-smith to take you as an apprentice in his forge, and you worked hard under his severe discipline, to prove that your craft could reach his people's high standards. In the long hours you spent hammering on the anvil under the close scrutiny of your master, you have learnt that it is possible to create amazing things, but it is only by putting your heart into your work that you can succeed in creating a masterpiece.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "By Hammer and Anvil", + "page": 29 + } + ], + "id": "02f" + }, + { + "type": "entries", + "name": "Healing Hands", + "page": 30, + "entries": [ + "You have long served on a trading boat from Esgaroth, first leaving the Long Lake when you were very young. Once, staying for months in a distant town in Dorwinion, waiting for a caravan from the East to arrive, you fell victim to a foreign sickness, and were succoured by a lady speaking a strange tongue. She saved your life, and taught you how to save others in time of need.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Healing Hands", + "page": 30 + } + ], + "id": "030" + }, + { + "type": "entries", + "name": "Gifted Senses", + "page": 30, + "entries": [ + "You are the first to notice when things are out of place, or just don't smell or sound right. Others have learned to pay attention to your intuition, and invite you to help them, since you may see something they missed. Little did you realise how far from home this would carry you.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Gifted Senses", + "page": 30 + } + ], + "id": "031" + }, + { + "type": "entries", + "name": "A Patient Hunter", + "page": 30, + "entries": [ + "Faithful to your ancestors' heritage, your family never embraced the ways of the merchants of Esgaroth, and when you were a child, your father spent long days hunting. For a few years after the death of the Dragon, hunting was a dangerous trade, bearing little fruit, as the land was still recovering from the Desolation of Smaug. But now the land is again blooming with every new spring, and birds and animals alike are returning in ever greater numbers.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "A Patient Hunter", + "page": 30 + } + ], + "id": "03c" + }, + { + "type": "entries", + "name": "Wordweaver", + "page": 30, + "entries": [ + "King Bard earned his throne by accomplishing a feat deemed unthinkable by most, setting an example for generations to come. But it is another deed that caught your interest and fired your imagination: that of the witty halfling who crossed words with Smaug the Golden in his lair. While you yourself do not expect to ever see a living Dragon, you look forward to your chance to win renown with your cunning.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Wordweaver", + "page": 30 + } + ], + "id": "03d" + } + ], + "id": "02d" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/048-04-02.adventuring-phases-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200 + } + ], + "id": "021" + }, + { + "type": "section", + "name": "Dwarves of Durin's Folk", + "page": 31, + "entries": [ + { + "type": "quote", + "entries": [ + "Only on the Road would travellers be found, most often Dwarves, hurrying along on business of their own, and with no help and few words to spare for strangers." + ], + "skipMarks": true + }, + "The Dwarves are an ancient and proud folk, whose customs and traditions are mostly unknown to outsiders. A dwindling people, they have recently recovered some of their lost greatness, and a Dwarven King reigns once again under the Lonely Mountain, in Wilderland.", + "Many Dwarves cross into Eriador from the East, on their way to their mines in the Blue Mountains. They can often be seen marching along the East-West Road that runs through the Shire and ends at the Grey Havens.", + { + "type": "entries", + "page": 31, + "name": "Description", + "entries": [ + "The Dwarves are exceedingly strong for their height, and hard to break or corrupt, but often at odds with other folks over old quarrels or new slights. They are short and stocky, with robust limbs and heads crowned with long hair and longer beards that give them their typically elderly appearance. When on a journey or in battle they plait their forked beards and thrust them into their belts.", + "In battle most Dwarves use axes and swords, but those belonging to their easternmost kin wield heavy two-handed mattocks, a weapon derived from their mining tools." + ], + "id": "03f" + }, + { + "type": "entries", + "page": 31, + "name": "Typical Names", + "entries": [ + "All Dwarves receive a true name at birth that they do not reveal to members of other folks, and adopt another name in the tradition of their neighbours. This custom has been in use for so long that a number of names have become traditionally associated with Dwarves, and are used almost exclusively by them. Dwarves of renown are sometimes given an honorific title, celebrating an exceptional deed or distinctive quality (for example, Thorin Oakenshield or Dáin Ironfoot).", + { + "type": "list", + "page": 31, + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "page": 31, + "name": "Sample Female Names", + "entries": [ + "Adís, Afrid, Agda, Bersa, Birna, Dagrún, Dís, Drífa, Edda, Elin, Fenja, Frida, Geira, Gísla, Hadda, Hón, Ida, Ilmr, Jóra, Kára, Kóna, Líf, Línhild, Már, Mist, Nál, Oda, Ósk, Rán, Rinda, Sefa, Syn, Tóra, Trana, Úlfrún, Vírún, Yrr" + ] + }, + { + "type": "item", + "page": 31, + "name": "Sample Male Names", + "entries": [ + "Ai, Anar, Beli, Bláin, Borin, Burin, Bruni, Farin, Flói, Frár, Frerin, Frór, Ginar, Gróin, Grór, Hanar, Hepti, Iari, Lófar, Lóni, Náli, Nár, Niping, Nói, Núr, Nýrád, Ónar, Póri, Regin, Svior, Veig, Vidar" + ] + } + ] + } + ], + "id": "040" + }, + { + "type": "entries", + "name": "Cultural Traits", + "page": 31, + "entries": [ + "Your character gains the following benefits based on their cultural heritage.", + { + "type": "statblock", + "tag": "race", + "source": "TLotRR", + "name": "Dwarf", + "page": 31 + } + ], + "id": "041" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Dwarf 2.webp" + }, + "width": 850, + "height": 473 + }, + { + "type": "entries", + "name": "Backgrounds", + "page": 32, + "entries": [ + "Players choosing a background receive a brief personal history, two skill proficiencies, a tool proficiency and two distinctive features.", + { + "type": "entries", + "name": "Bitter Exile", + "page": 32, + "entries": [ + "Your ancestors fled their home in the far North, and you grew up hearing stories of lost Dwarf-halls fallen to Orc-kind or burnt to cinders by Dragons. It is your ambition to return to those mountains and set things right.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Bitter Exile", + "page": 32 + } + ], + "id": "043" + }, + { + "type": "entries", + "name": "Eloquent Orator", + "page": 32, + "entries": [ + "The hardships endured by your folk during two ages of the world have inspired many songs. But the words that come easier to your lips are those recounting feats of great cunning, not those about deeds of valour. It is by your ingenuity that you seek the fall of your adversaries.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Eloquent Orator", + "page": 32 + } + ], + "id": "044" + }, + { + "type": "entries", + "name": "Far Trader", + "page": 33, + "entries": [ + "By the reckoning of the Dwarves, you were only a stripling when you left your home to follow your kin along the trading roads. You have since seen many places and met different folks eager to trade goods for the product of Dwarven handiwork, and your heart burns with a desire to see more.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Far Trader", + "page": 33 + } + ], + "id": "045" + }, + { + "type": "entries", + "name": "The Grief of Azanulbizar", + "page": 33, + "entries": [ + "A great war was fought between the Dwarves and the Orcs of the Misty Mountains about 170 years ago. The parents and grandparents of most Dwarves, including yours, remember the horrors of that war; you have vowed to mete out justice to all Orc-kind.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "The Grief of Azanulbizar", + "page": 33 + } + ], + "id": "046" + }, + { + "type": "entries", + "name": "A Life of Toil", + "page": 33, + "entries": [ + "Your ancestors crafted wondrous things out of shining stones and precious metals, while you have been forced to labour hard in the mines for far less noble ore. Unfortunately, to this day, most ancient Dwarf-holds are no more than Dragon's lairs or Orc-infested pits. You toil patiently, peering into the gloom with eyes hungry for the gleaming of gems and gold.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "A Life of Toil", + "page": 33 + } + ], + "id": "047" + }, + { + "type": "entries", + "name": "A Penetrating Gaze", + "page": 33, + "entries": [ + "Your elder sibling instructed you to judge others by their deeds, not their words, especially when dealing with the fair-spoken Elves. But in time you have come to trust your instincts above all else, as your heart is not easily swayed. Thieves and liars do not dare to meet your eyes, as you seem able to lay bare their plots.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "A Penetrating Gaze", + "page": 33 + } + ], + "id": "048" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Dwarf.webp" + }, + "width": 1700, + "height": 1284 + } + ], + "id": "042" + } + ], + "id": "03e" + }, + { + "type": "section", + "name": "Elves of Lindon", + "page": 34, + "entries": [ + { + "type": "quote", + "entries": [ + "Yes, it is Elves,\" said Frodo. \"One can meet them sometimes in the Woody End." + ] + }, + "The Fair Folk of Eriador have dwelt in the Westlands since before the drowning of Beleriand. They are all members of the Firstborn, displaying a wisdom beyond the reach of Men. They rarely leave their sanctuaries in the Grey Havens, for these are their fading years.", + "More and more leave Middle-earth sailing West on grey ships, never to return. Those who still remain live mostly along the western coasts, where once were found great kingdoms of their kindred.", + { + "type": "entries", + "name": "Description", + "page": 34, + "entries": [ + "All Elves are endowed with tremendous vitality and great vigour. They are not subject to illness or old age, and thus can dwell within the circles of the world until they choose to leave it, or are slain.", + "In battle, most Elves carry bows and spears. Many wield swords too, but by ancient tradition some still favour axes." + ], + "id": "04a" + }, + { + "type": "entries", + "name": "Typical Names", + "page": 34, + "entries": [ + "For the most part, Elves bear names fashioned in their own, fair tongue\u2013the Sindarin speech.", + { + "type": "list", + "page": 34, + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Sample Female Names", + "entries": [ + "Aranel, Arbereth, Berúthiel, Baraniel, Calanril, Celenneth, Elnîth, Eraniel, Finduilas, Gilraen, Gilraeth, Gloredhel, Idril, Ioreth, Ivorwen, Lôrwend, Lothíriel, Luindîs, Meneloth, Moriel, Morwen, Narieth, Narniel, Orothêl, Tarandîs." + ] + }, + { + "type": "item", + "name": "Sample Male Names", + "entries": [ + "Amras, Aredhel, Beleganor, Belegon, Calanhir, Carmagor, Dagorhir, Durandir, Edrahil, Ellahir, Fincalan, Fuindor, Galdagor, Galdor, Hallas, Hirimlad, Ithildir, Lascalan, Linaith, Mablin, Malanor, Nauros, Orgalad, Pelegorn, Sargon." + ] + } + ] + } + ], + "id": "04b" + }, + { + "type": "entries", + "name": "Cultural Traits", + "page": 34, + "entries": [ + "Your character gains the following benefits based on their cultural heritage.", + { + "type": "statblock", + "tag": "race", + "source": "TLotRR", + "name": "Elf (Lindon)", + "page": 34 + } + ], + "id": "04c" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Elf.webp" + }, + "width": 1700, + "height": 1266 + }, + { + "type": "entries", + "name": "Backgrounds", + "page": 35, + "entries": [ + "Players choosing a background receive a brief personal history, two skill proficiencies, a tool proficiency and two distinctive features.", + { + "type": "entries", + "name": "The Call of the Sea", + "page": 35, + "entries": [ + "No Elf could live by the Sea and not be moved by it. The crashing of waves is a second heartbeat to you; but you do not want to depart Middle-earth yet, for you feel that you have some purpose to fulfil before you sail away. You are not certain what lies in your future, but you are committed to finding out.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "The Call of the Sea", + "page": 35 + } + ], + "id": "04e" + }, + { + "type": "entries", + "name": "Maker of Ships", + "page": 36, + "entries": [ + "You studied your chosen craft under the expert shipbuilders of Círdan; but though the long firth of Lune stirs your heart, you feel the world is wide, and you have lived your life on its edge. Perhaps it is time to go where no ship can take you...", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Maker of Ships", + "page": 36 + } + ], + "id": "04f" + }, + { + "type": "entries", + "name": "A Merchant Family", + "page": 36, + "entries": [ + "Elven ships still sometimes sail to Dol Amroth and Pelargir to trade with the Men of Gondor. You have traded with mortal folk for years, but the Corsairs of Umbar grow more numerous and the lords of Gondor more cautious. Now ships seldom sail south, and you have decided to travel elsewhere.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "A Merchant Family", + "page": 36 + } + ], + "id": "050" + }, + { + "type": "entries", + "name": "Sky-Watcher", + "page": 36, + "entries": [ + "When aboard ship, you study the skies and predict the weather. With much practice, you became adept at this, and can detect a storm brewing hundreds of miles away. Now, when you are at home in the Havens, you notice strange movements in the air coming from the south-east, where lies Mordor, the Land of Shadows.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Sky-Watcher", + "page": 36 + } + ], + "id": "051" + }, + { + "type": "entries", + "name": "Tower Guard", + "page": 36, + "entries": [ + "Your folk guards the Tower Hills, lest the Enemy benefit from great secrets hidden there. Sometimes, you have been tasked with keeping the boldest of the little folk away from the towers, and by Mithrandir's advice, you keep a secret watch on their border. You know not what destiny these Hobbits have, but a fondness for them grows in your heart.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Tower Guard", + "page": 36 + } + ], + "id": "052" + }, + { + "type": "entries", + "name": "Visitor to the Mountains", + "page": 36, + "entries": [ + "Not content to stay in your homeland, you were drawn to the Blue Mountains and its folk. Most Dwarves want nothing to do with an overcurious Elf, but a few taught you enough for you to appreciate their skills and love for beautiful objects. You wonder what you could learn in other lands, and now prepare for a longer journey.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Visitor to the Mountains", + "page": 36 + } + ], + "id": "053" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/008-01-02.new-rules-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200 + } + ], + "id": "04d" + } + ], + "id": "049" + }, + { + "type": "section", + "name": "Hobbits of The Shire", + "page": 37, + "entries": [ + { + "type": "quote", + "entries": [ + "...he wished to go and see the great mountains, and hear the pine-trees and the waterfalls, and explore the caves, and wear a sword instead of a walking-stick." + ], + "skipMarks": true + }, + "Hobbits are a small and merry folk, possessing a love for time-honoured traditions and respectable ways, and a strong dislike for anything out of the ordinary. If Hobbits had their way, the days would go by in an unchanging world, as they have since anyone can remember. At least, in their land, the Shire.", + "But since the return of Mr Bilbo Baggins from his adventure with a group of Dwarves and a travelling Wizard, something has changed. Stories about remote lands, dark woods, Giants, Elves, and forgotten halls beneath the earth have started to circulate among Hobbits of a more adventurous sort. And with every year, another one or two discreetly disappear to go and have adventures.", + { + "type": "entries", + "name": "Description", + "page": 37, + "entries": [ + "Hobbits are much smaller than Men, even smaller than Dwarves, and might be mistaken for children of Men by those who do not know of their existence. They have never been warlike, but for all their gentle appearance they are surprisingly tough, and difficult to intimidate or kill. A merry folk, Hobbits possess a cheerful spirit and a friendliness that makes them good companions.", + "When pushed to resort to weapons, Hobbits choose short swords and hunting bows, which they can shoot with uncanny precision." + ], + "id": "055" + }, + { + "type": "entries", + "name": "Typical Names", + "page": 37, + "entries": [ + "Hobbit names are composed of a first name and a family name. First names for men are usually simple and short, with women being often given names of flowers or precious stones, but among the older families a custom survives of giving more heroic and high-sounding names, whose origin can be traced back to a time before the Shire.", + { + "type": "list", + "page": 37, + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "page": 37, + "name": "Sample Female Names", + "entries": [ + "Adaldrida, Amaranth, Asphodel, Belba, Bell, Berylla, Camellia, Daisy, Eglantine, Estella, Gilly, Hanna, Lily, Malva, Marigold, May, Melilot, Menegilda, Mentha, Mirabella, Myrtle, Pearl, Peony, Pervinca, Pimpernel, Primrose, Primula, Prisca, Rosamunda, Ruby, Salvia." + ] + }, + { + "type": "item", + "page": 37, + "name": "Sample Male Names", + "entries": [ + "Andwise, Berilac, Bungo, Cottar, Doderic, Dudo, Erling, Fastred, Ferumbras, Folco, Gorhendad, Griffo, Halfred, Hamson, Ilberic, Isembold, Isengar, Longo, Marmadas, Marroc, Mungo, Odo, Orgulas, Otho, Posco, Reginard, Robin, Rudigar, Sadoc, Saradas, Tobold, Tolman." + ] + }, + { + "type": "item", + "page": 37, + "name": "Sample Family Names", + "entries": [ + "Baggins, Boffin, Bolger, Bracegirdle, Brandybuck, Brown, Brownlock, Bunce, Burrows, Cotton, Gamgee, Gardner, Goldworthy, Goodbody, Goodchild, Grubb, Headstrong, Hornblower, Maggot, Noakes, North-Tooks, Proudfoot, Puddifoot, Roper, Rumble, Sackville, Smallburrow, Took, Twofoot, Whitfoot." + ] + } + ] + } + ], + "id": "056" + }, + { + "type": "entries", + "name": "Cultural Traits", + "page": 37, + "entries": [ + "Your character gains the following benefits based on their cultural heritage.", + { + "type": "statblock", + "tag": "race", + "source": "TLotRR", + "name": "Hobbit", + "page": 37 + } + ], + "id": "057" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/014-02-02.adventurers-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200 + }, + { + "type": "entries", + "name": "Backgrounds", + "page": 38, + "entries": [ + "Players choosing a background receive a brief personal history, two skill proficiencies, a tool proficiency and two distinctive features.", + { + "type": "entries", + "name": "Bucklander", + "page": 38, + "entries": [ + "Your parents belong to the folk of Buckland, and you were brought up on the 'wrong side of the Brandywine River', as they say. If half the tales be true, members of your family have always displayed a certain queerness of character, and an unusual fighting spirit, a strangeness you seem to possess yourself.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Bucklander", + "page": 38 + } + ], + "id": "059" + }, + { + "type": "entries", + "name": "On Patrol", + "page": 38, + "entries": [ + "Your aunt was a Shirriff, and often brought you along with her when she went 'beating the bounds', that is, when she was appointed to watch the Shire's borders for Outsiders. More often than not, her watch included a visit to The Ivy Bush, a small inn on the Bywater Road. There, you heard the best stories over deep mugs of excellent beer.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "On Patrol", + "page": 38 + } + ], + "id": "05a" + }, + { + "type": "entries", + "name": "Restless Farmer", + "page": 38, + "entries": [ + "You were born into a family of farmers in the Southfarthing, where the best {@item pipe|TLotRR}-weed grows. To satisfy your curiosity\u2014and your parents' expectations\u2014you started to work at a very early age, learning a lot from farmhands and traders. From time to time, you feel your closeness to the earth move you, awakening a desire to sleep in the fields, under a canopy of stars.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Restless Farmer", + "page": 38 + } + ], + "id": "05b" + }, + { + "type": "entries", + "name": "Too Many Paths to Tread", + "page": 39, + "entries": [ + "Your father was a mason and you were supposed to take his place in his workshop in Hardbottle at the age of 33. But before that time, a mysterious wanderlust took you and you were away from home for months. When you came back, you renounced your position, to the outrage of your whole neighbourhood. But you know that secretly your father approves; he always dreamed of leaving the Shire to 'go and see Elves'!", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Too Many Paths to Tread", + "page": 39 + } + ], + "id": "05c" + }, + { + "type": "entries", + "name": "Tookish Blood", + "page": 39, + "entries": [ + "Yours is a honourable family of potters from the Marish, Eastfarthing. One day, something Tookish stirred in your blood and overcame your respectability. It first happened on your way home one night, when you spotted some outlandish folk around a bright campfire. When you described them to your grandmother, she told you they were Dwarves, on their way to the Blue Mountains. From that night you started to shun well-trodden paths, hoping to meet other wayfarers secretly crossing the Shire.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Tookish Blood", + "page": 39 + } + ], + "id": "05d" + }, + { + "type": "entries", + "name": "Witty Gentlehobbit", + "page": 39, + "entries": [ + "You come from a well-to-do family of landed Westfarthing gentry, living in a Hobbit-hole in Michel Delving. It is rumoured that your great-grandfather once vanished, only to show up three days later at the local inn, talking of a giant Tree-man he had seen on the North Moors. Some believe your family's fortune is based on the giant's hoard your ancestor discovered, but you have been able to dispel such rumours with your humorous remarks.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Witty Gentlehobbit", + "page": 39 + } + ], + "id": "05e" + } + ], + "id": "058" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Hobbit.webp" + }, + "width": 1700, + "height": 1280 + } + ], + "id": "054" + }, + { + "type": "section", + "name": "Men of Bree", + "page": 40, + "entries": [ + { + "type": "quote", + "entries": [ + "...four miles along the Road you'll come upon a village, Bree under Bree-hill, with doors looking westward." + ] + }, + "The inhabitants of the Bree-land and its four villages lying about Bree-hill are the descendants of the ancient people that first dwelt in the region known today as Eriador, the Lonelands. Few have survived the turmoils that have ravaged the area, but they are still there now.", + "Today, the Men of Bree live at an old meeting of ways, and even if the traffic was far greater in former days, travellers of various sorts still make their way along those roads. Whoever enters the common room of the Inn of Bree is sure to hear strange tales and news from afar, and maybe be swept away by them.", + { + "type": "entries", + "name": "Description", + "page": 40, + "entries": [ + "Most Men of Bree are brown-haired and rather short, and tend to be stocky and broad. This, combined with their cheerful disposition, is the reason why they do not appear as outlandish as most foreigners do to their neighbours, the inhabitants of the Shire. But like Hobbits, their appearance can be deceiving: the Men of Bree can be simple and friendly, but they are independent and wise in their own way.", + "Not being of a warlike disposition, the Bree-folk favour simple weapons, derived from everyday tools and hunting implements." + ], + "id": "060" + }, + { + "type": "entries", + "name": "Typical Names", + "page": 40, + "entries": [ + "The Men of Bree use names that to foreign ears sound similar to those used by Hobbits in the Shire (Hobbits beg to differ, of course).", + { + "type": "list", + "page": 40, + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Sample Female Names", + "page": 40, + "entries": [ + "Daisy, Emma, Etta, Fay, Fern, Flora, Gert, Holly, Lily, Myrtle, Poppy, Rose, Sage, Tilly, Violet." + ] + }, + { + "type": "item", + "name": "Sample Male Names", + "page": 40, + "entries": [ + "Alfred, Artie, Bill, Bob, Carl, Ed, Fred, Giles, Herb, Larry, Nob, Oswald, Percy, Perry, Sid, Tom, Harry." + ] + }, + { + "type": "item", + "name": "Sample Family Names", + "page": 40, + "entries": [ + "Appledore, Asterfire, Bellsap, Briarcleave, Butterbur, Cherryborn, Chesterstout, Droverwind, Ferny, Foxglow, Goatleaf, Hardybough, Heathertoes, Hedgedon, Kettlegrass, Lilyhawk, Mossburn, Mugworts, Oakstout, Pickthorn, Pollenroad, Rushlight, Shrubrose, Sweetroot, Thistlewool, Wayward." + ] + } + ] + } + ], + "id": "061" + }, + { + "type": "entries", + "name": "Cultural Traits", + "page": 40, + "entries": [ + "Your character gains the following benefits based on their cultural heritage.", + { + "type": "statblock", + "tag": "race", + "source": "TLotRR", + "name": "Man of Bree", + "page": 40 + } + ], + "id": "062" + }, + { + "type": "entries", + "name": "Backgrounds", + "page": 40, + "entries": [ + "Players choosing a background receive a brief personal history, two skill proficiencies, a tool proficiency and two distinctive features.", + { + "type": "entries", + "name": "Crossroads of the North", + "page": 40, + "entries": [ + "Your family has run a tailoring business in Bree since forever, serving the needs of Bree-landers and wanderers alike. Your grandfather even says he once had Elves on his doorstep\u2014and indeed, their coin was as good as anyone else's. You worked in the family business when you were younger, until a great desire came upon you to follow the Road and see where all those strangers and their gold come from.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Crossroads of the North", + "page": 40 + } + ], + "id": "064" + }, + { + "type": "entries", + "name": "Forest-Dweller", + "page": 40, + "entries": [ + "Your kin dwell in the Chetwood, east of Bree. Most of the forest is wholesome, but parts of it\u2014especially near the Midgewater Marshes\u2014have their own perils. As a child you learned to find food that was safe to eat near certain old trees that whispered to one another in the night. It was worth creeping out of Archet and risking the dangers of the wood, though, because on some nights, you could hear Elves singing in the wind.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Forest-Dweller", + "page": 40 + } + ], + "id": "065" + }, + { + "type": "entries", + "name": "Gate-Warden", + "page": 41, + "entries": [ + "Great care is kept in the Bree-land to keep out of its borders anyone, or anything, that would make trouble. In addition to your ordinary job as a woodworker you served as one of the gate-wardens, and spent many cold, lonely nights on watch, with only the stars and hooting owls for company.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Gate-Warden", + "page": 41 + } + ], + "id": "066" + }, + { + "type": "entries", + "name": "No Longer Free from Care and Fear", + "page": 41, + "entries": [ + "Many years ago you discovered that the Bree-land is far from being safe, but is rather a small island surrounded by unseen foes. You haven't told anyone as they won't believe you. But you know for sure, because you have listened to the stories that the Rangers tell when they trust somebody. Now you know that a Shadow is returning, and the day when you will go out and seek the Rangers is near.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "No Longer Free from Care and Fear", + "page": 41 + } + ], + "id": "067" + }, + { + "type": "entries", + "name": "Off with Dwarves", + "page": 41, + "entries": [ + "Once, Dwarwen travellers passing through Bree on their way to the Blue Mountains took you with them to care for their ponies. You became friends, if that is a word that can describe the grudging respect you earned from that stern folk. When you returned home to Bree you realised that you developed a wanderlust that will never allow you to sit idle in Bree anymore.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Off with Dwarves", + "page": 41 + } + ], + "id": "068" + }, + { + "type": "entries", + "name": "Up the Greenway", + "page": 41, + "entries": [ + "Your grandfather was not born around here. He made a long journey up from the South, across the Gap of Rohan from beyond the Isen. He crossed the river at Tharbad with his wife and children and settled here by Bree-hill. The North is cold and wild compared to the southern lands, but the tales your grandfather used to tell about the fierce kings of the South never made you doubt his choice.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Up the Greenway", + "page": 41 + } + ], + "id": "069" + } + ], + "id": "063" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Man of Bree.webp" + }, + "width": 1700, + "height": 1230 + } + ], + "id": "05f" + }, + { + "type": "section", + "name": "Rangers of the North", + "page": 42, + "entries": [ + { + "type": "quote", + "entries": [ + "...in the wild lands beyond Bree there were mysterious wanderers. The Bree-folk called them Rangers, and knew nothing of their origin." + ], + "skipMarks": true + }, + "The Rangers of the North are a secret people, severely diminished in number with the passing of a thousand years. They wander in disguise among the ruins of what was once their kingdom of Arnor, tirelessly patrolling its many paths and roads.", + "While the years have lengthened, the task of the Rangers has always been the same: to keep the folk of Eriador free from care and fear. They labour secretly, keeping to themselves, and rarely giving their names to the travellers they save or to the folk whose farms they guard at night, when evil things come out from dark places.", + { + "type": "entries", + "name": "Description", + "page": 42, + "entries": [ + "The Rangers are the last descendants in the North of the Dúnedain, kings among Men that once came to Middle-earth over the Sea out of Westernesse. When they do not disguise their features, they are tall and lordly, towering above most Men. They are often silent and grim of countenance, and look wise and mature beyond their years.", + "When in the Wild, the Rangers of the North wear comfortable but weather-beaten garments, favouring high leather boots and heavy cloaks of dark grey or green cloth, with ample hoods that can be cast over a worn helm." + ], + "id": "06b" + }, + { + "type": "entries", + "name": "Typical Names", + "page": 42, + "entries": [ + "The Rangers of the North retain an ancient tradition of naming their children using the Sindarin speech.", + { + "type": "list", + "page": 42, + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Sample Female Names", + "page": 42, + "entries": [ + "Anwen, Arbereth, Berúthiel, Baraniel, Calanril, Celenneth, Elnîth, Eraniel, Finduilas, Gilraen, Gilraeth, Gloredhel, Idril, Ioreth, Ivorwen, Lôrwend, Lothíriel, Luindîs, Meneloth, Moriel, Morwen, Narieth, Narniel, Orothêl, Tarandîs." + ] + }, + { + "type": "item", + "name": "Sample Male Names", + "page": 42, + "entries": [ + "Adrahil, Amlaith, Arvegil, Baranor, Belecthor, Bergil, Celepharn, Cirion, Damrod, Dírhael, Duinhir, Egalmoth, Eradan, Findemir, Forlong, Golasdan, Hallas, Hirluin, Ingold, Iorlas, Malvegil, Ohtar, Orodreth, Tarannon, Targon." + ] + } + ] + } + ], + "id": "06c" + }, + { + "type": "entries", + "name": "Cultural Traits", + "page": 42, + "entries": [ + "Your character gains the following benefits based on their cultural heritage.", + { + "type": "statblock", + "tag": "race", + "source": "TLotRR", + "name": "Ranger of the North", + "page": 42 + } + ], + "id": "06d" + }, + { + "type": "entries", + "name": "Backgrounds", + "page": 42, + "entries": [ + "Players choosing a background receive a brief personal history, two skill proficiencies, a tool proficiency and two distinctive features.", + { + "type": "entries", + "name": "Counsellor", + "page": 42, + "entries": [ + "You have been taught that the Enemy thrives upon secrecy and deception. For the plans of his servants to be laid bare, their honey-tongued lies must be exposed and their twisted words unravelled. Fortunately, you can see through their tricks quite well, and you can recognise honesty in all Men, Elves, and Dwarves.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Counsellor", + "page": 42 + } + ], + "id": "06f" + }, + { + "type": "entries", + "name": "Far-Reaching Herald", + "page": 43, + "entries": [ + "You wandered the far corners of the Northern Realm and travelled to places unknown to most before you reached 14 years of age. Many miles and many weeks spent in the Wild have made you strong and fit. Your talents have been noticed, and you have become a carrier of tidings, at the service of the many Rangers spread across one of the most dangerous realms of the world.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Far-Reaching Herald", + "page": 43 + } + ], + "id": "070" + }, + { + "type": "entries", + "name": "Hunter of Orcs", + "page": 43, + "entries": [ + "Orcs raid the lone-lands of Eriador from their lairs in the mountains, causing great destruction. You protect the isolated farmsteads and communities, forcing the Orcs back to their holes. Then the cycle begins anew. Your heart cries for vengeance, but your mind fears there will be no end to this war.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Hunter of Orcs", + "page": 43 + } + ], + "id": "071" + }, + { + "type": "entries", + "name": "Keeper of Lore", + "page": 43, + "entries": [ + "The history of your people is long and often obscure, and recorded only in Rivendell, away from the eyes of most of your kin. You've taken on the responsibility of telling tales of lost Arnor to whoever you meet, to spread the memory of the bitter struggle of your folk. Fortunately, Elrond has noticed and appreciated your efforts, and allowed you to visit the Last Homely House to learn.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Keeper of Lore", + "page": 43 + } + ], + "id": "072" + }, + { + "type": "entries", + "name": "Protector of the Land", + "page": 43, + "entries": [ + "Your people did not always live scattered across the lone-lands. Long ago, they were rulers, nobles and artisans of great kingdoms that existed here. Those realms failed and now you've only the land itself. Keep it safe, and it will do the same for you.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Protector of the Land", + "page": 43 + } + ], + "id": "073" + }, + { + "type": "entries", + "name": "Watcher on the Border", + "page": 43, + "entries": [ + "Interested in the edges of things, especially maps, you were often sent to the borders of the land of your folk to keep watch on the servants of the Enemy or the simple people who live there. You've learned that the reach of the Shadow has grown, but that some simple people will not falter, though the days may grow dark.", + { + "type": "statblock", + "tag": "background", + "source": "TLotRR", + "name": "Watcher on the Border", + "page": 43 + } + ], + "id": "074" + } + ], + "id": "06e" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/races/Ranger of the North.webp" + }, + "width": 1700, + "height": 1175 + } + ], + "id": "06a" + } + ] + }, + { + "type": "section", + "name": "Callings", + "id": "14c", + "entries": [ + { + "type": "quote", + "entries": [ + "He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams." + ], + "style": "quote-pull", + "skipMarks": true + }, + "Leaving home and setting off on the road is a courageous choice, often considered reckless by a hero's family and folk. Adventurers leave behind all they know and love, so what is it that motivates and pushes them towards danger and the unknown?", + "Whatever it is that motivates the Player-heroes, it must be something that for them is worth the risk of crossing swords with the curved blades of Orcs. In {@i The Lord of the Rings Roleplaying}, this motivation is represented by an adventurer's calling.", + "Each calling provides a variety of special features, such as a Captain's mastery of weapons and armour, and is capped at ten levels, an appropriate limit for adventuring in Middle-earth. At low levels, all callings give only two or three features, but as a Player-hero advances in level they gain more and their existing features often improve. Each entry in this chapter includes a table summarising the benefits a calling provides at every level, and a detailed explanation of each one.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Callings", + "page": 44 + }, + { + "type": "inset", + "name": "Shadow Paths", + "id": "14d", + "entries": [ + "All calling writeups include a Shadow path, a description outlining the individual fate a calling typically leads to if a character fails to resist the Shadow's influence. The rules for Shadow Paths and corruption are found in {@book Chapter 8|TLotRR|7}." + ] + }, + { + "type": "section", + "name": "Captain", + "page": 45, + "entries": [ + { + "type": "quote", + "entries": [ + "He stood up, and seemed suddenly to grow taller. In his eyes gleamed a light, keen and commanding." + ], + "style": "quote-pull" + }, + "When the world is on the brink of ruin, it is the duty of all individuals of worth to rise and take the lead, whatever the risk. You have chosen to put your judgement to the service of others, to guide them in this dark hour. But you don't want others to heed your commands out of fear or obedience\u2014you want them to follow you because they trust you.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Path", + "page": 46, + "entries": [ + { + "type": "entries", + "name": "{@reward Lure of Power|TLotRR}:", + "page": 46, + "entries": [ + "When individuals are given a position of authority, either by rank, lineage, or stature, they may end up mistaking their own aggrandisement for the greater good of the people they should be guiding or keeping safe. Power is the quintessential temptation, and provides the Shadow with an easy way to win the hearts of those who desire it." + ], + "id": "078" + } + ], + "id": "077" + } + ], + "id": "076" + }, + { + "type": "entries", + "name": "Calling Features", + "page": 45, + "entries": [ + "As a Captain you gain the following calling features:", + { + "type": "statblock", + "tag": "class", + "source": "TLotRR", + "name": "Captain", + "page": 45 + } + ], + "id": "079" + }, + { + "type": "entries", + "name": "Captain Titles", + "page": 46, + "entries": [ + "There are many titles that Captains can acquire during their career, the most common of which are the Chieftain and the Thane.", + { + "type": "statblock", + "prop": "subclass", + "source": "TLotRR", + "name": "Chieftain", + "className": "Captain", + "classSource": "TLotRR", + "page": 46 + }, + { + "type": "quote", + "entries": [ + "Here is Aragorn son of Arathorn, chieftain of the Dúnedain of Arnor, Captain of the Host of the West..." + ] + }, + { + "type": "statblock", + "prop": "subclass", + "source": "TLotRR", + "name": "Thane", + "className": "Captain", + "classSource": "TLotRR", + "page": 47 + }, + { + "type": "quote", + "entries": [ + "From dark Dunharrow in the dim morning/with thane and captain rode Thengel's son:/to Edoras he came, the ancient halls/of the Mark-wardens mist-enshrouded..." + ], + "skipMarks": true + } + ], + "id": "07a" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/026-02-14.captain.webp" + }, + "width": 850, + "height": 1318 + } + ], + "id": "075" + }, + { + "type": "section", + "name": "Champion", + "page": 48, + "entries": [ + { + "type": "quote", + "entries": [ + "War must be, while we defend our lives against a destroyer who would devour all..." + ], + "style": "quote-pull" + }, + "You deem that there is but one way to oppose the return of the Shadow, and that it is to conquer it by strength of arms. You are recognised as a warrior among your folk, a valiant fighter, onward into battle. For you, the road to adventure leads straight to wherever your foes prowl or hide.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Path", + "page": 49, + "entries": [ + { + "type": "entries", + "name": "{@reward Curse of Vengeance|TLotRR}:", + "page": 49, + "entries": [ + "Individuals who live by the sword are ever tempted to draw it, either literally or figuratively, when their will is thwarted or when they deem their honour to have been impugned by an insult. As corruption spreads in their spirit, their behaviour worsens, leading to more extreme violent reactions." + ], + "id": "07e" + } + ], + "id": "07d" + } + ], + "id": "07c" + }, + { + "type": "entries", + "name": "Calling Features", + "page": 48, + "entries": [ + "As a Champion you gain the following calling features:", + { + "type": "statblock", + "tag": "class", + "source": "TLotRR", + "name": "Champion", + "page": 48 + } + ], + "id": "07f" + }, + { + "type": "entries", + "name": "Champion Ways", + "page": 49, + "entries": [ + "There are different ways for a Champion to follow, but all lead to confronting the enemy with fighting prowess.", + { + "type": "statblock", + "prop": "subclass", + "source": "TLotRR", + "name": "Sharp-Shooter", + "className": "Champion", + "classSource": "TLotRR", + "page": 49 + }, + { + "type": "quote", + "entries": [ + "That was a mighty shot in the dark, my friend!" + ] + }, + { + "type": "statblock", + "prop": "subclass", + "source": "TLotRR", + "name": "Slayer", + "className": "Champion", + "classSource": "TLotRR", + "page": 50 + }, + { + "type": "quote", + "entries": [ + "The day will come when they will perish and I shall go back!" + ] + } + ], + "id": "080" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/027-02-15.champion.webp" + }, + "width": 850, + "height": 1342 + } + ], + "id": "07b" + }, + { + "type": "section", + "name": "Messenger", + "page": 51, + "entries": [ + { + "type": "quote", + "entries": [ + "Elrond is sending Elves, and they will get in touch with the Rangers, and maybe with Thranduil's folk in Mirkwood." + ], + "style": "quote-pull" + }, + "The Wise hold that evil days lie ahead, and that to keep hope, all who fight the Enemy must be as one. Yet, many miles and centuries of isolation separate the Free Peoples, and estrangement breeds mistrust. You have decided that it is your duty to travel to distant lands, carrying tidings and warning people of the coming danger.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Path", + "page": 52, + "entries": [ + { + "type": "entries", + "name": "{@reward Wandering-Madness|TLotRR}:", + "page": 52, + "entries": [ + "Travelling afar might be the duty chosen by a Messenger, but it carries the risk of never finding a place to fight for. The Road goes ever on and on, it's true, but whither then?" + ], + "id": "084" + } + ], + "id": "083" + } + ], + "id": "082" + }, + { + "type": "entries", + "name": "Calling Features", + "page": 51, + "entries": [ + "As a Messenger you gain the following features:", + { + "type": "statblock", + "tag": "class", + "source": "TLotRR", + "name": "Messenger", + "page": 51 + } + ], + "id": "085" + }, + { + "type": "entries", + "name": "Messenger Paths", + "page": 52, + "entries": [ + "Messengers can serve their purpose in two different ways, choosing the path of the Counsellor or that of the Herald.", + { + "type": "statblock", + "prop": "subclass", + "source": "TLotRR", + "name": "Counsellor", + "className": "Messenger", + "classSource": "TLotRR", + "page": 52 + }, + { + "type": "quote", + "entries": [ + "...advice is a dangerous gift, even from the wise to the wise, and all courses may run ill." + ] + }, + { + "type": "statblock", + "prop": "subclass", + "source": "TLotRR", + "name": "Herald", + "className": "Messenger", + "classSource": "TLotRR", + "page": 53 + }, + { + "type": "quote", + "entries": [ + "I was the herald of Gil-galad and marched with his host. I was at the Battle of Dagorlad before the Black Gate of Mordor, where we had the mastery..." + ] + } + ], + "id": "086" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/028-02-16.messanger.webp" + }, + "width": 850, + "height": 1220 + } + ], + "id": "081" + }, + { + "type": "section", + "name": "Scholar", + "page": 54, + "entries": [ + { + "type": "quote", + "entries": [ + "Speak no secrets! Here is a scholar in the Ancient Tongue." + ], + "style": "quote-pull" + }, + "For you, knowledge makes the wild world a less threatening place. Yellowed maps in lost books replace a fear of the unknown with curiosity and wonder, songs composed in ages past strengthen the weariest of hearts. A love of learning guides your every step, and illuminates the way for you and those who listen to your advice.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Path", + "page": 55, + "entries": [ + { + "type": "entries", + "name": "{@reward Lure of Secrets|TLotRR}:", + "page": 55, + "entries": [ + "Inquisitiveness and curiosity are desirable virtues in an individual, but knowledge can be put to malicious use, and learned individuals can look down on others as ignorant fools. Secrets are dangerous, as the very desire to uncover them may corrupt the heart." + ], + "id": "08a" + } + ], + "id": "089" + } + ], + "id": "088" + }, + { + "type": "entries", + "name": "Calling Features", + "page": 54, + "entries": [ + "As a Messenger you gain the following features:", + { + "type": "statblock", + "tag": "class", + "source": "TLotRR", + "name": "Scholar", + "page": 54 + } + ], + "id": "08b" + }, + { + "type": "entries", + "name": "Scholar Traditions", + "page": 56, + "entries": [ + "There are more secrets in Middle-earth than golden leaves on a Mallorn-tree \u2014 each Scholar must specialise in a traditional field of study.", + { + "type": "statblock", + "prop": "subclass", + "source": "TLotRR", + "name": "Healing", + "className": "Scholar", + "classSource": "TLotRR", + "page": 56 + }, + { + "type": "quote", + "entries": [ + "...the leechcraft of Gondor was still wise, and skilled in the healing of wound and hurt, and all such sickness as east of the Sea mortal men were subject to." + ] + }, + { + "type": "statblock", + "prop": "subclass", + "source": "TLotRR", + "name": "Lore", + "className": "Scholar", + "classSource": "TLotRR", + "page": 56 + }, + { + "type": "quote", + "entries": [ + "This only would he say, that Imladris was of old the name among the Elves of a far northern dale, where Elrond the Halfelven dwelt, greatest of lore-masters." + ] + } + ], + "id": "08c" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/029-02-17.scholar.webp" + }, + "width": 850, + "height": 1831 + } + ], + "id": "087" + }, + { + "type": "section", + "name": "Treasure Hunter", + "page": 57, + "entries": [ + { + "type": "quote", + "entries": [ + "Far over the Misty Mountains cold, To dungeons deep and caverns old. We must away ere break of day, To seek the pale enchanted gold." + ], + "style": "quote-pull", + "skipMarks": true + }, + "The world has seen the passing of the glory of many Dwarven kings and Elven lords, and their heritage is now buried in Orc-infested dungeons. Hoards of stolen gold and jewels, guarded by fell beasts, beckon all who dare to find them. You seek to recover what is lost, even when it means braving unspeakable dangers.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Path", + "page": 58, + "entries": [ + { + "type": "entries", + "name": "{@reward Dragon-Sickness|TLotRR}:", + "page": 58, + "entries": [ + "Adventurers who find themselves on the Road to seek lost riches run the risk of catching the age-old disease capable of turning a pile of enchanted gold into bitter ashes. As the Shadow tightens its grip on their hearts, the world shrinks around them and their closely guarded possessions." + ], + "id": "090" + } + ], + "id": "08f" + } + ], + "id": "08e" + }, + { + "type": "entries", + "name": "Calling Features", + "page": 57, + "entries": [ + "As a Treasure Hunter you gain the following features:", + { + "type": "statblock", + "tag": "class", + "source": "TLotRR", + "name": "Treasure Hunter", + "page": 57 + } + ], + "id": "091" + }, + { + "type": "entries", + "name": "Treasure Hunter Specialities", + "page": 59, + "entries": [ + "Treasure can take different forms \u2014 from wondrous objects in a Dragon-hoard, to precious information stolen from the Enemy.", + { + "type": "statblock", + "prop": "subclass", + "source": "TLotRR", + "name": "Burglar", + "className": "Treasure Hunter", + "classSource": "TLotRR", + "page": 59 + }, + { + "type": "quote", + "entries": [ + "Burglar wants a good job, plenty of Excitement and reasonable Reward, that's how it is usually read." + ], + "skipMarks": true + }, + { + "type": "statblock", + "prop": "subclass", + "source": "TLotRR", + "name": "Spy", + "className": "Treasure Hunter", + "classSource": "TLotRR", + "page": 59 + }, + { + "type": "quote", + "entries": [ + "But it appeared that he was nobody's friend, and nobody could recollect when he had joined their party." + ] + } + ], + "id": "092" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/030-02-18.treasure-hunter.webp" + }, + "width": 850, + "height": 1100 + } + ], + "id": "08d" + }, + { + "type": "section", + "name": "Warden", + "page": 60, + "entries": [ + { + "type": "quote", + "entries": [ + "Travellers scowl at us, and countrymen give us scornful names." + ], + "style": "quote-pull" + }, + "In this age of the world, when shadows grow deeper with every passing year, you have sworn to defend all who cannot defend themselves. Often, your choice forces you to forsake civilised areas, to better guard their inhabitants from what lurks right outside their fences. This has made you a stranger in the eyes of the common folk, a threatening figure like those you are protecting them from.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Path", + "page": 61, + "entries": [ + { + "type": "entries", + "name": "Path of Despair:", + "page": 61, + "entries": [ + "Self-doubt is often the way that the Shadow chooses to reach the heart of those who oppose it. For they know that the Enemy is strong and terrible and that those they protect are too naive or weak to fend for themselves. Every day they ask themselves: will my strength be enough to prevail, or will I drag down the innocent in defeat?" + ], + "id": "096" + } + ], + "id": "095" + } + ], + "id": "094" + }, + { + "type": "entries", + "name": "Calling Features", + "page": 60, + "entries": [ + "As a Warden you gain the following calling features:", + { + "type": "statblock", + "tag": "class", + "source": "TLotRR", + "name": "Warden", + "page": 60 + } + ], + "id": "097" + }, + { + "type": "entries", + "name": "Warden Oaths", + "page": 62, + "entries": [ + "Treasure can take different forms \u2014 from wondrous objects in a Dragon-hoard, to precious information stolen from the Enemy.", + { + "type": "statblock", + "prop": "subclass", + "source": "TLotRR", + "name": "Forayer", + "className": "Warden", + "classSource": "TLotRR", + "page": 62 + }, + { + "type": "quote", + "entries": [ + "From such men the Lord Denethor chose his forayers, who crossed the Anduin secretly (how or where, they would not say) to harry the Orcs and other enemies that roamed between the Ephel Dúath and the River." + ], + "skipMarks": true + }, + { + "type": "statblock", + "prop": "subclass", + "source": "TLotRR", + "name": "Hunter", + "className": "Warden", + "classSource": "TLotRR", + "page": 62 + }, + { + "type": "quote", + "entries": [ + "I am called Strider,\" answered Aragorn. \"I came out of the North. I am hunting Orcs." + ] + } + ], + "id": "098" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/031-02-19.warden.webp" + }, + "width": 850, + "height": 1120 + } + ], + "id": "093" + } + ] + }, + { + "type": "section", + "name": "Crafts", + "page": 64, + "id": "1b3", + "entries": [ + { + "type": "quote", + "entries": [ + "...for it was enriched by many people and much lore and craft..." + ], + "style": "quote-pull" + }, + "Crafts are techniques that can be acquired by any adventurer from any Calling, but that are the special domain of Scholars.", + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Beast-Craft", + "page": 64 + }, + { + "type": "quote", + "entries": [ + "...and he has much lore of herbs and beasts, and birds are especially his friends." + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Hand-Craft", + "page": 64 + }, + { + "type": "quote", + "entries": [ + "The lesser rings were only essays in the craft before it was full-grown, and to the Elven-smiths they were but trifles\u2013yet still to my mind dangerous for mortals..." + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Leech-Craft", + "page": 64 + }, + { + "type": "quote", + "entries": [ + "Alas!\" he cried. \"It was this accursed knife that gave the wound. Few now have the skill in healing to match such evil weapons. But I will do what I can." + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Rune-Craft", + "page": 65 + }, + { + "type": "quote", + "entries": [ + "These look like good blades...They were not made by any troll, nor by any smith among men in these parts and day; but when we can read the runes on them, we shall know more about them." + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Song-Craft", + "page": 65 + }, + { + "type": "quote", + "entries": [ + "...for in these days men are slow to believe that a captain can be wise and learned in the scrolls of lore and song..." + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Speech-Craft", + "page": 65 + }, + { + "type": "quote", + "entries": [ + "...for their forefathers had learned the Sindarin tongue, and this they handed on to their children as a matter of lore, changing little with the passing of the years." + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Weapon-Craft", + "page": 66 + }, + { + "type": "quote", + "entries": [ + "...and though we still hold that a warrior should have more skills and knowledge than only the craft of weapons and slaying, we esteem a warrior, nonetheless, above men of other crafts." + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Wood-Craft", + "page": 66 + }, + { + "type": "quote", + "entries": [ + "Let us be thankful that they are not hunting us: for they use poisoned arrows, it is said, and they are woodcrafty beyond compare." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/032-02-20.sitting-on-the-fallen.webp" + }, + "width": 1700, + "height": 1034 + } + ] + }, + { + "type": "section", + "name": "More than One Calling", + "page": 67, + "id": "1bc", + "entries": [ + { + "type": "quote", + "entries": [ + "Your pardon lord!\" said the man. \"I see you are a lore-master, not merely a captain of war." + ], + "style": "quote-pull" + }, + "The callings presented in {@i The Lord of the Rings} {@i Roleplaying} already offer a wide variety of customisation options. However, should players think that their character concepts require even greater flexibility, the following optional rule can be used.", + "This rule allows Player-heroes to gain a level in a new calling whenever they advance in level, instead of gaining a level in their current calling. When this happens, all levels in all callings are added together to determine that character's level. To qualify for a new calling, Player-heroes must meet the ability score prerequisites for both their current calling and the new one, as shown in the {@table Multiple Callings|TLotRR} table. When Player-heroes gain a level in a calling other than their first, they gain only some of that calling's starting proficiencies, as shown in the {@table Multiple Callings|TLotRR} table. The Player-hero's Shadow Path does not change when gaining a level in a new calling.", + "The experience point cost to gain a level is always based on the total character level. Player-heroes gain the hit points from their new calling as described for levels after 1st, and they add together the Hit Dice granted by all their callings to form their pool of Hit Dice. Their proficiency bonus is always based on their total character level, not their level in a particular calling.", + "When Player-heroes gain a new level in a calling they get its features for that level. If they gain the Extra Attack feature from more than one calling, the features don't add together.", + { + "type": "entries", + "style": "italic", + "entries": [ + "For example, Sophia is playing a 4th-level {@class Scholar|TLotRR}. When her Player-hero earns enough experience points to reach 5th level, Sophia decides that her Player-hero will gain a level in a new calling instead of continuing to progress as a {@class Scholar|TLotRR}. Sophia's Player-hero has been travelling a lot with the Company, running some errands and delivering messages across the land. Sophia decides that her Player-hero will gain a new level in the {@class Messenger|TLotRR} calling, and thus becomes a 4th-level {@class Scholar|TLotRR} and a 1st-level {@class Messenger|TLotRR}. She gains proficiency in one skill from the Messenger's skill list and with a tool of her choice, a Hit Die ({@dice 1d8}) and additional hit points equal to {@dice 1d8} (or 5) + her Constitution modifier, and the {@classFeature Folk-Lore|Messenger|TLotRR|1|TLotRR} and {@classFeature Tireless and Swift|Messenger|TLotRR|1|TLotRR} calling features.", + "When Sophia's Player-hero earns enough experience to reach 6th level, she can decide whether to add another {@class Scholar|TLotRR} level, another {@class Messenger|TLotRR} level, or a level in a third calling, perhaps training for battle and thus adding a level in the {@class Captain|TLotRR} calling." + ], + "id": "099" + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Multiple Callings", + "page": 67 + } + ] + }, + { + "type": "section", + "name": "Beyond 10th Level", + "page": 68, + "id": "1bd", + "entries": [ + { + "type": "quote", + "entries": [ + "...there will be need of valour without renown, for none shall remember the deeds that are done in the last defence of your homes. Yet the deeds will not be less valiant because they are unpraised." + ], + "style": "quote-pull" + }, + "The rules for {@i The Lord of the Rings Roleplaying} are designed to represent the gritty heroism of the Twilight of the Third Age. Gone is the glory of the Elder Days, and the deeds of the Elves of Beleriand or the first Edain are just dim memories.", + "For this reason, to preserve both the spirit of the books and provide an adequate challenge, the total character level of the Player-heroes cannot exceed the 10th.", + "However, that doesn't mean a Player-hero cannot continue playing once they reach that point. Some players may want to retire their characters and assume the role of their heir instead (see {@book Chapter 6|TLotRR|5|Raise an Heir (Yule)}), while others may wish to continue playing the game with their current hero\u2014maybe simply because they feel there is still something to tell about their story.", + "In the latter case, the Loremaster may allow characters who have reached the 10th level to continue accumulating experience points, choosing one of the following features for every 10,000 experience points beyond 64,000. Each feature can be taken only once, unless the feature's description says otherwise.", + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Craft", + "page": 68 + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Fighting Style", + "page": 68 + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Hit Die", + "page": 68 + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Reward", + "page": 68 + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Sneak Attack", + "page": 68 + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Virtue", + "page": 68 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/033-02-21.beyond-10th-level-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 847 + } + ] + }, + { + "type": "section", + "name": "Equipment", + "page": 69, + "id": "1c4", + "entries": [ + { + "type": "quote", + "entries": [ + "...he got to Bywater just on the stroke of eleven, and found he had come without a pocket-handkerchief!" + ], + "style": "quote-pull", + "skipMarks": true + }, + "As seen in the callings section, all heroes start their adventuring career equipped with the personal item, weapons and armour that is considered most appropriate to their vocation. In addition to that, all players receive a set of starting equipment based on their standard of living, and may acquire more gear by spending their starting wealth.", + { + "type": "inset", + "name": "Coinage in Middle-earth", + "page": 69, + "id": "1c5", + "entries": [ + "In north-western Middle-earth, most cultures engage in bartering to acquire the goods they need for their daily necessities. But since the death of the Dragon, trade has started to flourish once again, and coins have returned to be seen more often, especially in those settlements that lie along the Dwarven trading routes from the Lonely Mountain to the Ered Luin.", + "Still, the coins that change hands are mainly silver pennies and copper coins. Gold pieces are very valuable and rare\u2014the few ones that circulate come from the fabled treasure of Smaug the Dragon, and most people show an uncanny propensity to hoard them and put them away.", + { + "type": "list", + "name": "Exchange Rates", + "page": 69, + "items": [ + "1 gold piece = 10 silver pennies", + "1 silver penny = 10 copper coins" + ] + }, + "The following abbreviations are used throughout the present section: g for 1 gold piece; s for 1 silver penny; and c for 1 copper coin." + ] + }, + { + "type": "entries", + "name": "Starting Gear and Wealth", + "page": 69, + "id": "1c6", + "entries": [ + "The characters in {@i The Lord of the Rings Roleplaying} are adventurers: individuals used to relying on their abilities to find sustenance in the wild, rather than by putting their hands into their money bags. But when they set upon the road, the equipment they carry is based on their culture\u2014a community that is better off can prepare a potential adventurer for a life abroad more easily than a less well-off one.", + { + "type": "inset", + "page": 69, + "id": "1c7", + "entries": [ + "The standard of living of Player-heroes as indicated under their cultural traits determines the composition of their starting gear and the amount of their starting wealth, as shown in the {@table Starting Gear|TLotRR} table." + ] + }, + "In addition, all characters start with the equipment granted by their background and calling, as shown earlier in this chapter.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Starting Gear", + "page": 70 + } + ] + }, + { + "type": "entries", + "name": "Out-of-Pocket Expenses", + "page": 69, + "id": "1c8", + "entries": [ + "If the Loremaster and the players agree, a character's standard of living can be used whenever it must be determined whether an adventurer can afford to pay for some of the out-of-pocket expenses listed on the {@table Out-of-Pocket Expenses|TLotRR} table, like buying a meal or paying for a night at the inn.", + { + "type": "inset", + "page": 69, + "id": "1c9", + "entries": [ + "Player-heroes coming from a culture with a Standard of Living equal to or superior to the one indicated by an entry in the {@table Out-of-Pocket Expenses|TLotRR} table can afford it without detracting its cost from the character's wealth." + ] + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Out-of-Pocket Expenses", + "page": 71 + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Adventuring Gear", + "page": 70 + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Armours", + "page": 72 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/034-02-22.armor.webp" + }, + "title": "Mail-shirt, Coat of Mail, Shield", + "width": 1700, + "height": 489 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/035-02-23.weapons1.webp" + }, + "title": "Left: Dagger, Sword, Long Sword; Right: Axe, Battle Axe, Great Axe", + "width": 1700, + "height": 641 + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Weapons", + "page": 73 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/036-02-24.weapons2.webp" + }, + "title": "Left: Short Spear, Great Spear, Mattock; Right: Bow, Great Bow", + "width": 1700, + "height": 619 + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Tools", + "page": 74 + }, + { + "type": "entries", + "name": "New Gear and Special Rules", + "id": "1ca", + "entries": [ + { + "type": "entries", + "name": "Herbalism Kit", + "id": "1cb", + "entries": [ + "If you are proficient with the {@item herbalism kit|TLotRR}, during each Fellowship Phase you can collect medicinal plants and use them to create a number of herbal remedies equal to your proficiency bonus, or twice as much if a feature lets you add double your proficiency bonus with the {@item herbalism kit|TLotRR}.", + "A remedy can be expended to gain advantage on an Intelligence ({@skill Medicine}) check, or it can be consumed as an action to gain advantage on saving throws against disease and poison for 1 hour." + ] + }, + { + "type": "statblock", + "tag": "item", + "source": "TLotRR", + "name": "Herbalism Kit", + "page": 74 + }, + { + "type": "statblock", + "tag": "item", + "source": "TLotRR", + "name": "Pipe", + "page": 74 + }, + { + "type": "statblock", + "tag": "item", + "source": "TLotRR", + "name": "Rations, Cram", + "page": 74 + } + ] + }, + { + "type": "entries", + "name": "Hobbit-Ponies and Full-Sized Horses", + "page": 75, + "id": "1ce", + "entries": [ + "The best asset of an efficient travelling Company is an appropriate number of ponies or horses to ride or to employ as baggage-carriers. Ponies are sturdy little beasts; they cannot go much faster than a normal walking pace, especially when loaded with stores and tackle, but they are cheap, and good to help the Player-heroes cope with the toil of spending long hours on the road. Horses can go faster, but few such animals are seen in the North, and most are used as pack animals or draught beasts.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Ponies and Horses", + "page": 75 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/037-02-25.playing-dice.webp" + }, + "width": 1700, + "height": 1413 + } + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 4: Rewards and Virtues", + "page": 77, + "id": "1cf", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/038-03-01.rewards-and-virtues-splash.webp" + }, + "width": 1700, + "height": 1183 + }, + { + "type": "quote", + "entries": [ + "There is more in you of good than you know, child of the kindly West. Some courage and some wisdom, blended in measure." + ], + "style": "quote-pull" + }, + "The heroic stature of an adventurer can be measured in different ways. Players of {@i The Lord of the Rings Roleplaying} can display the growth of their Player-heroes choosing rewards and virtues for them.", + { + "type": "list", + "page": 78, + "items": [ + "{@b Rewards} are pieces of war gear of superior craftsmanship, granted to a Player-hero as an award for their deeds.", + "{@b Virtues} are unique abilities and special talents, a number of which are characteristic of a given culture." + ], + "style": "list-hang-notitle" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/039-03-02.rewards-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 420 + }, + { + "type": "section", + "name": "Rewards", + "page": 78, + "id": "1d0", + "entries": [ + { + "type": "quote", + "entries": [ + "Háma knelt and presented to Théoden a long sword in a scabbard clasped with gold and set with green gems. \"Here, lord, is Herugrim, your ancient blade...\"." + ], + "style": "quote-pull", + "skipMarks": true + }, + "In a world of growing darkness, trade is mostly limited to small areas and is often practised only among trusted individuals. Finely crafted weapons or suits of armour cannot be purchased, but are instead awarded for service or heroic deeds.", + "Rewards represent the characteristics of high-quality weapons and defensive gear, priceless instruments of war given to heroes by their own folk or family, or by generous lords honouring them by letting them choose a weapon or a suit of armour from their personal armoury.", + "In game terms, rewards are upgrades that players can select to raise the effectiveness of their war gear. Each reward affects an item in a unique way, described in the following paragraph.", + { + "type": "inset", + "page": 78, + "id": "1d1", + "entries": [ + "Characters choose a first reward when they reach 3rd level, and again at 5th, 7th, and 9th level." + ] + }, + "It is up to the players to decide whether a reward represents the discovery of a previously unknown property of an item, or an entirely new weapon or suit of armour. Whatever their choice, they are encouraged to integrate the decisions into a narrative, telling the tale of how they received a gift or had their equipment improved.", + { + "type": "inset", + "page": 78, + "name": "Items of Superior Worth", + "id": "1d2", + "entries": [ + "Items upgraded with one or more rewards enjoy a degree of 'plot immunity', and as such they should never be lost, broken, or be otherwise taken (if not temporarily) from a Player-hero. For the same reason, they cannot be sold or handed over to other Player-heroes to use, even in the case of character death (prized items are usually buried with their owners, or passed on to their heirs).", + "However, if the Company agrees, a Player-hero can spend one point of Fellowship to borrow an item belonging to a companion, be it an armour or weapon upgraded with one or more rewards, or a magical item (see {@book Chapter 7|TLotRR|6|The Treasure Index}). The Fellowship expenditure allows the Player-hero to use the item until the end of the current Adventuring Phase, or until the owner wants it back (whichever occurs first)." + ] + }, + { + "type": "entries", + "name": "Rewards List", + "page": 78, + "id": "1d3", + "entries": [ + "There are six different rewards. Each one indicates in brackets the type of gear that can receive that upgrade.", + { + "type": "inset", + "page": 78, + "id": "1d4", + "entries": [ + "All upgrades can be applied only once to the same item. The item cannot be a Famous Weapon or Armour." + ] + }, + { + "type": "statblock", + "tag": "item", + "source": "TLotRR", + "name": "Close-fitting Armour", + "page": 79, + "displayName": "Close-fitting (Armour)", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "source": "TLotRR", + "name": "Cunning-make Armour", + "page": 79, + "displayName": "Cunning-make (Armour)", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "source": "TLotRR", + "name": "Fell Weapon", + "page": 79, + "displayName": "Fell (Weapon)", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "source": "TLotRR", + "name": "Grievous Weapon", + "page": 79, + "displayName": "Grievous (Weapon)", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "source": "TLotRR", + "name": "Keen Weapon", + "page": 79, + "displayName": "Keen (Weapon)", + "collapsed": true + }, + { + "type": "statblock", + "tag": "item", + "source": "TLotRR", + "name": "Reinforced Shield", + "page": 79, + "displayName": "Reinforced (Shield)", + "collapsed": true + }, + { + "type": "inset", + "name": "Named Weapons", + "page": 79, + "id": "1dc", + "entries": [ + "Warriors and adventurers often name items of war gear that prove themselves worthy. This is most common with blades and spears, rarer with helms and shields\u2014and almost unknown with armour.", + "Elves and Men follow similar naming traditions, bestowing titles upon their weapons\u2014such as 'Orc-cleaver', 'Foe-hammer', or 'Battle-friend'\u2014that glorify their effectiveness in battle. However, weapons with loftier or more poetic names\u2014such as 'Snow Point' or 'Cold Star'\u2014are almost always items of nobler lineage or greater antiquity, and are rarely given as rewards.", + "Weapons of worth are so highly esteemed among the Bardings that they often name their sons and daughters after pieces of war gear\u2014'Bard' can be translated as 'Battle-axe'. The Dúnedain treasure their ancient blades, and pass them down through generations of warriors.", + "Hobbits and Bree-landers rarely give titles to their weapons. If they do, it is probably because such an item has saved their lives. In any case, they tend to choose simple or otherwise unpretentious names taken from ordinary life.", + "Dwarves do not use names for their weapons at all, even renowned artefacts, which are most likely to be known by their legendary owners (such as the Axe of Durin). Of course, it is entirely possible that they do give names to their weapons but keep them secret." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Virtues", + "page": 80, + "id": "1dd", + "entries": [ + { + "type": "quote", + "entries": [ + "They...were believed to have strange powers of sight and hearing, and to understand the languages of beasts and birds." + ], + "style": "quote-pull", + "skipMarks": true + }, + "Virtues are special abilities that complement an adventurer's arsenal. Much more than simple talents, virtues define the heroic stature of the Player-heroes.", + "A Player-hero's choice of culture may grant them a starting virtue, to be selected from the common virtues list below, or from the appropriate list of cultural virtues.", + { + "type": "list", + "page": 80, + "items": [ + { + "type": "item", + "name": "Common", + "nameDot": false, + "entries": [ + "virtues describe aptitudes that come naturally to an adventurer, or that arise through time and practice." + ] + }, + { + "type": "item", + "name": "Cultural", + "nameDot": false, + "entries": [ + "virtues represent the secret talents of the dwellers of Middle-earth, and let adventurers accomplish things that are seen as extraordinary, if not magical, by ordinary folk." + ] + }, + "Each virtue can be acquired only once." + ] + }, + { + "type": "entries", + "name": "Common Virtues", + "page": 80, + "id": "1de", + "entries": [ + "There are six common virtues for players to choose from.", + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Confidence", + "page": 80 + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Dour-Handed", + "page": 80 + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Hardiness", + "page": 80 + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Mastery", + "page": 80 + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Nimbleness", + "page": 80 + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Prowess", + "page": 80 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/040-03-03.gathering-amongst-the-tree.webp" + }, + "width": 1700, + "height": 2052 + } + ] + }, + { + "type": "entries", + "name": "Virtues of the Bardings", + "page": 82, + "id": "1e5", + "entries": [ + "The Bardings are Northmen of the noblest blood\u2014a valiant people with a tradition of powerful kings. Considered lost for many long years, their ancient heritage has been tempered anew in dragon-fire and is today once again in capable hands.", + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Dragon-Slayer", + "page": 82 + }, + { + "type": "quote", + "entries": [ + "I am Bard, and by my hand was the dragon slain and your treasure delivered." + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Dwarf-Friend", + "page": 82 + }, + { + "type": "quote", + "entries": [ + "Nowhere are there any men so friendly to us as the Men of Dale." + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Fierce Shot", + "page": 82 + }, + { + "type": "quote", + "entries": [ + "The great bow twanged...the arrow...smote and vanished, barb, shaft and feather..." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "High Destiny", + "page": 83 + }, + { + "type": "quote", + "entries": [ + "Bard is not lost!\" he cried. \"He dived from Esgaroth, when the enemy was slain. I am Bard, of the line of Girion..." + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Stout-Hearted", + "page": 83 + }, + { + "type": "quote", + "entries": [ + "To the lineage of Gondor he added the fearless spirit of the Northmen..." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "The Language of Birds", + "page": 83 + }, + { + "type": "quote", + "entries": [ + "...he found he could understand its tongue, for he was of the race of Dale." + ], + "skipMarks": true + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/041-03-04.archer.webp" + }, + "width": 1700, + "height": 1282 + } + ] + }, + { + "type": "entries", + "name": "Virtues of the Dwarves", + "page": 83, + "id": "1ec", + "entries": [ + "The reserved and surly character of Dwarves has often been misinterpreted by others as hostility or untrustworthiness. Their secretiveness has even led other folks to believe that they possess strange and uncanny powers.", + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Baruk Khazâd!", + "page": 83 + }, + { + "type": "quote", + "entries": [ + "\"Baruk Khazâd! Khazâd ai-mênu!\" An axe swung and swept back. Two Orcs fell headless. The rest fled." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Broken Spells", + "page": 83 + }, + { + "type": "quote", + "entries": [ + "...they spoke fragments of broken spells of opening..." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Dark for Dark Business", + "page": 83 + }, + { + "type": "quote", + "entries": [ + "We like the dark,\" said the Dwarves. \"Dark for dark business! There are many hours before dawn." + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Durin's Way", + "page": 84 + }, + { + "type": "quote", + "entries": [ + "That was the beginning of the War of the Dwarves and the Orcs, which was long and deadly, and fought for the most part in deep places beneath the earth." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Stone-Hard", + "page": 84 + }, + { + "type": "quote", + "entries": [ + "They are a tough, thrawn race for the most part, secretive, laborious, retentive of the memory of injuries..." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Untameable Spirit", + "page": 84 + }, + { + "type": "quote", + "entries": [ + "Though they could be slain or broken, they could not be reduced to shadows enslaved to another will..." + ], + "skipMarks": true + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/042-03-05.dwarven-adventurers.webp" + }, + "width": 1700, + "height": 1277 + } + ] + }, + { + "type": "entries", + "name": "Virtues of the Elves", + "page": 85, + "id": "1f3", + "entries": [ + "Elves are synonymous with magic for most inhabitants of Middle-earth. The word 'magic' itself invokes images of their grace, the products of their craft, and their unearthly beauty.", + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Against the Unseen", + "page": 85 + }, + { + "type": "quote", + "entries": [ + "I also will come,\" said Legolas, \"for I do not fear the Dead." + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Deadly Archery", + "page": 85 + }, + { + "type": "quote", + "entries": [ + "...their small knives...would have been of no use against the arrows of the Elves that could hit a bird's eye in the dark." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Elbereth Gilthoniel!", + "page": 85 + }, + { + "type": "quote", + "entries": [ + "\"Elbereth Gilthoniel!\" sighed Legolas as he looked up." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Elvish Spirit", + "page": 86 + }, + { + "type": "quote", + "entries": [ + "...he could sleep, if sleep it could be called by Men, resting his mind in the strange paths of elvish dreams, even as he walked open-eyed in the light of this world." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Gleam of Wrath", + "page": 86 + }, + { + "type": "quote", + "entries": [ + "The Elves were the first to charge...Their spears and swords shone in the gloom with a gleam of chill flame, so deadly was the wrath of the hands that held them." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Memory of Ancient Days", + "page": 86 + }, + { + "type": "quote", + "entries": [ + "But it is not your own Shire,\" said Gildor. \"Others dwelt here before hobbits were; and others will dwell here again when hobbits are no more." + ], + "skipMarks": true + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/043-03-06.undead-army.webp" + }, + "width": 1700, + "height": 1181 + } + ] + }, + { + "type": "entries", + "name": "Virtues of the Hobbits", + "page": 86, + "id": "1fa", + "entries": [ + "Hobbits rarely display virtues considered to be heroic by other cultures, which partly explains their absence from history as written by Elves and Men. But to the discerning eye, these merry fellows reveal subtle qualities, often excelling in fields where stronger individuals might fail.", + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Art of Disappearing", + "page": 86 + }, + { + "type": "quote", + "entries": [ + "They possessed from the first the art of disappearing swiftly and silently, when large folk whom they do not wish to meet came blundering by..." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Brave at a Pinch", + "page": 86 + }, + { + "type": "quote", + "entries": [ + "he is one of the best, one of the best\u2014as fierce as a dragon in a pinch." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Small Folk", + "page": 87 + }, + { + "type": "quote", + "entries": [ + "For they are a little people, smaller than Dwarves..." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Sure at the Mark", + "page": 87 + }, + { + "type": "quote", + "entries": [ + "They shot well with the bow, for they were keen-eyed and sure at the mark. Not only with bows and arrows." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Three is Company", + "page": 87 + }, + { + "type": "quote", + "entries": [ + "We hobbits ought to stick together, and we will. I shall go, unless they chain me up." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Tough as Old Tree-Roots", + "page": 88 + }, + { + "type": "quote", + "entries": [ + "They are a remarkable race,\" said the Warden, nodding his head. \"Very tough in the fibre, I deem." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/044-03-07.hobbit-smoking.webp" + }, + "width": 1700, + "height": 1268 + } + ] + }, + { + "type": "entries", + "name": "Virtues of the Men of Bree", + "page": 88, + "id": "201", + "entries": [ + "The Bree-folk live a sheltered life, it is true; but there is an upside in being fond of a warm hearth and the company of friends\u2013you know there is something worth fighting for.", + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Bree-Pony", + "page": 88 + }, + { + "type": "quote", + "entries": [ + "Bill the pony was with them, and as before he had a good deal of baggage, but he trotted along beside Sam and seemed well content." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Defiance", + "page": 89 + }, + { + "type": "quote", + "entries": [ + "Few had survived the turmoils of the Elder Days; but when the Kings returned again over the Great Sea they had found the Bree-men still there..." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Desperate Courage", + "page": 89 + }, + { + "type": "quote", + "entries": [ + "Are you still willing to help me?\" \"I am,\" said Mr. Butterbur. \"More than ever." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Friendly and Familiar", + "page": 89 + }, + { + "type": "quote", + "entries": [ + "...they were more friendly and familiar with Hobbits, Dwarves, Elves, and other inhabitants of the world about them than was (or is) usual with Big People." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Strange as News from Bree", + "page": 89 + }, + { + "type": "quote", + "entries": [ + "Strange as News from Bree was still a saying in the Eastfarthing, descending from those days, when news from North, South, and East could be heard in the inn..." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "The Art of Smoking", + "page": 89 + }, + { + "type": "quote", + "entries": [ + "And certainly it was from Bree that the art of smoking the genuine weed spread in the recent centuries..." + ], + "skipMarks": true + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/045-03-08.bree-pony.webp" + }, + "width": 1700, + "height": 1672 + } + ] + }, + { + "type": "entries", + "name": "Virtues of the Rangers of the North", + "page": 90, + "id": "208", + "entries": [ + "The Rangers are what remains in the North of the great people that came to Middle-earth out of Westernesse, the Númenóreans. Their nobility of blood is exemplified by their many talents, even if their number has dwindled and their struggle has destined them to a life of secrecy.", + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Endurance of the Ranger", + "page": 90 + }, + { + "type": "quote", + "entries": [ + "Hardy is the race of Elendil!" + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Foresight of their Kindred", + "page": 90 + }, + { + "type": "quote", + "entries": [ + "And I say to you: if you pass the doors of Moria, beware!" + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Heir of Arnor", + "page": 90 + }, + { + "type": "quote", + "entries": [ + "Here is the ring of Barahir,\" he said, \"the token of our kinship from afar; and here also are the shards of Narsil." + ] + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Royalty Revealed", + "page": 90 + }, + { + "type": "quote", + "entries": [ + "Aragorn threw back his cloak. The elven-sheath glittered as he grasped it, and the bright blade of Andúril shone like a sudden flame as he swept it out. \"Elendil!\" he cried." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Strength of Will", + "page": 91 + }, + { + "type": "quote", + "entries": [ + "\"Does he feel no fear?\" muttered the Dwarf." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "feat", + "source": "TLotRR", + "name": "Ways of the Wild", + "page": 91 + }, + { + "type": "quote", + "entries": [ + "Where sight fails the earth may bring us rumour,\" said Aragorn. \"The land must groan under their hated feet." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/046-03-09.man-in-forest.webp" + }, + "width": 1700, + "height": 1287 + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 5: Adventuring Phases", + "page": 93, + "id": "20f", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/047-04-01.adventuring-phases-splash.webp" + }, + "width": 1700, + "height": 1202 + }, + { + "type": "quote", + "entries": [ + "Even the good plans of wise wizards like Gandalf and of good friends like Elrond go astray sometimes when you are off on dangerous adventures over the Edge of the Wild..." + ], + "style": "quote-pull", + "skipMarks": true + }, + "Right-minded, respectable folk know that adventures are disturbing, uncomfortable things. Not only do they make people late for dinner, but they often imperil the lives of those who embark upon them. Those few who dare cross the desolate regions of Eriador are another breed entirely. Some are enthusiastic explorers seeking the last remaining artefacts of a forgotten age. Others are valiant defenders of their people, venturing forth to push back the dark forces that threaten to engulf the land.", + "Perhaps the most heroic of all are the common folk who put aside their reluctance to leave their homes to do what needs to be done for the greater good. They are destined to confront the unknown, to brave dangers deemed insurmountable, and face foes believed to be invincible. Such is the life of adventurers.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/048-04-02.adventuring-phases-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 223 + }, + { + "type": "entries", + "name": "Adventuring Phase Sessions", + "page": 94, + "id": "210", + "entries": [ + "The largest part of the gameplay of {@i The Lord of the Rings Roleplaying} is made up of a series of Adventuring Phases. As the name suggests, it is during an Adventuring Phase that most of the action takes place, as opposed to the {@book Fellowship Phases|TLotRR|5}, where the events happening between adventures are described.", + "During an Adventuring Phase it is the job of the Loremaster to challenge the players, putting them in difficult circumstances, setting fiendish riddles for them to solve, and confronting them with formidable opponents. The gameplay is a dynamic narrative, as the players take action to explore the situations they encounter. The Loremaster then describes what happens as a result of their actions, and the players again react to the new circumstances, and so on.", + "The Loremaster keeps the story flowing through a mixture of preparation and improvisation." + ] + }, + { + "type": "entries", + "name": "Heroic Ventures", + "page": 94, + "id": "211", + "entries": [ + "A truly seasoned adventurer is familiar with the trials and challenges that accompany the dangerous lifestyle of a wandering hero\u2014fighting dangerous enemies ({@book combat|PHB|9|Combat}), meeting new people or important personalities ({@book council|TLotRR|4|Council}), and travelling to distant or unknown places ({@book journey|TLotRR|4|Journey}).", + { + "type": "inset", + "page": 94, + "id": "212", + "entries": [ + "As previously anticipated, the rules for combat in {@i The Lord of the Rings Roleplaying} rely primarily on the {@book normal rules|PHB} for 5e, and thus are not repeated here." + ] + }, + "The following sections instead offer detailed rules for those activities that require a special treatment to better reflect adventuring in Middle-earth: councils and journeys." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/049-04-03.warrior.webp" + }, + "width": 850, + "height": 893 + }, + { + "type": "section", + "name": "Council", + "page": 95, + "id": "213", + "entries": [ + { + "type": "quote", + "entries": [ + "You will soon hear all you wish to know,\" said Gandalf. \"We shall have a Council, as soon as you are well enough." + ], + "style": "quote-pull" + }, + "Adventurers meet many travellers and wanderers along the road. Whenever they deal with strangers, they should exercise some caution, as theirs is a trade considered peculiar and sometimes dangerous by the common folk. Even when meeting foes of the common Enemy, Player-heroes should watch their tongues and be mindful of their manners, as even trusty friends can be quick to anger in days of doubt.", + "When the Company meets one or more nonplayer characters in a formal gathering, a council occurs. While much of what transpires in a council can be played out as a dialogue between the Company and the Loremaster, the rules presented in this chapter are particularly appropriate to determine the progress of a meeting and its consequences.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/050-04-04.council.webp" + }, + "width": 1700, + "height": 1503 + }, + { + "type": "entries", + "name": "Social Encounters", + "page": 95, + "id": "214", + "entries": [ + "Councils represent social events of extraordinary importance, gatherings vital to the success of the Company's aims and goals that can be influenced by how they behave. The rules presented in this section should not be adopted for every verbal exchange between the Company and nonplayer characters\u2014everyday circumstances are better represented using the standard rules for ability checks.", + "To qualify as a council, a meeting must be a formal gathering during which the stakes are high and, depending on the outcome, the Company stands to win or lose something valuable.", + { + "type": "inset", + "id": "215", + "entries": [ + "To achieve their goal in a council, the Company must achieve a number of successful ability checks, based on the import of the request and ranging from 1 to 3." + ] + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Council Structure", + "page": 96, + "style": "inset" + } + ] + }, + { + "type": "entries", + "name": "Council Sequence", + "page": 96, + "id": "216", + "entries": [ + "A council is set up and resolved by going through the following three steps:", + { + "type": "list", + "page": 96, + "style": "list-decimal", + "items": [ + "{@book Introduction|TLotRR|4|1. Introduction}", + "{@book Set Required Successes|TLotRR|4|2. Set Required Successes}", + "{@book Interaction|TLotRR|4|3. Interaction}" + ] + }, + "When the council is concluded, a final step is used to assess its consequences (see {@book End of the Council|TLotRR|4|End of the Council}).", + { + "type": "entries", + "name": "1. Introduction", + "page": 96, + "id": "217", + "entries": [ + "At the beginning of a council, a spokesperson chosen among the Player\u2013heroes presents the Company. Generally, the spokesperson is the best speaker in the group.", + "To introduce the Company, the spokesperson must make a {@dc 15} Charisma check:", + { + "type": "list", + "page": 96, + "items": [ + "On a success, the Company can reroll a single ability check that they fail during the Interaction stage. If the Charisma check succeeds by 5 or more, the Company can reroll up to two failed ability checks.", + "If the Charisma check fails by 5 or more, all Player-heroes have disadvantage on their ability checks during the Interaction stage." + ] + }, + "The skills that are particularly useful in setting up a good Introduction are listed below, with details on their uses and consequences.", + { + "type": "list", + "page": 96, + "items": [ + "A {@b Charisma ({@skill Intimidation})} check conveys a powerful message using few words. Player-heroes can use it to impress someone and overturn a negative early reaction, or to quickly set the terms for the coming discussion. This approach has a downside though, as the spokesperson voluntarily mentions the lineage, deeds and other personal information of the various members of the Company for full effect.", + "A {@b Charisma ({@skill Persuasion})} check is the best way to smooth a relationship before asking for support or other form of assistance. It is particularly useful if the Company (or at least the spokesperson) is already on friendly terms with the opposing party; on the contrary, to unfriendly ears, a courteous speaker might sound duplicitous. Finally, it is possible to politely refuse to reveal too much about the identity of the group.", + "If the Company has doubts about the opposite party's intentions, the spokesperson can make a {@b Charisma ({@skill Deception})} check to extract a lot of information from others in exchange for very little. However, a poor performance is sure to provoke mistrust in the opposing party." + ] + } + ] + }, + { + "type": "entries", + "name": "2. Set Required Successes", + "page": 97, + "id": "218", + "entries": [ + "When the Company travels to Rivendell to petition Master Elrond, or asks to see the Mayor of the Shire in Michel Delving, they do it with a purpose in mind.", + "Before the council even begins, the players should all agree on what the Company hopes to achieve from the meeting, and possibly on how to go about getting it.", + { + "type": "inset", + "page": 97, + "id": "219", + "entries": [ + "What are they asking for? What kind of help are they hoping to get? How do they intend to get it? Is there something they are willing to give in return\u2014or to sacrifice?" + ] + }, + "The difficulty for the Company to achieve their stated goal determines the number of successes required during the Interaction stage, and it is set by the Loremaster at a value equal to 1 (a reasonable request), 2 (a bold request), or 3 (an outrageous request).", + "To make the evaluation, the Loremaster considers the import of the objective chosen by the Company, in relation to the motivations and expectations of the folk they are encountering.", + { + "type": "list", + "items": [ + "In general terms, a {@i reasonable} request (1 success required) is one where the encountered folk do not lose anything by helping the Player-heroes, or if the Company is offering something in return of approximately equal import.", + "A {@i bold} request (2 successes required) corresponds to a goal that is profiting the Company more than it does the people encountered.", + "An {@i outrageous} request (3 successes required) happens when the Player-heroes are asking the encountered folk to do something that is dangerous, or has scarce or no possibilities for reward." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/051-04-05.pleaing-case.webp" + }, + "width": 1700, + "height": 1137 + } + ] + }, + { + "type": "entries", + "name": "3. Interaction", + "page": 98, + "id": "21a", + "entries": [ + "This is the main, and most challenging, part of most social gatherings\u2014from a birthday party to an official audience with a Lord or Lady.", + "It is during this stage that the players engage with the Loremaster in playing out the scene, and make ability checks. The players choose their own course of action as they see fit, but the DC of their ability checks depends on the attitude of the people they encounter. To this end, the Loremaster chooses whether the audience of the Player-heroes is reluctant, open, or friendly:", + { + "type": "list", + "page": 98, + "items": [ + { + "type": "item", + "name": "Reluctant\u2014{@dc 20}", + "entries": [ + "The encountered group has reasons to be unwilling to help the Company, possibly due to a level of prejudice or other source of concern." + ] + }, + { + "type": "item", + "name": "Open\u2014{@dc 15}", + "entries": [ + "This is the default attitude for an audience, representing a general inclination to listen to what the Company has to say." + ] + }, + { + "type": "item", + "name": "Friendly\u2014{@dc 10}", + "entries": [ + "The audience is very interested in hearing what the Player-heroes have to say, and is willing to hear their plea. Maybe the Company was introduced by someone of note, or the spokesperson belongs to the same culture as the opposing party." + ] + } + ] + }, + "During this stage, the Loremaster keeps track of the number of successful ability checks scored by the Company.", + "The skills listed below can be used to various effects during Interaction.", + { + "type": "list", + "page": 98, + "items": [ + { + "type": "item", + "name": "Charisma ({@skill Deception})\u2014", + "nameDot": false, + "entries": [ + "This ability check can be used to obtain favours or information from an individual, resorting to half-truths if not outright lies. Player-heroes must be aware that deceiving the audience may often be considered a Misdeed, depending on the circumstances (see {@book Chapter 8|TLotRR|7|Misdeeds}), and that a failure will lead to a disaster regardless of the result of the roll (see {@book End of the Council|TLotRR|4|End of the Council})." + ] + }, + { + "type": "item", + "name": "Charisma ({@skill Intimidation})\u2014", + "nameDot": false, + "entries": [ + "This ability check can be used to impress a crowd of listeners or a single individual; Player-heroes may attempt the check to push a {@condition frightened} community to action, or to rouse a downcast leader. The objective of a Charisma ({@skill Intimidation}) check must be obvious; otherwise, even if the check succeeds, it will not count towards the number of successful ability checks scored by the Company." + ] + }, + { + "type": "item", + "name": "Charisma ({@skill Performance})\u2014", + "nameDot": false, + "entries": [ + "A good song or tune is almost never out of place at a relaxed social gathering, but they can also be powerful diplomatic devices if the singer finds the proper song or intones well-chosen words. If the check succeeds, it will not count towards the number of successful ability checks scored by the Company, but it will grant a +5 bonus (+10 on a magical success) to the next ability check made by the Company during this stage." + ] + }, + { + "type": "item", + "name": "Charisma ({@skill Persuasion})\u2014", + "nameDot": false, + "entries": [ + "Player-heroes can use their persuasiveness to win the minds of their listeners, or to strengthen their hold on an already-captivated audience. Unlike a Charisma ({@skill Intimidation}) check, a Charisma ({@skill Persuasion}) check may be used discreetly during any kind of social interaction." + ] + }, + { + "type": "item", + "name": "Intelligence ({@skill Riddle|TLotRR})\u2014", + "nameDot": false, + "entries": [ + "This ability check can be used in a social environment, either to formally play the ancient riddle-game\u2014practised and respected even by the unlikeliest of wicked creatures\u2014or to gather information and news. In the latter case, a successful Intelligence ({@skill Riddle|TLotRR}) check does not count towards the number of successful ability checks scored by the Company, but allows a Player-hero to put together all sorts of tidbits that incautious speakers might accidentally give away in their conversation, or simply to gather interesting facts, granting a +5 bonus (+10 on a magical success) to the next ability check made by the Company during this stage." + ] + }, + { + "type": "item", + "name": "Wisdom ({@skill Insight})\u2014", + "nameDot": false, + "entries": [ + "This ability check is useful to evaluate the emotions of the person or people the Company is interacting with, possibly revealing unspoken purposes or hidden feelings. If the check succeeds, it will not count towards the number of successful ability checks scored by the Company, but it will grant a +5 bonus (+10 on a magical success) to the next ability check made by the Company during this stage." + ] + } + ] + }, + { + "type": "inset", + "name": "Awarding Effective Roleplaying", + "page": 98, + "id": "21b", + "entries": [ + "The players and the Loremaster may ask themselves about how much impact the interaction between them should have on the final outcome of a council. Should a good die roll be considered more important than a clever decision by a player? The right answer is to give both equal weight.", + "As happens with any action that has the possibility of failure, players during a council describe their conduct, and then an appropriate ability check is made to evaluate the result.", + { + "type": "inset", + "page": 98, + "entries": [ + "If the delivered speech touches topics that are relevant to the Company's goal and that are deemed important by their audience, then the Player-hero gains advantage on the ability check." + ], + "id": "09a" + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "End of the Council", + "page": 99, + "id": "21c", + "entries": [ + "A council can end in three different ways:", + { + "type": "list", + "page": 99, + "items": [ + { + "type": "item", + "name": "Success", + "entries": [ + "The Company reaches the number of successful ability checks required\u2014the Player-heroes achieve what was chosen as their objective at the start of the council." + ] + }, + { + "type": "item", + "name": "Failure, or Success with Woe", + "entries": [ + "A Player-hero fails an ability check attempted during the Interaction stage (after any rerolls gained with a successful Introduction)\u2014the Player-heroes can now choose to simply fail and be refused what they asked for, OR, with the approval of the Loremaster, they can opt to achieve their stated goal, but at a steeper price. For example, they gain from the council much less than what they asked for, or they end up acquiring one or more enemies from among their audience. The price doesn't need to be immediately apparent, and may lead to an unexpected challenge to be faced another day." + ] + }, + { + "type": "item", + "name": "Disaster", + "entries": [ + "A Player-hero fails an ability check attempted during the Interaction stage by 10 or more (after any rerolls), or by 5 or more if the request was outrageous\u2014The Player-heroes cannot opt to turn the failure into a success with woe, and the Company is now seen as a threat by the folk encountered. The Player-heroes may end up being imprisoned, or even attacked." + ] + } + ] + }, + { + "type": "entries", + "name": "Experience Awards for Councils", + "page": 99, + "id": "21d", + "entries": [ + "Combat encounters in {@i The Lord of the Rings Roleplaying} are not as important as in other 5e products\u2014for this reason, the Loremaster is encouraged to award players with XP also when they successfully complete a Council.", + { + "type": "inset", + "page": 99, + "id": "21e", + "entries": [ + "The following table provides a series of suggested awards, to be divided among all Player-heroes taking part in a gathering (not only those who made one or more ability checks during the council), and to be awarded exclusively if the council involved a meaningful risk for the Company." + ] + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Council XP Awards", + "page": 99, + "style": "inset" + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Journey", + "page": 100, + "id": "21f", + "entries": [ + { + "type": "quote", + "entries": [ + "He then gave a full account of their journey from the time when they left Hobbiton." + ], + "style": "quote-pull", + "skipMarks": true + }, + "A Company will often end up travelling across long leagues of inhospitable and unfamiliar terrain in the course of their errands and quests. But a journey is much more than simply a means of getting to a destination. Travelling Player-heroes see the world outside the borders of their own lands, witness wondrous events, and face challenges that put their capabilities to the test. In short, a journey is synonymous with adventuring.", + "Gameplay during a journey is less focused on details\u2014whenever possible, everyone involved should try to avoid explicitly referencing the rules, and rather blend the structure into an ongoing narrative.", + { + "type": "inset", + "page": 100, + "id": "220", + "entries": [ + "Applying the rules for journeys requires the use of a map of the traversed region, and collaboration between the Loremaster and the players to determine what happens along the way." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/052-04-06.traveling-by-wagon.webp" + }, + "width": 1700, + "height": 598 + }, + { + "type": "entries", + "name": "The Map", + "page": 100, + "id": "222", + "entries": [ + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/053-map-4.01-eriador-hex.webp" + }, + "imageType": "map", + "title": "Hex Map: Eriador", + "width": 4096, + "height": 2742, + "id": "389", + "grid": { + "type": "hexRowsOdd", + "size": 199, + "offsetX": 69, + "offsetY": 124, + "scale": 3, + "distance": 20, + "units": "miles" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/054-map-4.01-eriador-hex-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 4096, + "height": 2742, + "mapParent": { + "id": "389" + }, + "grid": { + "type": "hexRowsOdd", + "size": 199, + "offsetX": 69, + "offsetY": 124, + "scale": 3, + "distance": 20, + "units": "miles" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/Key.webp" + }, + "title": "Map Key", + "maxWidth": 150 + } + ] + }, + "The rules for travelling in {@i The Lord of the Rings Roleplaying} assume that the Company is trying to reach a specific destination. If the Company must visit a number of different locations, reaching each of them must be considered as a separate journey.", + "As obvious as it may seem, the members of a travelling Company must know at least approximately where their destination is located to be able to reach it. At the end of the Third Age, Middle-earth is a dangerous place, and the folks inhabiting it have been long sundered from each other, to the point that most people do not know the precise whereabouts of places just a few days away\u2014if they are aware of their existence at all.", + { + "type": "inset", + "page": 100, + "id": "223", + "entries": [ + "The front end papers contain the {@book Players' Map|TLotRR|0|The Twilight of the Third Age}, representing the geographical lore of experienced adventurers\u2014that is, a deeper knowledge than that possessed by the average denizen of Eriador." + ] + }, + "All the locations indicated as villages or towns are places that the Company may choose as their destination. Not every settlement that exists in the Third Age is shown on the map\u2014even a sparsely populated region like Eriador counts dozens of unmarked villages and isolated homesteads, what remains of what was once a large kingdom of Men.", + "Players can update their geographical lore during play, by making a copy of the map and writing directly on it, adding the places they visit." + ] + }, + { + "type": "inset", + "name": "There and Back Again", + "page": 101, + "id": "221", + "entries": [ + "The rules for journey resolution have been devised to make travelling across the land a vital component of gameplay, but they are not meant to be used every time the Company is on the road. In particular, they should rarely be used when the heroes are on their way back home. This is because the main effects of adventuring on the Player-heroes are not very relevant if the members of the Company are headed for a safe haven where they can rest without problems, or if they are travelling without any concern for the amount of time it will take them to make the trip. On the contrary, the journey back should be played out in detail in those cases where an Adventuring Phase may profit from a 'closing act', or when reaching their destination was just part of the Player-heroes' mission\u2014for example, if they are escorting someone back with them." + ] + }, + { + "type": "entries", + "name": "The Travelling Company", + "page": 101, + "id": "224", + "entries": [ + "The members of the Company assume different roles during a journey. A journey role summarises roughly what a Player-hero is doing for the length of the trip and comes into play when the Company experiences an event (see {@book Journey Sequence|TLotRR|4|Journey Sequence}).", + { + "type": "inset", + "page": 101, + "id": "225", + "entries": [ + "There are four journey roles to cover: Guide, Hunter, Lookout, and Scout." + ] + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Journey Roles", + "page": 101 + }, + { + "type": "entries", + "name": "Assign Journey Roles", + "page": 101, + "id": "226", + "entries": [ + "A travelling Company must cover all four available roles. The same role can be assigned to more than one Player-hero, with the exception of the Company's Guide. A Player-hero can take on multiple roles, but can only do so with penalties (see further in this chapter) and by doing so cannot provide help to Player-heroes assigned to the same role (see {@book Resolve the Event|TLotRR|4|3. Resolve the Event}). Certain features, such as the Warded Lands feature of the Warden, allow Player-heroes to take on multiple roles without penalties (but they still cannot provide help to other companions assigned to the same role)." + ] + } + ] + }, + { + "type": "entries", + "name": "Journey Sequence", + "page": 101, + "id": "227", + "entries": [ + "If a Company is undertaking a very long journey (more than 20 hexes), the Loremaster should split the itinerary into a number of legs, to be considered as separate journeys.", + "Journeys are resolved by applying the following sequence:", + { + "type": "list", + "page": 101, + "style": "list-decimal", + "items": [ + "{@book Set Journey Path|TLotRR|4|1. Set Journey Path}", + "{@book Make Pathfinding Checks|TLotRR|4|2. Make Pathfinding Checks}", + "{@book Ending the Journey|TLotRR|4|3. Ending the Journey}" + ] + }, + { + "type": "entries", + "name": "1. Set Journey Path", + "page": 101, + "id": "228", + "entries": [ + "Using the Player's map, the Company shows the Loremaster the route that they intend to follow. The itinerary must connect the location where the Company is at the start of the journey, and the location chosen as their destination.", + { + "type": "inset", + "page": 101, + "id": "229", + "entries": [ + "When tracing their journey path, the players must consider that their itinerary can rarely be drawn 'as the crow flies'\u2014that is, connecting the starting point to the destination in a straight line. Instead, due consideration must be given to the lie of the land." + ] + }, + "For example, high mountain ranges and swift-running rivers can be traversed only across passes or over bridges or fords.", + { + "type": "inset", + "page": 101, + "id": "22a", + "entries": [ + "Then, the Loremaster checks the map on the back end papers and draws the Company's itinerary on a copy of the journey log, using its hex grid, as a path traversing a number of hexes equal to those required to reach the destination (not counting the starting hex)." + ] + }, + "The path drawn on the journey log must not necessarily conform to the shape of the path as traced by the players on the map\u2014the only requirement is that it must be composed of the same number of hexes.", + "This notwithstanding, the players are encouraged to annotate any prominent landmarks they are traversing or passing by, like ruins, or river fords and bridges. Players may also mark those hexes that contain different types of terrain, as seen on the region map, to eventually facilitate the Loremaster in assessing the duration of the journey.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/055-04-07.map-example.webp" + }, + "title": "Journey Log Example", + "width": 1700, + "height": 1316, + "imageType": "map", + "id": "38a", + "grid": { + "type": "hexRowsOdd", + "size": 81, + "offsetX": -14, + "offsetY": 5, + "distance": 20, + "units": "miles" + } + }, + { + "type": "entries", + "page": 102, + "style": "text-center", + "entries": [ + "{@link Download Journey Log Example|https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/pdf/TLotRR/000-journey-log-example.pdf}", + "{@link Download Journey Log Template|https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/pdf/TLotRR/001-journey-log.pdf}" + ], + "id": "09b" + } + ] + }, + { + "type": "entries", + "name": "2. Make Pathfinding Checks", + "page": 102, + "id": "22b", + "entries": [ + "Journeys can be dangerous (and exciting!), as a travelling Company experiences along the way a number of events representing threats and unexpected occurrences.", + { + "type": "inset", + "page": 102, + "id": "22c", + "entries": [ + "Events take place in specific spots along the journey path of the Company. To determine exactly where, the Guide of the Company must make a {@dc 15} Wisdom ({@skill Travel|TLotRR}) check. If the Company carries a map of the itinerary, the Guide can use their proficiency with {@item cartographer's tools|PHB}, instead of {@skill Travel|TLotRR}. If the journey is by sea, the Guide can alternatively use their proficiency with {@item navigator's tools|PHB}. A Guide who takes on multiple roles takes a \u22125 penalty to this check." + ] + }, + "As soon as the Company leaves, the Guide makes a first pathfinding check, and counts a number of hexes along the journey path based on the outcome of the roll:", + { + "type": "list", + "page": 102, + "items": [ + "If the pathfinding check fails, the event occurs 2 hexes away along the journey path. If the check fails by 5 or more, the event occurs only 1 hex away.", + "If the pathfinding check succeeds, the event takes place at a distance of 3 hexes. If the check succeeds by 5 or more, the event occurs 4 hexes away." + ] + }, + "The Loremaster finds the precise spot by counting the appropriate number of hexes, starting from the current position of the Company and proceeding towards its destination\u2014the last hex reached by counting is the spot where an event takes place. If the Company is using a journey log, the event is marked on the appropriate hex.", + { + "type": "inset", + "page": 102, + "id": "22d", + "entries": [ + "To determine the precise nature of an event, the procedure described under {@book Event Resolution|TLotRR|4|Event Resolution} must be applied." + ] + }, + "Once the event has been resolved, the Guide must make a new pathfinding check to see if another event happens further along the Company's journey path." + ] + }, + { + "type": "entries", + "name": "3. Ending the Journey", + "page": 103, + "id": "22e", + "entries": [ + "A journey continues until the Guide's pathfinding check lets the Company match or exceed the number of hexes left between their current position and the final destination\u2014when this happens, the Company has reached its destination and the journey is over.", + { + "type": "inset", + "page": 103, + "id": "22f", + "entries": [ + "More specifically, a journey ends when the Company reaches its intended destination, and the Player-heroes take part in a new scene, or when an unexpected occurrence engages the Company in a different activity for a significant amount of time\u2014in that case, the Loremaster adjudicates whether this ends the journey or not." + ] + }, + { + "type": "entries", + "name": "Fatigue Saving Throw:", + "page": 103, + "entries": [ + "Fatigue represents the level of {@condition exhaustion} that a Player-hero accumulates while travelling and that manifests itself fully when the journey is finally over." + ], + "id": "09c" + }, + { + "type": "inset", + "page": 103, + "id": "230", + "entries": [ + "In game terms, at the end of the Journey each Player-hero must make a {@dc 10} Constitution saving throw. The DC is increased by an amount determined by the number and the type of events faced by the Company (see {@table Journey Events Table|TLotRR})." + ] + }, + { + "type": "inset", + "page": 103, + "id": "231", + "entries": [ + "If the fatigue saving throw succeeds, the Player-hero does not suffer any level of {@condition exhaustion}." + ] + }, + { + "type": "inset", + "page": 103, + "id": "232", + "entries": [ + "If the fatigue saving throw fails, the Player-hero suffers one level of {@condition exhaustion}. If the saving throw fails by 5 or more, the Player-hero suffers two levels of {@condition exhaustion} instead. If it fails by 10 or more, the Player-hero suffers three levels of {@condition exhaustion} instead." + ] + }, + "If you ride a mount for at least half of the journey's length in days of travel (rounded up), you gain a bonus to your fatigue saving throw equal to your mount's Constitution modifier." + ] + }, + { + "type": "entries", + "name": "Journey Length", + "page": 103, + "id": "233", + "entries": [ + "The following rules replace those for travel pace of 5e. During a journey, traversing each hex on the region map takes 1 day, or 2 days if the Company moves at a walking speed of 15 feet or lower.", + "If the Company moves at a speed of 50 feet or higher, count 1 day for each two hexes, or 1 day for each three hexes if the Company moves at a speed of 80 feet or higher.", + "Hexes suggesting {@book difficult terrain|PHB|8|Difficult Terrain} (hills, marshes, woods, etc.) do not allow proceeding on horseback, and must be traversed at half speed.", + { + "type": "entries", + "page": 103, + "name": "Forced March:", + "entries": [ + "The members of a Company can press themselves while on a journey, and march for more hours each day than they would otherwise dare." + ], + "id": "09d" + }, + { + "type": "inset", + "id": "234", + "page": 103, + "entries": [ + "If the Company undertakes a forced march, double their speed for the purpose of calculating travel pace, but each Player-hero must make a {@dc 15} fatigue saving throw at the end of each day of forced march, suffering the normal consequences on a failure." + ] + }, + { + "type": "entries", + "name": "Noticing Threats:", + "page": 104, + "entries": [ + "Use the passive Wisdom ({@skill Perception}) scores of the Player-heroes to determine if they notice hidden threats during a journey, as normal. Player-heroes who take on multiple roles or undertake a forced march take a \u22125 penalty to their passive Wisdom ({@skill Perception}) scores." + ], + "id": "09e" + }, + { + "type": "entries", + "name": "Stealth:", + "page": 104, + "entries": [ + "During a journey, Player-heroes can move stealthily if they travel at no more than half their base walking speed. While doing so, as long as they are not in the open, they can try to {@status surprised||surprise} or sneak past other creatures they encounter." + ], + "id": "09f" + }, + { + "type": "inset", + "name": "Perilous Areas", + "page": 103, + "id": "235", + "entries": [ + "A number of hexagons on the Journey Map are outlined with a thicker border\u2014these are areas that are considered particularly hard or dangerous to cross. These are patches of thick woodland, steep mountain passes, treacherous marshes, and other hazardous terrain types.", + "In game terms, all Perilous Areas are rated for their dangerousness with a numerical value\u2014their Peril rating. When a pathfinding check would lead the Company into or through a Perilous Area, apply the following:", + { + "type": "list", + "style": "list-decimal", + "items": [ + "The travelling Company stops in the Perilous Area as soon as it enters it.", + "Before the Player-heroes can leave the area, they must face a number of events equal to its Peril rating (all normal rules apply).", + "Once all events have been resolved, the Company continues the journey normally, resuming their pathfinding checks from the first hex along the journey path outside the boundaries of the Perilous Area." + ] + }, + "Supplements for the game may provide special Journey Events Tables based on specific Perilous Areas." + ] + } + ] + }, + { + "type": "entries", + "name": "Experience Awards for Journeys", + "page": 104, + "id": "236", + "entries": [ + "Characters in {@i The Lord of the Rings Roleplaying} also gain experience points by completing a journey.", + { + "type": "inset", + "page": 104, + "id": "237", + "entries": [ + "As it happens with Councils, the XP award should be gained exclusively if the Company took significant risks along the path, had to cover the route within a time limit, or had to make the journey under particularly disadvantageous conditions. The total XP award of a journey is calculated by adding up the suggested XP value of each hex crossed by the Player-heroes, and then dividing the total among all Player-heroes." + ] + }, + "For example, the journey from Bree to Sarn Ford along the Greenway involves travelling 4 hexes of road between the South Downs and the Barrow Downs (a Dark Land), worth 100 XP (25 × 4), and another 3 hexes of road in a Wild Land, worth 30 XP (10 × 3). The journey is therefore worth a total of 130 XP (100 + 30).", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Journey XP Awards", + "page": 104, + "style": "inset" + } + ] + } + ] + }, + { + "type": "entries", + "name": "Event Resolution", + "page": 104, + "id": "238", + "entries": [ + "Journeys can be long but uneventful, or made exciting by many unexpected occurrences. Using the {@book Journey Sequence|TLotRR|4|Journey Sequence} described in the previous pages, each journey may end up featuring one or more events, based on the length of the journey.", + "Once the Loremaster has identified the location where an event is going to take place, apply the following sequence:", + { + "type": "list", + "page": 104, + "style": "list-decimal", + "items": [ + "{@book Select Targets|TLotRR|4|1. Select Targets}", + "{@book Determine Event|TLotRR|4|2. Determine Event}", + "{@book Resolve the Event|TLotRR|4|3. Resolve the Event}" + ] + }, + { + "type": "entries", + "name": "1. Select Targets", + "page": 104, + "id": "239", + "entries": [ + "The Loremaster selects who will face the journey event by rolling a {@dice d3} and using the Event Target table below.", + { + "type": "inset", + "page": 104, + "id": "23a", + "entries": [ + "The table identifies the possible targets, among those Player-heroes covering the roles of Scouts, Look-outs, and Hunters. The table also shows the ability check that will be required by the journey event." + ] + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Event Target", + "page": 104 + } + ] + }, + { + "type": "entries", + "name": "2. Determine Event", + "page": 105, + "id": "23b", + "entries": [ + "To determine the nature of the event, the Loremaster must check the map to see in which region type the event is taking place, and then makes a {@dice d20} roll:", + { + "type": "list", + "page": 105, + "items": [ + "If it is within a Border Land, the roll is made with advantage.", + "If it is within a Dark Land, the roll is made with disadvantage." + ] + }, + "The roll result is then checked on the Journey Events table below. All entries detail a type of occurrence that the Loremaster uses to describe what happens to the travelling Company, specifying precisely what happens in game terms.", + "More specifically:", + { + "type": "list", + "page": 105, + "items": [ + "Each journey event features a unique effect that must be resolved with an ability check made by a Player-hero among those covering the role that was singled out as the target.", + "Most events may additionally cause an increase in the DC of the fatigue saving throw made by each Player-hero at the end of the journey. Multiple increases are cumulative." + ] + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Journey Events Table", + "page": 105 + } + ] + }, + { + "type": "entries", + "name": "3. Resolve the Event", + "page": 105, + "id": "23c", + "entries": [ + "To resolve the event, one Player-hero among those selected as the targets must now make the ability check specified in {@book step 1|TLotRR|4|1. Select Targets}; a Player-hero covering the same role can choose to help the companion (unless they are covering other roles; see {@book Assign Journey Roles|TLotRR|4|Assign Journey Roles}), granting advantage to the check.", + "The DC of the ability check is determined by the terrain type where the event is taking place. Player-heroes who take on multiple roles take a -5 penalty to their check. The check has disadvantage if it is autumn or winter.", + { + "type": "list", + "page": 105, + "items": [ + { + "type": "item", + "name": "Hard Terrain\u2014{@dc 20}", + "entries": [ + "The event takes place in a hex suggesting a hard terrain." + ] + }, + { + "type": "item", + "name": "Roads\u2014{@dc 10}", + "entries": [ + "The events happens along a road." + ] + }, + { + "type": "item", + "name": "Open Terrain\u2014{@dc 15}", + "entries": [ + "The events takes place in a hex suggesting neither hard terrain nor roads." + ] + } + ] + }, + { + "type": "entries", + "name": "Consequences of the Ability Check:", + "page": 105, + "entries": [ + "Each entry in the {@table Journey Events table|TLotRR} specifies what happens in game terms, based on whether the ability check fails or succeeds. A consequence indicating 'the target' concerns the Player-hero who made the roll (and also includes anyone who helped)." + ], + "id": "0a0" + } + ] + } + ] + }, + { + "type": "entries", + "name": "Describing Journey Events", + "page": 106, + "id": "23d", + "entries": [ + "When resolving events, the Loremaster should be ready to improvise a short scene describing what is happening to the Company, based on the information that the event resolution system has provided (who in the Company is facing the challenge, which ability check is required, etc.) and the current gameplay circumstances.", + "The aim is not only to provide the players with a narration giving context to the journey rules, but also to weave what happens to the Company on the road into the wider landscape of the ongoing gameplay.", + { + "type": "entries", + "name": "Event Types", + "page": 106, + "id": "23e", + "entries": [ + "The following paragraphs provide a number of suggestions on how to improvise scenes based on all event types.", + { + "type": "list", + "page": 106, + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Terrible Misfortune:", + "page": 106, + "entries": [ + "Something went so badly that the Company is trudging wearily and the target of the event risked being seriously harmed. The Hunters were injured when a prey proved to be too dangerous, the Scouts suffered harm from the extreme cold, a Look-out fell from a tree while standing watch, etc.", + { + "type": "quote", + "entries": [ + "Slowly they moved off, and were soon toiling heavily. In places the snow was breast-high, and often Boromir seemed to be swimming or burrowing with his great arms rather than walking." + ], + "skipMarks": true + } + ] + }, + { + "type": "item", + "name": "Despair:", + "page": 106, + "entries": [ + "The Company has been so unlucky as to have been subjected to a terrible ordeal, an occurrence that is most likely connected to the slow rising of the Shadow. Examples of such an experience include: the Company stumbled into a blighted area, discovered the grisly remains of other travellers murdered by Orcs, felt the chilling presence of an evil spirit, witnessed the passage of some powerful servant of the Enemy, and so on.", + { + "type": "quote", + "entries": [ + "The sun, a pale and watery yellow, was gleaming through the mist just above the west wall of the hollow in which they lay; north, south, and east, beyond the wall the fog was thick, cold and white. The air was silent, heavy and chill." + ], + "skipMarks": true + } + ] + }, + { + "type": "item", + "name": "Ill Choices:", + "page": 106, + "entries": [ + "Failing the event caused the target much grief or frustration. Maybe the Scout couldn't decide on the right way and lost precious sleep finding a good path, the Hunter worried about scanty provisions, the Look-out feared constantly about putting the Company in danger, etc.", + { + "type": "quote", + "entries": [ + "You give the choice to an ill chooser,\" said Aragorn. \"Since we passed through the Argonath my choices have gone amiss." + ] + } + ] + }, + { + "type": "item", + "name": "Mishap:", + "page": 106, + "entries": [ + "Some adversity has caused the Company to slow its pace, or to stop altogether. Anything from not having brought the correct travelling gear or enough provisions and having to hunt or fish, to having to choose a longer and more difficult itinerary.", + { + "type": "quote", + "entries": [ + "Rope!\" he muttered. \"No rope! And only last night you said to yourself: 'Sam, what about a bit of rope? You'll want it, if you haven't got it.' Well, I'll want it. I cannot get it now." + ] + } + ] + }, + { + "type": "item", + "name": "Shortcut:", + "page": 107, + "entries": [ + "A successful roll by the target allowed the Company to progress faster. For example, the Look-out located a shorter path, the Scout opened the way quickly and efficiently, or a bountiful hunt didn't require the Company to stop.", + { + "type": "quote", + "entries": [ + "We could save a quarter of the distance if we made a line for the Ferry from where we stand." + ], + "skipMarks": true + } + ] + }, + { + "type": "item", + "name": "Chance-Meeting:", + "page": 107, + "entries": [ + "The Player-heroes encounter someone who proves useful to their current circumstances. It may be nothing more than a fortuitous encounter with other travellers, or friendly denizens of the traversed region, providing the Company with food, water, or particularly accurate directions, but the Loremaster can take the chance to create a more meaningful episode involving a major character, a patron for example.", + { + "type": "quote", + "entries": [ + "...that has been averted because I met Thorin Oakenshield one evening on the edge of spring in Bree. A chance-meeting, as we say in Middle-earth." + ] + } + ] + }, + { + "type": "item", + "name": "Joyful Sight:", + "page": 107, + "entries": [ + "The Loremaster must describe how the Company witnessed an exceptional occurrence, connected to the subtle magic of Middle-earth and its denizens, and capable of lifting the spirit of those who observe it.", + "Examples of such sights include: witnessing the passage of a company of Wandering Elves, seeing a congregation of Great Eagles flying high above, feeling the presence of a benevolent spirit in a glade or waterfall, encountering by chance one of the Wise and Powerful, and so on.", + { + "type": "quote", + "entries": [ + "Come with me, Frodo!\" cried the Dwarf, springing from the road. \"I would not have you go without seeing Kheled-zâram." + ] + } + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/056-04-08.dragon.webp" + }, + "width": 1700, + "height": 1278 + } + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 6: Fellowship Phases", + "page": 109, + "id": "23f", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/057-05-01.fellowship-phase-splash.webp" + }, + "width": 1700, + "height": 1182 + }, + { + "type": "quote", + "entries": [ + "But tonight I shall sleep without fear for the first time since I left Rivendell. And may I sleep deep, and forget for a while my grief! I am weary in body and in heart." + ], + "style": "quote-pull" + }, + "Heroes are not always busy navigating deep caverns, fighting back the Shadow, or fleeing from dangers beyond their ability to face. Even the most eager of adventurers needs some time to rest, to gather their wits, and allow time for their hurts to mend. Whether the Player-heroes spend it in pursuit of a personal goal, or simply resting comfortably to recover their energies before setting out on the road once again, the time between adventures is called the Fellowship Phase.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/058-05-02.fellowship-phase-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 822 + }, + { + "type": "section", + "name": "How a Fellowship Phase Works", + "page": 110, + "id": "240", + "entries": [ + { + "type": "quote", + "entries": [ + "They stayed long in that good house, fourteen days at least, and they found it hard to leave." + ], + "style": "quote-pull", + "skipMarks": true + }, + "A Fellowship Phase is a gameplay instance driven by the players' choices\u2014while during the {@book Adventuring Phase|TLotRR|4} players react to the Loremaster's storytelling prompts, during a Fellowship Phase they get to elaborate upon their Player-heroes' stories and ambitions, and to mark their adventurers' progression. The Loremaster is invited to sit back and follow what the players have to say about their characters.", + "Players are encouraged to narrate in detail what they do during a Fellowship Phase, not necessarily limiting themselves to those activities with a direct gaming effect. For example, the adventurers might inquire about leads, problems, and opportunities that have arisen during the preceding Adventuring Phase.", + "When they do so, the players must always keep in mind the length of a Fellowship Phase and its geographical limits. Moreover, they must not introduce new background information\u2014such as exploring a location their Player-hero has never visited before, making the acquaintance of personalities they haven't encountered yet, and so on (in short, they should not do what is better suited to an Adventuring Phase).", + { + "type": "inset", + "page": 110, + "id": "241", + "entries": [ + "A Fellowship Phase marks the conclusion of each Adventuring Phase, and, as such, ideally takes place at the end of a gaming session. Otherwise, it can open a new session, and precede the next Adventuring Phase." + ] + } + ] + }, + { + "type": "section", + "name": "Fellowship Phase Structure", + "page": 110, + "id": "242", + "entries": [ + "All Fellowship Phases are structured as follows:", + { + "type": "list", + "page": 110, + "style": "list-decimal", + "items": [ + "{@book Set Duration|TLotRR|5|1. Set Duration}", + "{@book Choose Destination|TLotRR|5|2. Choose Destination}", + "{@book Spiritual Recovery|TLotRR|5|3. Spiritual Recovery}", + "{@book Choose Undertakings|TLotRR|5|4. Choose Undertakings}" + ] + }, + { + "type": "entries", + "name": "1. Set Duration", + "page": 110, + "id": "243", + "entries": [ + "A Fellowship Phase usually covers a longer period of time than the average Adventuring Phase. Events are described in broader strokes\u2014days and weeks pass while the Player-heroes relax, or busy themselves with their own personal work or studies.", + { + "type": "inset", + "page": 110, + "id": "244", + "entries": [ + "To give the Player-heroes a real break from active adventuring, a Fellowship Phase should last a minimum of one week, up to an entire season." + ] + }, + "Normally, the longest Fellowship Phase is taken during the mid-winter festivities (see {@book Yule|TLotRR|5|Yule})." + ] + }, + { + "type": "entries", + "name": "2. Choose Destination", + "page": 110, + "id": "245", + "entries": [ + "Once the length of the Fellowship Phase has been determined, the players must decide where they will spend it. Generally, the Player-heroes stop at a safe haven to spend the phase as a group, unless the year's end festivities are near.", + "To keep the gameplay authentic, the players should choose a place within a reasonable distance from the area where the Company was adventuring during the recent sessions of play, also taking into consideration how long the Fellowship Phase will last.", + { + "type": "inset", + "page": 111, + "id": "246", + "entries": [ + "The players are free to select any location the Company has visited so far. The journey required to reach the chosen destination is considered to take place 'behind the scenes', unless the players have a mind to play out the details." + ] + }, + "Places like the town of Bree or Rivendell are the ultimate safe havens, as they are particularly suited to resting and the mending of wounds, and are inhabited by a host willing to welcome travellers." + ] + }, + { + "type": "entries", + "name": "3. Spiritual Recovery", + "page": 111, + "id": "247", + "entries": [ + "The time spent in front of a cosy hearth while enjoying an everyday life confirms to the Player-heroes that their efforts are not wasted, and restores their faith in a brighter future.", + { + "type": "inset", + "page": 111, + "id": "248", + "entries": [ + "If the Adventuring Phase resulted in what can be considered a positive outcome in the fight against the encroaching Shadow, all members of the Company get to remove a number of {@book Shadow points|TLotRR|7|Shadow Points}." + ] + }, + "If that's the case, the Loremaster must then weigh the actions of the Company against the broader context of the Twilight of the Third Age, and allow them to remove from 1 to 3 Shadow points, based on how noteworthy their accomplishments are deemed to be.", + { + "type": "list", + "page": 111, + "items": [ + "If the Company's actions can be considered to have at least marginally interfered with the return of the Shadow, each Player-hero removes 1 Shadow point.", + "If their deeds can be considered to have actively hindered or damaged the Enemy, each Player-hero removes up to 2 Shadow points.", + "If the Player-heroes have committed feats that would gain the attention of the Dark Lord himself, or at least that of one of his major servants, then the Player-heroes can remove up to 3 Shadow points." + ] + } + ] + }, + { + "type": "entries", + "name": "4. Choose Undertakings", + "page": 111, + "id": "249", + "entries": [ + "Undertakings are time-consuming endeavours that Player-heroes can accomplish exclusively during a lengthy stop like a Fellowship Phase.", + { + "type": "inset", + "page": 111, + "id": "24a", + "entries": [ + "Players select a number of activities, based on whether the Fellowship Phase is an ordinary one, or if it's Yule, the end of a year (see {@book Fellowship Phase Undertakings|TLotRR|5|Fellowship Phase Undertakings})." + ] + } + ] + }, + { + "type": "entries", + "name": "Yule", + "page": 111, + "id": "24b", + "entries": [ + "Approximately once every three Fellowship Phases, winter comes, and with it the end of the current year. Normally, the Company spends the entire cold season as a single, prolonged Fellowship Phase. Life in the wild is unforgiving, and adventurers prefer to have a roof over their heads when the wind is howling, and the land is buried in snow.", + "In most cases, the Company disbands temporarily on occasion of the Yule festivities, as each Player-hero takes the chance to return home and enjoy some time among family and folk. Three months are enough for any Player-hero to return home from any location other than the most remote.", + { + "type": "entries", + "name": "The Passage of the Years", + "page": 111, + "id": "24c", + "entries": [ + "When Yule comes, it means that all Player-heroes have aged one year. Luckily, time does not only slay kings and ruin towns, but may bring wisdom\u2014the time the Player-heroes spend without adventuring allows them to reflect on their experiences, and possibly learn from their mistakes:", + { + "type": "inset", + "page": 111, + "id": "24d", + "entries": [ + "During Yule, all Player-heroes who do not choose the {@action Heal Scars|TLotRR} undertaking earn a number of bonus XP equal to 10 times their Intelligence score, multiplied by their current level." + ] + }, + { + "type": "quote", + "entries": [ + "For example, a 3rd-level Player-hero with Intelligence 13 gets 390 XP (13 × 10 × 3)." + ], + "skipMarks": true + }, + "Then, the Loremaster should take the chance offered by a Yule Fellowship Phase to update the Company on the changes that are taking place in the world and that their Player-heroes should know about. To this end, the Loremaster may use the information contained in the setting chapter to determine what news reaches the ears of the Player-heroes, tailoring the information based on the current circumstances and whereabouts of the Company.", + "Keeping the Company up-to-date with important news is a way to insert background elements into the next Adventuring Phase.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/059-05-03.hobbit-door.webp" + }, + "width": 1700, + "height": 1220 + } + ] + } + ] + }, + { + "type": "entries", + "name": "Fellowship Phase Undertakings", + "page": 112, + "id": "24e", + "entries": [ + "This section lists the various activities available to the Company during a Fellowship Phase. Players select a different number of undertakings, based on whether the Fellowship Phase is an ordinary one, or if it's Yule\u2014the end of a year.", + { + "type": "list", + "page": 112, + "items": [ + "During an ordinary Fellowship Phase, the Company as a group chooses one single undertaking.", + "During a Yule Fellowship Phase, each player chooses one undertaking instead.", + "Finally, during each Fellowship Phase (ordinary or Yule), the Company is entitled to choose one additional undertaking, selecting it from among those that are listed as free, based on the callings or proficiencies of the Player-heroes." + ] + }, + "To sum things up, during an ordinary Fellowship Phase the Company will choose a maximum of two undertakings, and a number of undertakings equal to the number of Player-heroes plus one during Yule. Players must always select different undertakings, unless they are marked as Yule activities\u2014such endeavours can be chosen by any number of Player-heroes.", + { + "type": "inset", + "name": "Change Adventuring Gear", + "page": 113, + "id": "24f", + "entries": [ + "In addition to the various endeavours they may achieve, during each Fellowship Phase the players are free to buy and sell adventuring gear and any weapons and armour that are available in the location chosen as the destination." + ] + }, + { + "type": "statblock", + "tag": "action", + "source": "TLotRR", + "name": "Gather Rumours", + "page": 112 + }, + { + "type": "statblock", + "tag": "action", + "source": "TLotRR", + "name": "Heal Scars", + "page": 113, + "displayName": "Heal Scars (Yule)" + }, + { + "type": "statblock", + "tag": "action", + "source": "TLotRR", + "name": "Meet Patron", + "page": 113 + }, + { + "type": "statblock", + "tag": "action", + "source": "TLotRR", + "name": "Ponder Storied and Figured Maps", + "page": 113 + }, + { + "type": "statblock", + "tag": "action", + "source": "TLotRR", + "name": "Raise an Heir", + "page": 113, + "displayName": "Raise an Heir (Yule)" + }, + { + "type": "statblock", + "tag": "action", + "source": "TLotRR", + "name": "Recount a Story", + "page": 114, + "displayName": "Recount a Story (Yule)" + }, + { + "type": "statblock", + "tag": "action", + "source": "TLotRR", + "name": "Strengthen Fellowship", + "page": 115 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/060-05-04.food-gathering.webp" + }, + "width": 1700, + "height": 1606 + }, + { + "type": "statblock", + "tag": "action", + "source": "TLotRR", + "name": "Study Magical Items", + "page": 115 + }, + { + "type": "statblock", + "tag": "action", + "source": "TLotRR", + "name": "Write a Song", + "page": 115 + }, + { + "type": "inset", + "name": "Singing Songs", + "id": "265", + "entries": [ + "During the Adventuring Phase, the Player-heroes may sing a song and rouse themselves to pursue their goals with renewed strength of purpose.", + "To do so, a Player-hero first chooses a song to sing from among those on the {@action Write a Song|TLotRR|Company's song list}. Then, as a bonus action, the Player-hero makes a {@dc 15} Charisma ({@skill Performance}) check. If the check succeeds, the effect depends on the song chosen:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Lay", + "entries": [ + "All Player-heroes who can hear the song during a council gain advantage on the first ability check they make before the end of the council." + ] + }, + { + "type": "item", + "name": "Song of Victory", + "entries": [ + "All Player-heroes who can hear the song during combat gain advantage on the first attack roll they make before the end of their next turn." + ] + }, + { + "type": "item", + "name": "Walking-song", + "entries": [ + "All Player-heroes who can hear the song during a journey gain advantage on their next fatigue saving throw." + ] + } + ] + }, + "Each song may be used once for each Adventuring Phase. Mark a song off the list once it has been spent. A song must be marked off whether it has been used successfully or not." + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 7: The Loremaster", + "page": 117, + "id": "266", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/061-06-01.the-loremaster-splash.webp" + }, + "width": 1700, + "height": 1202 + }, + { + "type": "quote", + "entries": [ + "It appeared that Gandalf had been to a great council of white wizards, masters of lore and good magic..." + ], + "style": "quote-pull" + }, + "In the game world, a lore-master is an individual steeped in the old lore of the many cultures of Middle-earth. In {@i The Lord of the Rings Roleplaying}, the player taking the mantle of the Loremaster is the one assuming the task of managing all the elements of the game that do not fall under the authority of the players portraying the heroes.", + "This section of the volume is dedicated to defining the role of the Loremaster, and offers advice on how to play this fundamental role.", + { + "type": "inset", + "page": 118, + "id": "267", + "entries": [ + "If you are not taking the role of the Loremaster, you do not need to read from this point onwards." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/062-06-02.the-loremaster-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 1623 + }, + { + "type": "section", + "name": "The Middle-Earth Loremaster", + "page": 118, + "id": "268", + "entries": [ + { + "type": "quote", + "entries": [ + "This Mithrandir was, I now guess, more than a lore-master: a great mover of the deeds that are done in our time." + ], + "style": "quote-pull" + }, + "The most important task of a Loremaster is to act as the interface between the players and Middle-earth. Evoking the right mood is essential in order to give the players the feeling that they are taking part in the unfolding events composing the Twilight of the Third Age.", + "It can seem a daunting prospect at first, but being the Loremaster is an immensely satisfying role for a Tolkien enthusiast, a chance to experience the world of Middle-earth as its own creator did\u2014by orchestrating all the elements of the setting to produce new epic tales.", + { + "type": "entries", + "name": "The Qualities of a Loremaster", + "page": 118, + "id": "269", + "entries": [ + "The Loremaster's duties can be broken down into three roles: {@book Director|TLotRR|6|The Loremaster as Director}, {@book Referee|TLotRR|6|The Loremaster as Referee}, and {@book Narrator|TLotRR|6|The Loremaster as Narrator}.", + { + "type": "entries", + "name": "The Loremaster as Director", + "page": 118, + "id": "26a", + "entries": [ + "When framing each scene of an Adventuring Phase, it is useful to think of the job of the Loremaster as being similar to that of a theatre or movie director\u2014choosing and arranging the basic elements of the 'stage' that the characters will act on during the next session of play.", + { + "type": "inset", + "page": 118, + "id": "26b", + "entries": [ + "The Loremaster should not think of framing a scene as a complicated process\u2014it is really simply about selecting a location, setting the time of the day, and describing who is present, including any minor or major {@book nonplayer characters|TLotRR|6|Nonplayer Characters}. Details are important, for example what the weather is like, but they should not clutter a description\u2014everything can be expanded on later, once the players start exploring the scene, asking questions." + ] + }, + "What is important is that the Loremaster doesn't have to worry about telling a story, but only needs to provide the players with its basic ingredients. It is up to the players to pick them up, and compose them into a full-blown narrative through their choices and actions.", + "To facilitate this process, when framing a scene the Loremaster should consider including some immediate prompts to action. Usually, such prompts take the form of visible or otherwise obvious hurdles obstructing their path. An obstacle can be some form of active, direct opposition (from an adversary or a nonplayer character, for example) or the result of 'in-world', natural circumstances or threats, like bad weather conditions.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Consistency:", + "page": 119, + "entries": [ + "The key to successfully 'directing' a game of The Lord of the Rings Roleplaying is being able to weave descriptions that are always consistent, taking into consideration the lore and all the disparate elements that emerge from the gameplay session after session\u2014the goals and ambitions of the members of a Company, the places they visit, and the people they meet.", + "To achieve this, a good level of familiarity with the source material comes in extremely handy. {@book Chapter 9|TLotRR|8} presents details about the events, locations, and characters that compose the default setting for {@i The Lord of the Rings Roleplaying}." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "The Loremaster as Referee", + "page": 119, + "id": "26c", + "entries": [ + "Roleplaying games combine game rules with a set of social and storytelling conventions. While these conventions place roleplaying games outside the constraints of traditional board or card games (which are defined solely by their rules), the correct application of the game mechanics depends on one essential element in order for them to work to their full potential: the presence of an impartial moderator\u2014the Loremaster.", + { + "type": "inset", + "page": 119, + "id": "26d", + "entries": [ + "The Loremaster must be ready to adjudicate the rules at all times, whether testing the mettle of the Player-heroes during the Adventuring Phase, or helping players determine the outcome of their choices during the Fellowship Phase." + ] + }, + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Fairness:", + "page": 119, + "entries": [ + "Acting as a referee, a Loremaster should strive to be fair and to apply the rules properly and impartially. The game mechanics are designed to provide players with a challenge, and to determine whether their Player-heroes are up to the test or not; to reward them with success if they are, or to make their lives more complicated (and interesting!) with the consequences of failure if they are not.", + "A biased Loremaster can easily ruin a game, as an unfair call when applying a rule brings the rules themselves to the players' attention, and their immersion in the game is disrupted." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/063-06-03.resting-under-tree.webp" + }, + "width": 850, + "height": 1199 + } + ] + }, + { + "type": "entries", + "name": "The Loremaster as Narrator", + "page": 119, + "id": "26e", + "entries": [ + "As we have seen already, if playing a roleplaying game can create a story, that story arises from the interaction between the Loremaster's descriptions and the choices of the players. This means that the Loremaster should not prepare too much beforehand, to try and force a prewritten plot into the gameplay.", + "It is easier, and probably wiser, for the Loremaster to set up each session as if it was a separate episode of a longer, semi improvisational narrative, with each new one building organically upon the consequences of the previous sessions.", + "This does not mean that the Loremaster should solely improvise. In fact, each Adventuring Phase should feature one or more overarching 'schemes', pivotal plot elements that help the Loremaster to come up with new ideas to advance the narrative.", + "In a way, Schemes are the objectives of the Company's enemies, managed by the Loremaster, to establish opposition to the actions of the players (published material for {@i The Lord of the Rings Roleplaying} presents Schemes as an integral part of the premise and text).", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Adaptability:", + "page": 119, + "entries": [ + "A quick and rich imagination and the willingness to adapt are precious qualities in a Loremaster, as they make it easier to integrate the actions of the players with the narrative.", + "The Loremaster should never forget that the Player-heroes are the protagonists of their story, and their choices must always produce tangible effects within the game world." + ] + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Canon and the Loremaster", + "page": 120, + "id": "26f", + "entries": [ + "Fans of the literary works of J.R.R. Tolkien have long debated the existence of a consistent canon\u2014as described in {@i The Hobbit}, {@i The Lord of the Rings}, and later publications\u2014that firmly defines the world and history of Middle-earth. This has often been cited as one of the major hurdles to roleplaying games set in Middle-earth, claiming as it does that the Player-heroes' adventures will 'interfere' with the actions of the sagas' known protagonists and 'break' the canon's consistency.", + "The quick and easy answer to such concerns is that 'there is no such thing as an established Tolkien canon'; however, it is interesting to delve a little further into the subject, because a Loremaster can learn a great deal from tackling this apparently insurmountable obstacle.", + { + "type": "entries", + "name": "An 'Unreliable Narrator'", + "page": 120, + "id": "270", + "entries": [ + "One of the ways a Loremaster can deal with the dilemma of altering facts perceived to be part of the Tolkien canon is to consider the information in the stories not as the words of an infallible, all-knowing narrator, but those of witnesses to the events\u2014individuals who are subject to errors and personal bias (for example, {@i The Hobbit} relates the content of Bilbo Baggins' memoirs).", + "This literary device served Tolkien well as he strove to create a believable 'ancient history' which included the inevitable inconsistencies that arise in a narrative composed by different chroniclers over time, and there is no reason why a Loremaster cannot do the same, especially if there is a need to change an 'established' date or the details behind a known 'fact' or 'historical' figure.", + "To get an idea of how much the perspective of an unreliable narrator can distort perceptions\u2014and possibly facts\u2014one need look no further than the books themselves. Readers of {@i The Lord of the Rings} often find it difficult to reconcile the image of Gimli, the redoubtable axe-wielding warrior of Erebor, with the Dwarven companions of Bilbo in {@i The Hobbit}, who, captured by Trolls, Goblins, Spiders, and Wood-elves, more often than not end up being saved by their Hobbit burglar." + ] + }, + { + "type": "entries", + "name": "Filling in the Blanks", + "page": 120, + "id": "271", + "entries": [ + "Tolkien wove a rich narrative tapestry, composed of believable characters set against a vivid landscape and driven by motivations firmly grounded in myth and tradition. But even such an extensive and intricate chronicle does not thoroughly explore every nook and cranny of this imagined world and time period\u2014far from it. As the narrative focus of the books shifts from one region to another, many locations and the events related to them remain obscure and are only briefly touched upon.", + "The 'filling-in-the-blanks' approach\u2014based on the concept that the sagas are told from the subjective perspective of their protagonists, who are not familiar with every corner of Middle-earth\u2014gives every Loremaster the freedom to create their own stories.", + "The setting material provided in this guide and in the various supplements for the game is an example of this. Many of the events occurring in the chosen time frame\u2014the years covering the period from the discovery of the Ring to its destruction\u2014are briefly mentioned in the source materials, and are therefore open for development and interpretation." + ] + }, + { + "type": "entries", + "name": "It is All About the Characters", + "page": 120, + "id": "272", + "entries": [ + "Another interesting view on canon comes from the author himself. While certainly very protective of his own creations in general, J.R.R. Tolkien stressed several times that what was ultimately dear to him was the integrity of his characters and their motivations, more than the preservation of his plots or other elements.", + "By applying this perspective to a game of {@i The Lord of the Rings Roleplaying}, it is clear that the game will remain true to its literary sources if the Loremaster pays due attention to the treatment of the canonical characters, and if the players strive to create and play plausible heroes." + ] + }, + { + "type": "entries", + "name": "Last, but not Least...", + "page": 120, + "id": "273", + "entries": [ + "Nowadays, the bulk of Tolkien's Middle-earth-related publications give the impression of an immutable and consistent corpus. But when the author was alive, he was constantly rewriting and rearranging his own material, even making substantial changes to be inserted in new, revised editions of his books. Some of these changes corrected inconsistencies, but more often than not they were introduced to accommodate later plot changes and developments.", + "For this reason, it is not unreasonable to assume that even Tolkien himself looked at his own work as being mutable\u2014that even the chronologies he himself carefully created were to be considered provisional at best and not restricted to or bound by an established canon.", + "Taking everything into consideration, a Loremaster should not feel intimidated by the source material; rather, they should push ahead and add their own story threads to Professor Tolkien's wonderful and epic narrative tapestry." + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Adventuring in Middle-Earth", + "page": 121, + "id": "274", + "entries": [ + { + "type": "quote", + "entries": [ + "The brave things in the old tales and songs, Mr. Frodo: adventures, as I used to call them. I used to think that they were things the wonderful folk of the stories went out and looked for, because they wanted them, because they were exciting and life was a bit dull, a kind of a sport, as you might say." + ], + "style": "quote-pull" + }, + "This section presents a number of questions that can help the Loremaster to make the world of Middle-earth itself a main element in the adventures of the Player-heroes.", + { + "type": "entries", + "name": "When?", + "page": 121, + "id": "275", + "entries": [ + "When is the Adventuring Phase taking place? Time is an important element to consider in {@i The Lord of the Rings Roleplaying}, as whatever happens will become an episode in the Player-heroes' lives. Moreover, important events involving the Company will eventually find their rightful place in the game's Tale of Years, alongside the historical facts which make up the Twilight of the Third Age.", + { + "type": "entries", + "name": "Current Season", + "page": 121, + "id": "276", + "entries": [ + "The passing of the seasons is a powerful descriptive tool. Across the twelve months of the year, the Free Peoples respect seasonal festivals and ceremonies, and the landscape of Middle-earth changes drastically from summer to autumn, and from winter to spring, providing a backdrop to the deeds of the Player-heroes that is always different.", + "The Loremaster can add flavour to the game by simply keeping a calendar, and reflecting the changes as the seasons pass. But seasons have a direct effect on the gameplay too\u2014climbing a mountain in winter poses a more serious challenge than doing so in spring, as trails disappear and wolves prowl the land in search of food. The mountains themselves appear to heed a more sinister call when their passes are thick with snow, and the winds rage around their peaks (it is for good reason that a Company generally prefers to sit out the winter months in the warmth and safety of a {@book Fellowship Phase|TLotRR|5}).", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Current Year:", + "page": 121, + "entries": [ + "There is nothing like taking into consideration the passage of time to make the players feel part of a living world\u2014year after year, the intertwining of the Company's deeds and the events related in the stories and their chronologies creates a campaign with depth and texture.", + "There are many ways to incorporate wider events into the Player-heroes' adventures. They could witness a great gathe Ring, cross paths with groups involved in the timeline events or discuss the goings-on with the people they encounter on their Journey. Every Adventuring Phase can benefit greatly from making the Company's exploits part of the chronology of Middle-earth, provided that the focus of the narration remains firmly fixed on the Player-heroes' own deeds." + ] + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Where?", + "page": 121, + "id": "277", + "entries": [ + "Where is the action taking place? There are two answers to this question\u2014either a precise location is vital to the action, and the Loremaster chooses a specific place from those described in this guide or in the source material (see also {@book Landmarks|TLotRR|9|Landmarks}), or the adventure requires nothing more than a generic setting and any ruin, forest glade or river will do.", + "In either case, the Loremaster should consider a place that is either close to the current location of the Company, or one that they can reach conveniently (using the {@book Journey rules|TLotRR|4|Journey}). In the latter case, the trip itself gives the Loremaster the chance to set up a challenging situation for the Company.", + { + "type": "entries", + "name": "Exploring Middle-Earth", + "page": 121, + "id": "278", + "entries": [ + "Every so often, their adventures will bring the Company to one of the places described in Tolkien's books. For many players, this is what roleplaying in Middle-earth is all about. Having the Company enter the Hall of Fire in Rivendell for the first time, or seeing the White Tower of Elostirion on the horizon, can turn an ordinary Adventuring Phase into a particularly meaningful experience.", + "When this happens, the Loremaster should allow the Company to interact with the setting. What players remember of a place they have read about should be brought to life and incorporated into the narrative. One way to achieve this is to challenge them with some ability checks. For example, a Company crossing the Trollshaws in the east of Eriador who succeeds on a Wisdom ({@skill Perception}) check might locate the glade where three Stone-Trolls lie, forever frozen in their stupor at having been tricked by a Wizard." + ] + } + ] + }, + { + "type": "entries", + "name": "What?", + "page": 122, + "id": "279", + "entries": [ + "What is going on? This question defines the heart of the Adventuring Phase, and summarises the information that a Loremaster presents to the players at the beginning of the first game session.", + "Sometimes, this is summarised by a rumour that the Company has gathered during the last Fellowship Phase (see {@action Gather Rumours|TLotRR}), but can otherwise be something tied to what happened in a previous Adventuring Phase\u2014travellers talk of a strange luminescence they see while on the North Road; word of a stolen treasure and the reward offered to recover it reaches the inn at Bree; an important personality the Company was scheduled to meet is kidnapped or killed by an unknown threat. Any situation pointing the Player-heroes in the right direction on their path to adventure is a good starting point.", + "Another way is to begin an Adventuring Phase with a direct challenge\u2014something that provokes the Company into action right from the start. There's no need to plan a complete series of events, as the Company will provide enough material for the Loremaster to improvise upon as the game progresses.", + { + "type": "entries", + "name": "Simplicity", + "page": 122, + "id": "27a", + "entries": [ + "The objective of an Adventuring Phase doesn't have to be tied to an epic endeavour, or be about a world-threatening menace\u2014at least, not every time. In {@i The Lord of the Rings Roleplaying}, an epic level of gameplay is reached by playing through many smaller events that reveal their greater significance only when woven together. In time, everything a Player-hero endures will be easily raised to a greater importance, especially when set against the game's overarching motif\u2014the struggle against the Shadow.", + "For example, simply picking a worthy opponent from {@book Chapter 8|TLotRR|7}, or an interesting location from this chapter will provide the Loremaster and the Company with enough material to keep the game going for multiple sessions.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Plot Twists:", + "page": 122, + "entries": [ + "Once in a while the Loremaster might decide to complicate things by adding a twist or two to an otherwise straightforward Adventuring Phase. The Company will then have to figure out how to 'solve' a situation, instead of simply being asked to endure or overcome a series of difficulties.", + "In some cases, the Adventuring Phase might end without providing a clear answer; this opens up an opportunity to investigate the matter further during the Fellowship Phase which follows, or during a subsequent Adventuring Phase." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/064-06-04.unstable-bridge.webp" + }, + "width": 1700, + "height": 1444 + } + ] + } + ] + }, + { + "type": "entries", + "name": "Why?", + "page": 123, + "id": "27b", + "entries": [ + "Why should the Player-heroes get involved in the current events in the first place? Is there something that interests them personally? This question directly addresses the reasons why the members of the Company choose to become adventurers\u2014heroes brave dangers that other individuals try to stay clear of, usually because they have a personal stake that pushes them to do it. While the very concept of adventuring provides a simple answer to the question, the Loremaster should focus on those motivational 'buttons' which are far more effective in capturing the players' interest.", + "During the first few games, the callings and distinctive features of the Player-heroes composing the Company can provide enough material to build upon. Once each member of the Company has a number of entries in their personal Tale of Years it will become much easier to find personal reasons for them to get involved in an Adventuring Phase. As the game progresses, the players themselves will start to explore their individual goals, and provide the Loremaster with personalised story hooks." + ] + }, + { + "type": "entries", + "name": "Who?", + "page": 123, + "id": "27c", + "entries": [ + "Tolkien has populated his stories with a multitude of memorable characters, and the Loremaster will need to do the same for an adventure to be successful. Will one or more familiar personalities feature in the story? Will the adventure introduce a new recurring character? The personalities that the Loremaster controls are a fundamental element of any game, as much as any other feature of Middle-earth.", + { + "type": "entries", + "name": "Role Models", + "page": 123, + "id": "27d", + "entries": [ + "The deeds of a familiar character can be a powerful inspiration for a player looking for an example of what it means to live in Middle-earth. Meeting their favourite hero helps players to integrate into the epic tapestry of the campaign, adding as it does an additional layer of involvement in the events that the Company is witnessing." + ] + }, + { + "type": "entries", + "name": "Supporting Cast", + "page": 123, + "id": "27e", + "entries": [ + "Nonplayer characters should be used sparingly and with careful judgement. Players don't like to see their Player-heroes play second fiddle to a powerful individual. To avoid this, the Loremaster could try the opposite\u2014have the famous character in need of the Player-heroes' help, or even need rescuing outright (a twist that Tolkien himself often utilised)." + ] + }, + { + "type": "entries", + "name": "Patrons", + "page": 123, + "id": "27f", + "entries": [ + "During play, the Company may adopt an important personality as their Patron. This provides an excellent source of story hooks and support, and is an easy way to make a familiar hero a recurring motif in the Company's adventuring. However, the Loremaster must make sure that a Patron is not simply reduced to a gameplay asset; instead they should be worked into the narrative as an active element.", + "The Patrons section in the {@book Appendix|TLotRR|9|Patrons} contains several suggestions on how to introduce important characters as Patrons in the game.", + { + "type": "inset", + "name": "Keeping it Thematic", + "page": 123, + "id": "280", + "entries": [ + "A simple way to start out on the right foot with a {@i The Lord of the Rings Roleplaying} campaign is to pay tribute to the source material at the very beginning. This is a quick and easy way to establish the right atmosphere, showing players that they really are in Middle-earth now.", + "To do so, the Loremaster can propose rumours and story hooks that reference the stories directly in a way that the players will easily recognise. For example, they may choose a chapter title from either {@i The Hobbit} or {@i The Lord of the Rings}, and be a little creative with it, always trying to weave in a level of personal investment.", + "Here are some examples:", + { + "type": "list", + "style": "list-hang-notitle", + "page": 123, + "items": [ + { + "type": "item", + "name": "The Shadow of the Past", + "entries": [ + "The first meeting of the Company is observed by, or has been organised by, their main Patron. Otherwise, an old letter from a relative who disappeared a long time ago involves the Company in a larger scheme of events." + ] + }, + { + "type": "item", + "name": "There and Back Again", + "entries": [ + "The Company uncovers a rumour about a long-lost place, item or treasure hoard that a renowned character from the stories tried to reclaim a long time ago and failed." + ] + }, + { + "type": "item", + "name": "Over Hill and Under Hill", + "entries": [ + "The session starts with the Company already on a Journey, travelling to reach a place connected to one of the heroes." + ] + }, + { + "type": "item", + "name": "A Knife in the Dark", + "entries": [ + "A safe place, such as the inn where the Company meets, turns dangerous as an agent of the Shadow attempts to murder one of the Player-heroes." + ] + }, + { + "type": "item", + "name": "Riddles in the Dark", + "entries": [ + "The Company encounters a dark, ancient creature they heard about as a folk tale in their homelands." + ] + } + ] + } + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Nonplayer Characters", + "page": 124, + "id": "281", + "entries": [ + { + "type": "quote", + "entries": [ + "That's right! Barliman is my name. Barliman Butterbur at your service!" + ], + "style": "quote-pull" + }, + "Nonplayer characters are the best tool a Loremaster has to create a believable setting for the players. The adventurers interact briefly with a great many of them during each scene\u2014they compose the army of 'extras' who populate a village they enter, crowd the streets of a town, and frequent the inn the Company stops at to get some rest. Others serve a purpose that goes beyond that of acting simply as a backdrop for the deeds of the Player-heroes, and can be encountered more than once. Finally, there are famous personalities, those characters that are part of the history of Middle-earth as created in the stories\u2014individuals that the Player-heroes will have the chance to meet in the course of their career.", + { + "type": "entries", + "name": "Statistics", + "page": 124, + "id": "282", + "entries": [ + "Usually, what the Loremaster needs to play the part of a nonplayer character is just a name, a short description, and an idea of the purpose that character serves in the current scene.", + "Sometimes this is not enough, and additional information becomes necessary, either because the interaction develops (or degenerates!) during play as a result of the Company's actions, or because the introduction of the nonplayer character served a greater purpose.", + "The addition of one or more well-chosen traits to the description of a nonplayer character is generally all that is needed to give depth to an individual.", + { + "type": "inset", + "page": 124, + "id": "283", + "entries": [ + "To better define a character, the Loremaster may simply choose an occupation or a field of expertise, and then add one or two distinctive features (choosing from those available to heroes, or even inventing them on the spot)." + ] + }, + "By doing so, a faceless figure in the background becomes an 'old but trusted servant', a 'grim-faced, keen-eyed guard', a 'wise woman learned in herb-lore'\u2014a short but vivid description that helps the Loremaster and the players to picture the character more readily.", + { + "type": "inset", + "page": 124, + "id": "284", + "entries": [ + "If the Loremaster deems it necessary, nonplayer characters can be given more complete stats, for example to allow the Loremaster to make ability checks for them.", + "Stats that are directly related to combat are only included if a character can be involved in an armed confrontation." + ] + }, + "The box below offers an example of an important nonplayer character\u2014{@creature Barnabas Butterbur|TLotRR}, the innkeeper of The Prancing Pony!", + { + "type": "statblock", + "name": "Barnabas Butterbur", + "source": "TLotRR", + "page": 124, + "tag": "creature", + "style": "inset" + }, + "For the proprietor of The Prancing Pony, running a clean and welcome house is a matter of family pride. Barnabas dedicates himself to keeping his establishment in order, taking only the briefest of reprieves in his quarters on The Pony's top floor. While some locals see him as absent-minded or even befuddled, the truth is that Barnabas is both keen and perceptive. He also possesses the uncommon wisdom of knowing when to remain silent as well as being a sharp judge of character. To most of the people who visit The Pony regularly he is known as an affable host and a fine brewer of ales." + ] + } + ] + }, + { + "type": "section", + "name": "Treasure", + "page": 125, + "id": "285", + "entries": [ + { + "type": "quote", + "entries": [ + "...about him on all sides, stretching away across the unseen floors,lay countless piles of precious things, gold wrought and unwrought, gems and jewels,and silver red-stained in the ruddy light.'" + ], + "style": "quote-pull", + "skipMarks": true + }, + "Travelling across a land that has seen three Ages of the world, the adventurers are sooner or later bound to discover some form of treasure, and possibly claim it for themselves. Whether it is the forgotten hoard of a dead Dragon, a pile of gold and gems closely guarded by a Troll, or the loot accumulated by generations of raiding Goblins, treasure provides the Company with a focus for their adventuring, a means for the Player-heroes to raise their personal prosperity, and another way to bring to light obscure tales from previous ages of Middle-earth.", + "But there is more than just gold and precious stones to be found in deserted caverns and dark dungeons under the earth\u2014in past ages of the world, Men, Elves, and Dwarves long laboured to craft marvellous things from metal and stone, and put into their work all their lore, power, and subtle skill. These wondrous jewels, famous blades, and suits of armour were given to sons and daughters as gifts, hoarded as treasures by greedy kings, and lusted after and even stolen by thieves and burglars. Finally, they were lost, and passed out of the memory of the living.", + "Such remarkable things are not meant to remain lost forever. Their original purpose may have been forgotten with the passing of centuries, together with the name of their makers, but a day will come when a worthy blade will be found in a barrow among swords of lesser lineage, ready to serve a new fate in the hands of a hero; or, if the treasure had been left to rot in the shadow for too long, to work a curse upon them and draw them to a miserable end!", + { + "type": "entries", + "name": "Hoards", + "page": 125, + "id": "286", + "entries": [ + "Any treasure encountered by the Company when exploring caverns, lairs, and old ruins qualifies as a Hoard. Not all Hoards that Player-heroes can discover are equal though\u2014as shown in the table below, they are ranked in three levels of increasing rarity: {@i lesser}, {@i greater}, and {@i marvellous}, based on how rich, old, or unspoilt they are.", + { + "type": "inset", + "page": 125, + "id": "287", + "entries": [ + "On average, the Company should find a maximum of two Hoards during the same Adventuring Phase\u2014a {@i lesser} Hoard and a {@i greater} one; or, a single {@i marvellous} Hoard." + ] + }, + "When the Player-heroes stumble upon a Hoard, the first thing that the Loremaster must do is make a roll to determine its worth in gold pieces.", + { + "type": "inset", + "page": 125, + "id": "288", + "entries": [ + "As shown on the Hoard table below, the value of a Hoard in gold pieces is determined by rolling a number of dice based on the type of Hoard." + ] + }, + "It is up to the members of the Company to divide the resulting value among themselves, splitting the Treasure rating as they see fit, and recording their share on their character sheets.", + "Generally, a Hoard's value in gold pieces represents an unspecified amount of silver, gold and gems\u2014if the Loremaster wishes to be more specific, the rules for {@book Precious Objects|TLotRR|6|Creating Precious Objects} presented below can be used to craft one or more unusual finds.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Hoard", + "page": 126 + }, + { + "type": "entries", + "name": "Magical Treasure Rolls", + "page": 125, + "id": "289", + "entries": [ + "Once everyone in the Company has received their share of the treasure, it must be determined if anything possessing exceptional qualities lies buried among the silver and gold.", + "To do this, the players or the Loremaster roll a {@dice d20} a number of times (or many d20s together, if available), again based on the type of Hoard discovered:", + { + "type": "inset", + "page": 125, + "id": "28a", + "entries": [ + "Each result of 15 or higher corresponds to the discovery of a magical piece of treasure. To find out exactly what each piece is, consult the {@table Magical Treasure|TLotRR} table below." + ] + }, + "In addition, when Player-heroes find a Hoard they may gain a number of Shadow points from Greed (see {@book Chapter 8|TLotRR|7|Shadow Points})\u2014the result of a history of ill-gotten earnings, or years of possession by a wicked creature.", + { + "type": "inset", + "page": 125, + "id": "28b", + "entries": [ + "To see the amount of Shadow points gained, check the appropriate column of the {@table Magical Treasure|TLotRR} table in the next page. The DC to resist is 10 for a lesser Hoard, 15 for a greater Hoard, and 20 for a marvellous Hoard." + ] + }, + "Once the number and nature of any Magical Treasure discovered has been determined, the Player-heroes must agree on who is going to keep each piece as their possession.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Magical Treasure", + "page": 126 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/065-06-05.treasure-room.webp" + }, + "width": 1700, + "height": 1057 + } + ] + } + ] + }, + { + "type": "entries", + "name": "Creating Precious Objects", + "page": 127, + "id": "28c", + "entries": [ + "Precious objects are gemstones, jewels, and other valuable ornaments whose main quality could be of particular significance as a family heirloom or antique, or an extraordinary and enchanting beauty, possibly due to a prodigious level of craftsmanship or a subtle virtue.", + { + "type": "inset", + "page": 127, + "id": "28d", + "entries": [ + "The value of a Precious Object in gold pieces is the amount that the Loremaster assigns to it, out of the rating generated for the Hoard discovered by the Company, but its inclusion in the game might serve a different purpose." + ] + }, + "For example, a golden crown found among the ruins of an ancient castle on the hills of Rhudaur may have more than a simple monetary value if it is brought to someone able to recognise it as a relic from a familiar past\u2014should a Player-hero make a gift of, or otherwise offer, such an item to members of a folk whose tradition hearkens back to the time when the item was crafted, they would receive more than its intrinsic value in return.", + "The tables presented below can be used to create an item at the moment it is uncovered, or to design it carefully beforehand. The Loremaster is encouraged to enrich the description of all Precious Objects or spend some time imagining wonderful things with rich backstories. It is not necessary to track down the full lineage of every crystal hanging from a fillet of Mithril; a few hints to a tragic or heroic heritage are more than enough to evoke the right mood.", + "This sort of information may be revealed to a player who chooses the {@action Meet Patron|TLotRR} undertaking during a Fellowship Phase.", + { + "type": "inset", + "name": "Extraordinary Precious Objects from the Stories", + "page": 127, + "id": "28e", + "entries": [ + "The following Precious Objects are examples of valuable items whose worth greatly surpasses their simple rating in gold pieces:", + { + "type": "list", + "page": 127, + "items": [ + { + "type": "item", + "name": "The Ring of Barahir", + "entries": [ + "A ring made by the Noldor ages ago, it is an heirloom of the house of the Chieftains of the Rangers of the North." + ] + }, + { + "type": "item", + "name": "The Necklace of Girion", + "entries": [ + "A necklace crafted for the Lord of Dale, made of five hundred emeralds \"green as grass\"." + ] + }, + { + "type": "item", + "name": "The Arkenstone", + "entries": [ + "A wonderful, multi-faceted great white gem, called the Heart of the Mountain, a heirloom of the Kings of the House of Durin." + ] + } + ] + }, + { + "type": "quote", + "entries": [ + "This is a thing of worth beyond your reckoning. For its ancientry alone. It has no power, save the esteem in which those hold it who love my house." + ] + } + ] + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Precious Objects Tables", + "page": 127 + }, + { + "type": "inset", + "name": "Gems, Jewels, and Crystals", + "page": 128, + "id": "290", + "entries": [ + "Many beautiful gems freed from the roots of mountains and hills were cut and set in necklaces, crowns, circlets, and bracelets of precious metals by Dwarven smiths of great renown, in cities like Nogrod and Belegost, before Beleriand was broken. Many crystals and white or green gems of surpassing beauty were not dug from the earth, but created by the hands of Elven craftspeople and gem-smiths, and filled cunningly with flaming light." + ] + } + ] + }, + { + "type": "entries", + "name": "The Treasure Index", + "page": 128, + "id": "291", + "entries": [ + "Finding a magic ring or a famous sword in {@i The Lord of the Rings Roleplaying} is not simply a matter of stumbling upon an exotic object. There is more to chance than coincidence in Middle-earth, as there are other powers at work far stronger.", + "A Loremaster wanting to add spell-bound gems and Elven blades to a game must first take some time to create a Treasure Index:", + { + "type": "inset", + "page": 128, + "id": "292", + "entries": [ + "A Treasure Index is a list detailing all the magical items that can become part of the campaign. When something is uncovered with a {@table Magical Treasure|TLotRR} roll, the Loremaster refers to the Treasure Index to check exactly what has been brought to light." + ] + }, + "Using the index allows the Loremaster to keep a tight control over the desired level of magic to introduce into the game, avoiding the problem of having too many heroes wandering around Middle-earth wielding Beleriand-forged blades or wearing Mithril armour.", + "Additionally, the index lets the Loremaster 'time' the appearance of certain magical items in the campaign\u2014for example, to follow a wide-arcing plot involving the discovery of a particular object. Certain events might be triggered by the fortuitous finding of a lost artefact, or the Player-heroes could be left wondering how to confront a seemingly invincible threat, until they finally 'stumble' upon a weapon capable of giving them an edge.", + "Finally, the index helps in keeping magical objects unique and wondrous. Finding a magical item should represent a major turning point in a campaign, with definite consequences related to the future of a hero. A magical object isn't just a new special ability, but a new feature in the game world.", + { + "type": "entries", + "name": "Compiling a Treasure Index", + "page": 128, + "id": "293", + "entries": [ + "Magical items in {@i The Lord of the Rings Roleplaying} are categorised as Marvellous Artefacts, Wondrous Items, and Famous Weapons and Armour. Treasure Index sheets can be downloaded from {@link freeleaguepublishing.com|https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/pdf/TLotRR/Magical_Treasure_Index_fillable.pdf}\u2014one to keep track of Marvellous Artefacts and Wondrous Items, and another for Famous Weapons and Armour.", + { + "type": "inset", + "page": 128, + "id": "294", + "entries": [ + "When compiling a Magical Treasure Index, the Loremaster includes as many Marvellous Artefacts as desired, while a specific list must be made to indicate precisely the number and nature of any Wondrous Items and Famous Weapons and Armour that the Player-heroes will have a chance to find (ideally, 1 to 3 Wondrous Items and 1 to 3 pieces of war gear for each Player-hero in the Company)." + ] + }, + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "page": 128, + "name": "Sample Indexes:", + "entry": "Available for download from {@link freeleaguepublishing.com} are {@link a number|https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/pdf/TLotRR/Sample_magical_treasue_index_Erebor.pdf} of {@link sample indexes|https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/pdf/TLotRR/Sample_magical_treasue_index_Lone-lands.pdf}, created with different goals in mind. The title of each index and its description detail its goal and application. Loremasters are encouraged to create their own indexes though, based around the composition of the Company playing in their campaigns." + } + ] + }, + { + "type": "inset", + "name": "Fate and Predestination", + "page": 128, + "id": "295", + "entries": [ + "The creation of custom special items to be found among Treasure is meant to represent {@i predestination}, the potential of a hero to become the instrument of a higher purpose and to play a role in the long-term development of a campaign. To further reinforce this, Magical Treasure is meant to be strictly individual: heroes should never pass the object found over to a different companion, especially when Famous Weapons and Armour are concerned. After all, it was Bilbo who was meant to find the Ring, not Balin, Gandalf, or Thorin." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Marvellous Artefacts and Wondrous Items", + "page": 129, + "id": "296", + "entries": [ + "Objects included in this category possess characteristics that mortals wouldn't hesitate to call magical: cloaks that hide their wearers from observing eyes, war-horns capable of setting fear in the hearts of enemies and joy in the hearts of friends, staves blessed with virtues of finding and returning.", + "Such objects are wound about with powerful enchantments called {@i blessings}. An object possessing one blessing is called a {@i Marvellous Artefact}, while one possessing two blessings is a {@i Wondrous Item}.", + "A single blessing bestowed upon an object lets its bearer affect the result of all ability checks made using a specific skill. An object possessing two blessings will then modify the outcome of ability checks made using two different skills.", + { + "type": "inset", + "page": 129, + "id": "297", + "entries": [ + "The bearer of a Marvellous Artefact or Wondrous Item can roll a Blessing die and add the number rolled to the ability checks affected by the blessings. The Blessing die is determined by the bearer's proficiency bonus, as shown in the table below. A character can roll only one Blessing die on each check." + ] + }, + { + "type": "inset", + "page": 129, + "id": "298", + "entries": [ + "Additionally, a Marvellous Artefact or Wondrous Item allows the bearer to achieve a magical success when making an ability check using a skill affected by the blessings. The bearer can do so a number of times equal to half their proficiency bonus (rounded down) if the item is a Marvellous Artefact, or to their proficiency bonus if it is a Wondrous Item, and must finish a long rest to regain all expended uses." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/066-06-06.sitting-on-cliff-side.webp" + }, + "width": 850, + "height": 1916 + }, + { + "type": "table", + "page": 129, + "colLabels": [ + "Proficiency Bonus", + "Blessing Die" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "+2", + "{@dice 1d4}" + ], + [ + "+3", + "{@dice 1d6}" + ], + [ + "+4", + "{@dice 1d8}" + ] + ] + }, + "When a blessed item is found, the Loremaster either chooses an object included in the {@book Treasure Index|TLotRR|6|The Treasure Index}, or uses the {@table Blessings|TLotRR} table on the next page to create one.", + "Marvellous Artefacts and Wondrous Items should be rare and unique, lest their worth be diminished in the eyes of the players. The Loremaster should use the directions contained in this chapter and their knowledge of the source material to create a limited number of such objects for inclusion in a Treasure Index\u2013two or three per Player-hero at most. Should that list run out, the Loremaster may create additional ones, either taking the time to design them or rolling them up on the spot.", + "The capabilities of an object may not be readily apparent upon discovery. While it is possible that a hero finds out while adventuring, a Player-hero may either use {@feat Rune-craft|TLotRR} if they have it, or learn about an item's blessings by choosing the {@action Study Magical Items|TLotRR} Fellowship Phase undertaking.", + { + "type": "inset", + "name": "A Fateful Discovery", + "page": 129, + "id": "299", + "entries": [ + "Marvellous Artefacts and Wondrous Items can become a meaningful addition to a campaign especially if their discovery is tied to some significant event, or if their introduction is meant to serve a particular purpose.", + "When the Loremaster is compiling the {@book Treasure Index|TLotRR|6|The Treasure Index}, some time should be dedicated to considering the objective of an item, in the context of the campaign being played. Or, its goal might be left undefined, to be then filled in when the players provide the Loremaster with the right suggestions through their own actions." + ] + }, + { + "type": "entries", + "name": "Blessings Table", + "page": 130, + "id": "29a", + "entries": [ + "To determine which skill is affected by a blessing the Loremaster rolls a {@dice d20} and consults the {@table Blessings|TLotRR} table. Roll twice (rerolling identical results) if the object is a wondrous item bestowed with two blessings.", + "In brackets are listed options to help the Loremaster in choosing the type of object discovered, whether it is a ring, a cloak, a belt, or something else. If the same item possesses two blessings, choose the type of object that seems more appropriate. To determine the craftsmanship of the find, you may use the {@table Precious Objects Tables|TLotRR}.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Blessings", + "page": 130 + } + ] + } + ] + }, + { + "type": "entries", + "name": "Famous Weapons and Armour", + "page": 130, + "id": "29b", + "entries": [ + "Weapons of extraordinary craftsmanship are already dealt with in the game using the rules for rewards. While those items could arguably be considered magical, their lineage can hardly be compared with that of swords forged in Gondolin for the Goblin-wars.", + "When a Player-hero gains possession of such an extraordinary weapon, the Loremaster must consult the campaign's {@book Treasure Index|TLotRR|6|The Treasure Index}\u2014If the circumstances are appropriate, the Loremaster may select an item from those added to the Index specifically for the Player-hero.", + { + "type": "entries", + "name": "Designing Famous Weapons and Armour", + "page": 130, + "id": "29c", + "entries": [ + "To design a magical sword or a wondrous coat of armour for insertion into the {@book Treasure Index|TLotRR|6|The Treasure Index}, the Loremaster must follow a 5-step process, making a number of choices based on the current campaign and the composition of the Company:", + { + "type": "list", + "style": "list-decimal", + "items": [ + "{@book Choose Item Type|TLotRR|6|1. Choose Item Type}", + "{@book Determine Craftsmanship|TLotRR|6|2. Determine Craftsmanship}", + "{@book Select Banes|TLotRR|6|3. Select Banes} (Elven or Númenórean weapons only)", + "{@book Attribute Qualities|TLotRR|6|4. Attribute Qualities}", + "{@book Name the Item|TLotRR|6|5. Name the Item}" + ] + } + ] + }, + { + "type": "entries", + "name": "1. Choose Item Type", + "page": 130, + "id": "29d", + "entries": [ + "The first thing to choose is the most important one: what piece of war gear is the object of the design? Is it a weapon, or a piece of armour, like a mail shirt, or a shield?", + "A Treasure Index must only include items that are designed explicitly for specific members of the Company; there is no place for a wondrous shield that none of the players will be interested in using.", + "For example, the Loremaster is designing a famous weapon meant for the {@race Barding|TLotRR} {@class Warden|TLotRR} of the Company. The warrior uses a sword as his primary weapon. The Loremaster selects a sword as the item type." + ] + }, + { + "type": "entries", + "name": "2. Determine Craftsmanship", + "page": 130, + "id": "29e", + "entries": [ + "Weapons and armour can be of Elven, Dwarven, or Númenórean craftsmanship. The following paragraphs give some insight about which item types are most suited to a particular origin. Apart from defining in broad terms the history of an item, the choice of craftsmanship also determines whether a weapon should feature Banes or not, and affects the choice of Qualities (see {@book Steps 3|TLotRR|6|3. Select Banes} and {@book step 4|TLotRR|6|4. Attribute Qualities}).", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "page": 131, + "name": "Elven Craftsmanship:", + "entries": [ + "The best enchanted weapons that may be found in forgotten hoards were made by Elvenwrights in Beleriand in the Elder Days, or in Eregion, for the wars against Sauron.", + "Glamdring and Orcrist are good examples, not to mention Bilbo's (and later Frodo's) sword Sting.", + { + "type": "inset", + "page": 131, + "id": "29f", + "entries": [ + "The Elves forged many famous swords, daggers, and enchanted spears. Other weapons or pieces of armour are not unknown, but more difficult to find." + ] + } + ] + }, + { + "type": "item", + "name": "Dwarven Craftsmanship:", + "page": 131, + "entries": [ + "Many extraordinary swords, helms, and suits of armour were wrought by Dwarves in their cities of Nogrod and Belegost, either for use by their most renowned chieftains and champions, or as gifts to the greatest lords amongst Elves and Men.", + "The works of Telchar, the smith of Nogrod, are particularly renowned: the sword Narsil and the Helm of Hador were among his chief creations.", + { + "type": "inset", + "page": 131, + "id": "2a0", + "entries": [ + "The smiths of Nogrod and Belegost crafted especially swords and axes, shields, helms, and suits of armour." + ] + } + ] + }, + { + "type": "item", + "name": "Númenórean Craftsmanship:", + "page": 131, + "entries": [ + "The weaponsmiths among the Men of Westernesse were taught by the Noldor in the making of swords, axe-blades, spearheads, and knives. They acquired great skill, and put it to good use in forging many weapons using strange metals.", + "The barrow-blades Tom Bombadil gave to the Hobbits were weapons of this sort; swords forged by the Númenóreans for their bitter wars against Carn Dûm in the Land of Angmar.", + { + "type": "inset", + "page": 131, + "id": "2a1", + "entries": [ + "The Men of Westernesse excelled in the making of many weapons, but rarely devoted themselves to the creation of suits of armour, recognising the greater ability of Dwarf-smiths." + ] + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "3. Select Banes", + "page": 131, + "id": "2a2", + "entries": [ + "Bane weapons describe instruments of war that have been wrought to defeat a specific enemy. If the magical item is of Elven or Númenórean craftsmanship, then it may be attributed with one or more banes, as several of the special virtues that may be attributed to it are effective only against bane creatures (see {@book Enchanted Rewards|TLotRR|6|Enchanted Rewards}). A bane weapon provides special benefits against one or more creature types.", + "Blades, spears, and arrow-heads forged in Númenor may have been wound about with spells for the bane of two creature types.", + { + "type": "inset", + "page": 131, + "id": "2a3", + "entries": [ + "Choose two types from the following: Orcs, Trolls, Wolves, Evil Men, Undead." + ] + }, + "Items crafted by the Elven-smiths of Beleriand or Eregion were generally created with only one type of enemy in mind.", + { + "type": "inset", + "page": 131, + "id": "2a4", + "entries": [ + "Choose one type from: Orcs, Wolves, or Spiders." + ] + }, + "Particularly ancient and rare, some blades may have been wrought for the bane of the Enemy itself, and as such may be particularly dangerous to all his servants and minions." + ] + }, + { + "type": "entries", + "name": "4. Attribute Qualities", + "page": 131, + "id": "2a5", + "entries": [ + "Player-heroes may improve their war gear by upgrading their weapons of choice using rewards. Similarly, Famous Weapons and Armour owe their qualities to rewards and enchanted rewards.", + "Upon creation, a number of qualities must be attributed to the magical item, choosing among the {@book rewards|TLotRR|3|Rewards} listed in {@book Chapter 4|TLotRR|3}, and the {@book enchanted rewards|TLotRR|6|Enchanted Rewards} described in this chapter, starting overleaf. The mix and number of qualities attributed to an object determine how powerful it will be.", + { + "type": "list", + "items": [ + "Generally, a famous weapon or piece of armour should feature a maximum of 3 qualities, and must include a minimum of one enchanted reward.", + "All qualities of an item can be recorded on the Magical Treasure Index in any order desired, keeping in mind that the qualities that are listed first are the ones that the owner will discover soonest (see {@book How Famous Weapons and Armour Work|TLotRR|6|How Famous Weapons and Armour Work})." + ] + } + ] + }, + { + "type": "entries", + "name": "5. Name the Item", + "page": 131, + "id": "2a6", + "entries": [ + "Precious Objects and Wondrous Artefacts rarely possess proper names\u2014They are usually named after their maker, or after their most famous owner ('The Necklace of Girion', 'The Arkenstone of Thrain', 'The Phial of Galadriel'). On the contrary, Famous Weapons and Armour often have a name, or even more than one, if the item is known by different folks.", + "All pieces of war gear included in a Treasure Index should be given an appropriate name, along with a set of historical notes. The name of an item can be revealed to its bearer who researches it or asks a Lore-master about it (see the {@action Meet Patron|TLotRR} Fellowship Phase undertaking).", + "A player is, of course, free to name an item themselves much as Bilbo did with Sting\u2014either because the object does not have a known name or the companion isn't interested in discovering it. The notes about {@book Named Weapons|TLotRR|3|Named Weapons} in {@book Chapter 4|TLotRR|3} can provide useful suggestions.", + { + "type": "inset", + "name": "Bane Weapons", + "page": 132, + "id": "2a7", + "entries": [ + "In addition to being possibly more effective against the types of creatures they were crafted to defeat, bane weapons are destructive to elements connected to the creatures that are the object of the bane, and would immediately be recognised as such by them.", + "For example, Orcs would not dare touch a blade forged for the bane of their kind, and a sword created for the destruction of giant Spiders would easily cut through the thickest of their webs." + ] + } + ] + }, + { + "type": "entries", + "name": "How Famous Weapons and Armour Work", + "page": 132, + "id": "2a8", + "entries": [ + "When a companion finds a Famous Weapon or Armour, the item displays the following number of qualities based on the current level of the Player-hero, in the order listed in the Loremaster's {@book Treasure Index|TLotRR|6|The Treasure Index}\u2014the remaining features are secret and considered to be 'dormant':", + { + "type": "list", + "items": [ + "One quality for Player-heroes at levels 1\u20134", + "Two qualities for Player-heroes at levels 5\u20138", + "Three qualities for Player-heroes at level 9 or higher" + ] + }, + "Player-heroes at levels 1\u20134 already possessing a Famous Weapon or Armour get to discover the next qualities as they reach 5th and 9th level (always unlocking the new characteristic in the order listed on the Treasure Index).", + "{@i For example, before leaving Rivendell for the Quest of the Ring, Frodo receives two precious heirlooms from Bilbo: the Elven short sword Sting, and the Mithril mail-shirt that Thorin gave him. Frodo is level 4, so he can immediately activate the first quality in each of the two items: Luminescence (for Sting) and Mithril (for the mail shirt). Later in the Quest, Frodo reaches 5th level, therefore he can now activate the second quality of both Sting and the Mithril mail-shirt}.", + { + "type": "inset", + "name": "Seeking a Lore-master", + "page": 132, + "id": "2a9", + "entries": [ + "Player-heroes who wish to know more about a Famous Weapon or Armour may either use {@feat Rune-craft|TLotRR} if they have it, or choose the {@action Study Magical Items|TLotRR} undertaking during a Fellowship Phase. Once they have learned all there is to know about the qualities of a Famous Weapon or Armour, they can choose the order in which the item's qualities are activated, ignoring how they have been listed on the {@book Treasure Index|TLotRR|6|The Treasure Index}." + ] + } + ] + }, + { + "type": "entries", + "name": "Enchanted Rewards", + "page": 132, + "id": "2aa", + "entries": [ + "All the qualities described below set the craftsmanship of an item apart from any other. The extraordinary characteristics of the object may be the result of ancient spells or graven runes, or they may be due to the innate qualities of the materials used for its crafting, or a combination of all such elements.", + "Often, the magical power of the object makes the item gleam with an unnatural light or appear as if burning with an enchanted flame, but in other cases the magical quality is more discreet, if noticeable at all. The Loremaster is encouraged to embellish the description of each Famous Weapon or Armour with appropriately epic details (or leave them to the owner of the object to devise).", + "Each enchanted reward's description includes any requirement that the enhanced object must satisfy for the quality to be applied to it. Qualities indicating a specific craftsmanship (Elven, Dwarven, or Númenórean) exemplify the features of war gear created by weaponsmiths and armourers belonging to that culture.", + { + "type": "inset", + "page": 132, + "id": "2ab", + "entries": [ + "Loremasters must keep in mind that they may apply a maximum of 3 rewards (enchanted or ordinary) to a Famous Weapon or Armour, always including a minimum of 1 enchanted reward. All enchanted rewards are unique, meaning that they can only be applied once to the same item." + ] + }, + "The Loremaster should note that the first six enchanted rewards are enhanced versions of those described in {@book Chapter 4|TLotRR|3|Rewards}\u2014qualities sharing a common descriptor cannot be attributed to the same item. (For example, a {@item Grievous sword|TLotRR} cannot be given the {@item Superior Grievous sword|TLotRR|Superior Grievous} enchanted reward.) Moreover, when designing an Elven or Númenórean weapon, the Loremaster should be sure to bestow upon it at least one enchanted reward that possesses the Bane requirement.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/067-06-08.sword.webp" + }, + "title": "Sword", + "width": 850, + "height": 156 + } + ] + }, + { + "type": "list", + "columns": 3, + "items": [ + "{@item Ancient Close Fitting Armour|TLotRR}", + "{@item Ancient Cunning Make Armour|TLotRR}", + "{@item Superior Fell Weapon|TLotRR}", + "{@item Superior Grievous Weapon|TLotRR}", + "{@item Superior Keen Weapon|TLotRR}", + "{@item Superior Reinforced Shield|TLotRR}", + "{@item Biting Dart Weapon|TLotRR}", + "{@item Cleaving Weapon|TLotRR}", + "{@item Flame of Hope Weapon|TLotRR}", + "{@item Foe-Slaying Weapon|TLotRR}", + "{@item Gleam of Terror Weapon|TLotRR}", + "{@item Hammering Weapon|TLotRR}", + "{@item Hollow Steel Weapon|TLotRR}", + "{@item Luminescence Weapon|TLotRR}", + "{@item Mithril Mail-shirt|TLotRR|Mithril Armour Mail-shirt}", + "{@item Rune-Scored Armour|TLotRR}", + "{@item Rune-Scored Shield|TLotRR}", + "{@item Rune-Scored Weapon|TLotRR}", + "{@item Straight Flight Weapon|TLotRR}" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/068-06-09.undead-doorframe.webp" + }, + "width": 1700, + "height": 2158 + } + ] + }, + { + "type": "entries", + "name": "Cursed Items", + "page": 135, + "id": "2bf", + "entries": [ + "Items that have been buried in darkness for centuries represent a potential threat to adventurers and their lust for power. Sometimes, a treasure has been left to rot long enough for the Shadow to have wound about it an even darker fate.", + { + "type": "inset", + "page": 135, + "id": "2c0", + "entries": [ + "If a Player-hero uncovered a piece of Magical Treasure, be it a Marvellous Artefact, a Wondrous Item, or a Famous Weapon or Armour, the Loremaster may additionally take the chance to introduce a curse." + ] + }, + "A cursed item does not differ from an unmarred one in its virtues. The Loremaster simply proceeds to design the curse that is laid upon it, either by choosing a curse designed previously for the campaign, or by creating one on the spot using the rules below.", + { + "type": "inset", + "name": "Cursed Precious Objects", + "page": 135, + "id": "2c1", + "entries": [ + "Generally, only Magical Treasure can be cursed, but if the Loremaster wishes, it is of course possible to lay a curse upon a heap of gold or a chest of precious gems, but usually that type of treasure just has an ill feeling about it and a character may struggle to sell it. To make things slightly darker, a cursed Precious Object might be denied any sentimental value (see {@book Creating Precious Objects|TLotRR|6|Creating Precious Objects})." + ] + }, + { + "type": "entries", + "name": "How to Design a Curse", + "page": 136, + "id": "2c2", + "entries": [ + "A curse bestows an item with an additional feature, similar to a blessing or a reward, except that it has a detrimental effect rather than a positive one. The Loremaster may consult the list of sample curses found below to select the most appropriate one, or to use them as inspiration to design new ones.", + "A curse may not be initially apparent, but instead be activated by a specific circumstance. Examples of circumstances that might trigger a curse include: leaving the area where the cursed item was found; exposing the object to the light of the moon; at the first shedding of blood; in the presence of a specific type of creature; upon entering a dark land.", + "When creating a cursed item, the Loremaster must also secretly decide how its curse can be lifted. This should be no small task and should definitely form the focus of an Adventuring Phase in its own right. For example, a curse might only be lifted at the place of the item's forging, or by the light of the same moon by which it was made. It might require the casting of an ancient spell lost to the ages or by the slaying of a particularly dangerous creature.", + "Note that a cursed item is not an evil artefact, or a device created by the Enemy or meant to condemn a companion to a life of misery. It is a wonderful object bearing a lasting trace of darkness. While it may make a hero's life more dangerous for a while, the introduction of a cursed item is primarily meant to make the game more exciting!", + "Once a curse has been removed, the item reverts to being a regular magical item.", + "Here follow a number of examples.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "page": 136, + "name": "Curse of Weakness:", + "entries": [ + "The cursed Player-hero displays the worst flaw connected to their own Shadow Path.", + { + "type": "list", + "items": [ + { + "type": "item", + "style": "italic", + "name": "Cowardly ({@reward Wandering-Madness|TLotRR})", + "entries": [ + "When the curse takes hold of the bearer, all they can think of is turning tail and fleeing into the night." + ] + }, + { + "type": "item", + "name": "Fearful ({@reward Path of Despair|TLotRR})", + "style": "italic", + "entries": [ + "The curse undermines the spirit of the bearer, casting a shadow of fear and doubt over every action and decision." + ] + }, + { + "type": "item", + "name": "Murderous ({@reward Curse of Vengeance|TLotRR})", + "style": "italic", + "entries": [ + "A terrible thirst for blood and malevolence lies within the item, provoking the bearer to dark thoughts of violence and murder." + ] + }, + { + "type": "item", + "name": "Thieving ({@reward Dragon-Sickness|TLotRR})", + "style": "italic", + "entries": [ + "The item glitters with a sickly light that causes the bearer to desire more and more." + ] + }, + { + "type": "item", + "name": "Tyrannical ({@reward Lure of Power|TLotRR})", + "style": "italic", + "entries": [ + "The item foments a sense of overconfidence and arrogance within the bearer, causing them to belittle and undermine their companions." + ] + }, + { + "type": "item", + "name": "Traitorous ({@reward Lure of Secrets|TLotRR})", + "style": "italic", + "entries": [ + "The item fosters thoughts of paranoia and discord within the mind of its bearer, causing them to mistake their friends for foes." + ] + } + ] + }, + "Note that this flaw is considered temporary, and does not count for the purposes of succumbing to the Shadow." + ] + }, + { + "type": "item", + "name": "Darken:", + "entry": "When the item is revealed (a sword is unsheathed, a glove is removed to reveal a ring and so on) all shadows in the area seem to deepen, and all sources of light seem to grow weak: bright light in a 30-foot radius becomes dim light, and dim light becomes complete darkness." + }, + { + "type": "item", + "name": "Hunted:", + "entry": "The presence of the item does not go unnoticed, and one type of enemy (Orcs, Evil Men, the Enemy) perceive it when they come near it. In addition, journey events experienced by a travelling Company may be made to revolve around this hunt." + }, + { + "type": "item", + "name": "Ill-Luck:", + "entry": "Bad luck dogs the bearer at every turn, their victories turned to defeats by simple\u2014but persistent\u2014misfortune. When the bearer rolls a 20 on an attack roll, ability check, or saving throw, they must reroll the die and use the new roll." + }, + { + "type": "item", + "name": "Ill-Omen:", + "entry": "The bearer's arrival is preceded by dark warnings and fell omens, filling the hearts of former allies with dread and fear. This increases the DC of all ability checks made by the bearer during a council by +5." + }, + { + "type": "item", + "name": "Malice:", + "entry": "The object does not love its bearer, and will try to cause them harm, or otherwise trouble them. The bearer takes a \u22122 penalty on saving throws." + }, + { + "type": "item", + "name": "Owned:", + "entry": "The item is owned or was created by another creature, much as the Ring was owned by Sauron. The item may have found its way into the hands of the Player-hero so it might eventually return to its master. The Loremaster should decide upon a specific enemy to be the owner of the item, possibly choosing a recurring villain in the campaign. When in the presence of its owner, the item becomes useless: its special features turn out to be completely ineffective." + }, + { + "type": "item", + "name": "Shadow Taint:", + "entry": "The item bears a greater shadow-stain upon it than most cursed items. As long as the hero carries the item, their Shadow score is augmented: by 1 point for an artefact with one blessing, 2 for one with two blessings; in the case of a Famous Weapon or Armour, the Shadow increase is equal to 1 + the number of enchanted rewards on the item. This Shadow increase cannot be removed or healed, and will raise the hero's Shadow score until the curse is lifted." + }, + { + "type": "item", + "name": "Weakening:", + "entry": "The item's curse worms away at its bearer, bringing with it a terrible weakness. The Loremaster chooses an ability score. The bearer has disadvantage on all ability checks and saving throws made with that ability score." + } + ] + }, + { + "type": "inset", + "name": "Discovering the One Ring", + "page": 137, + "id": "2c3", + "entries": [ + "Bilbo's discovery of the One Ring in Gollum's cave is a shining example of predestination, as discussed in {@book Fate and Predestination|TLotRR|6|Fate and Predestination}. Bilbo was meant to find the Ring, and then to pass it over to Frodo. Perhaps the Loremaster of Bilbo's campaign was planning very far ahead indeed\u2014maybe even not realising at the time quite what they had created\u2014the goal might have been merely to give the Burglar a Marvellous Artefact bestowed with a blessing of {@skill Stealth}.", + "But how can the Ruling Ring of Sauron be created under the Magical Treasure rules? The short answer is that it cannot: it is the greatest magical artefact ever created in the history of Middle-earth after all. But let's indulge a little bit more...The Ring would probably have a blessing of {@skill Stealth} for its capability to make its wearer {@condition invisible}, but eventually reveal later to bestow another blessing on the skill that better defines its wearer's ambitions and desires: {@skill Intimidation} for a mighty warrior, {@skill Persuasion} for a leader of Men, {@skill Old Lore|TLotRR} for someone who desires to learn ancient secrets, {@skill Insight} for those who seek to know the hearts of others...But what about its curses? Well, let's not even get started..." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/069-06-10.cursed.webp" + }, + "width": 1700, + "height": 1647 + } + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 8: The Shadow", + "page": 139, + "id": "2c4", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/070-07-01.the-shadow-splash.webp" + }, + "width": 1700, + "height": 1182 + }, + { + "type": "quote", + "entries": [ + "And that is another reason why the Ring should be destroyed: as long as it is in the world it will be a danger even to the Wise. For nothing is evil in the beginning." + ], + "style": "quote-pull" + }, + "The Middle-earth has been under attack by the forces of darkness since its creation. Across each age, the world has been threatened by the designs of a Dark Lord, a powerful Enemy relentless in the desire to dominate all. Sauron the Great, an evil spirit of immense power, might already be far closer to victory than any dare dread. The presence of the Enemy weighs upon the hearts of most inhabitants of Middle-earth, with the exception of a fortunate few living in the havens of the northwest. Multitudes living to the east and south worship him already as the only god they have ever known.", + "The Free Peoples are among those few who have cherished a glimmer of hope: the knowledge that, as powerful as he appears to be, Sauron can be resisted and even defeated by steadfast opposition. Countless battles have been won or lost by alliances of the folk of Middle-earth. Though the Shadow has never failed to return in a new shape, even after the most resounding defeats, neither has hope ever fully deserted the hearts of those who fight against it.", + "But the Shadow does not rely solely upon instruments of war and the devious deeds of its servants to breed fear and doubt. The temptations that dwell even in the hearts of the brave have ever been its ally\u2014valiant warriors, adventurers, and kings can all stray from their path willingly, given the right circumstances. No matter how pure they believe their motives to be, or how just the ends, giving in to their darkest desires will eventually lead them to exert their power for personal gain or the domination of others.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/071-07-02.the-shadow-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 822 + }, + { + "type": "section", + "name": "Shadow Points", + "page": 140, + "id": "2c5", + "entries": [ + { + "type": "quote", + "entries": [ + "To his distress and amazement he found that he was no longer looking at Bilbo; a shadow seemed to have fallen between them, and through it he found himself eyeing a little wrinkled creature with a hungry face and bony groping hands." + ], + "style": "quote-pull", + "skipMarks": true + }, + "Challenging an almost all-powerful Enemy and facing its terrible minions is bound to instil a sense of fear and doubt in the Player-heroes, a sentiment that in time comes to weigh heavily on their hearts and minds.", + "In the game, this burden is represented by the accumulation of Shadow points, and by the sources that force their gain.", + { + "type": "inset", + "page": 140, + "id": "2c6", + "entries": [ + "In the course of play, the Player-heroes see their Shadow score ebb and flow, as they gain points during the Adventuring Phase as a consequence of their actions, and then they possibly lose them by making a saving throw, by strengthening their resolve (see {@book Harden Will|TLotRR|7|Harden Will}), or by mending their spiritual hurt during a Fellowship Phase (see {@book Spiritual Recovery|TLotRR|5|3. Spiritual Recovery})." + ] + }, + "Shadow points are kept track of by marking them in the appropriate box on the character sheet. Heroes cannot accumulate Shadow in excess of their maximum Wisdom score (any additional points gained do not raise a hero's Shadow score).", + { + "type": "entries", + "name": "Saving Throws Against Shadow", + "page": 140, + "id": "2c7", + "entries": [ + "A number of sources of Shadow allow players to make a saving throw to cancel, or at least reduce, the amount of points gained. These saving throws use either Intelligence, Wisdom, or Charisma, depending on the specific source of Shadow (see {@book Sources of Shadow|TLotRR|7|Sources of Shadow}).", + { + "type": "inset", + "page": 141, + "id": "2c8", + "entries": [ + "When a saving throw against Shadow is successful, the hero reduces the number of Shadow points gained by 1 point. If the saving throw succeeds by 5 or more, the Player-hero reduces the number of Shadow points gained by 2 points." + ] + }, + "The sources of Shadow that can be resisted with a saving throw ({@book Dread|TLotRR|7|Dread}, {@book Greed|TLotRR|7|Greed}, and {@book Sorcery|TLotRR|7|Sorcery}) are described later in this chapter.", + { + "type": "entries", + "name": "Shadow Conditions", + "page": 141, + "id": "2c9", + "entries": [ + "{@i The Lord of the Rings Roleplaying} introduces two new conditions to describe the effects of Shadow on Player-heroes: {@condition miserable|TLotRR} and {@condition anguished|TLotRR}. Both conditions are triggered as a character accumulates Shadow points.", + { + "type": "statblock", + "tag": "condition", + "source": "TLotRR", + "name": "Miserable", + "page": 141 + }, + { + "type": "statblock", + "tag": "condition", + "source": "TLotRR", + "name": "Anguished", + "page": 141 + } + ] + } + ] + }, + { + "type": "entries", + "name": "Harden Will", + "page": 141, + "id": "2cc", + "entries": [ + "Adventurers who are struggling under the burden of the Shadow may tap into their innermost reserves of spiritual energy to harden their determination, before it's too late. For some, this effort takes the form of a demonstration of desperate strength; others enjoy a moment of clarity in their darkest moment, when all seems lost, and suddenly all doubts are cast away:", + { + "type": "inset", + "page": 141, + "id": "2cd", + "entries": [ + "In game terms, Player-heroes whose accumulated Shadow does not yet match their Wisdom score may choose to remove all their current Shadow, replacing it with a single Shadow Scar." + ] + }, + "A Shadow Scar is a 'permanent' Shadow point that can be removed only during a Yule Fellowship Phase, by choosing the {@action Heal Scars|TLotRR} undertaking, but is otherwise considered as a normal Shadow point for all purposes.", + { + "type": "quote", + "entries": [ + "Sam's plain hobbit-face grew stern, almost grim, as the will hardened in him, and he felt through all his limbs a thrill, as if he was turning into some creature of stone and steel that neither despair nor weariness nor endless barren miles could subdue." + ], + "skipMarks": true + } + ] + }, + { + "type": "entries", + "name": "Sources of Shadow", + "page": 141, + "id": "2ce", + "entries": [ + "Adventurers gain Shadow in many ways. When their determination is shaken by witnessing distressing events or facing terrible foes, then the source of Shadow points is Dread; if they are committing despicable actions, they are tainting their conscience with Misdeeds; if they take possession of precious or powerful objects, they may be tempted by Greed; finally, if they fall victim to dark magics they have to resist the effects of Sorcery.", + { + "type": "entries", + "name": "Dread", + "page": 141, + "id": "2cf", + "entries": [ + "Terror is a spear in the hand of the Enemy. Adventurers gain Shadow points whenever they witness something capable of striking fear or sowing doubts into their hearts, be it facing a horrible creature out of the darkest pits of Mordor, entering a place where shadows are made thicker by an ancient curse, or experiencing directly the terrible power of the Enemy.", + "The extent of the Shadow gain depends on the source of Dread\u2014the table in the next page provides a number of examples to help the Loremaster adjudicate (other sources, like the terror caused by a creature or a dark spell, are discussed in detail in the {@book Adversaries|TLotRR|7|Adversaries} section).", + { + "type": "inset", + "page": 141, + "id": "2d0", + "entries": [ + "Adventurers may resist the effects of Dread with a Charisma saving throw." + ] + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Sources of Dread", + "page": 142 + }, + { + "type": "quote", + "entries": [ + "But the king sat upon Snowmane, motionless, gazing upon the agony of Minas Tirith, as if stricken suddenly by anguish, or by dread. He seemed to shrink down, cowed by age." + ], + "skipMarks": true + } + ] + }, + { + "type": "entries", + "name": "Greed", + "page": 142, + "id": "2d1", + "entries": [ + "Hoards of gold and great stores of enchanted weapons and armour lie in forgotten caves. Heroes risk being corrupted by their own desire whenever they put their hands on gold and precious objects that were tainted by laying in the dark for a long time.", + "When the Player-heroes find a Hoard of treasure, they may gain a number of Shadow points if the Hoard was tainted (see {@book Chapter 7|TLotRR|6|Magical Treasure Rolls}).", + { + "type": "inset", + "page": 142, + "id": "2d2", + "entries": [ + "Adventurers may resist the effects of Greed with a Wisdom saving throw." + ] + }, + { + "type": "quote", + "entries": [ + "It is mine, I tell you. My own. My Precious. Yes, my Precious." + ] + } + ] + }, + { + "type": "entries", + "name": "Misdeeds", + "page": 142, + "id": "2d3", + "entries": [ + "Companions often confront challenges that are so demanding that they might be tempted to adopt extreme measures, especially if they aim to achieve a noble goal. When this happens, the Loremaster must consider if a course of action can be considered a Misdeed.", + "Player-heroes gain Shadow points whenever they commit an act that is essentially wrong or even nefarious in nature, regardless of the objective they are trying to achieve. The {@table Misdeeds|TLotRR} table can be used as the basis of the Loremaster's decision.", + { + "type": "inset", + "page": 142, + "id": "2d4", + "entries": [ + "A Misdeed is a special instance of Shadow gain, as it cannot be reduced or cancelled by a saving throw of any kind." + ] + }, + "The Loremaster should usually warn the players when they are about to carry out a Misdeed.", + { + "type": "quote", + "entries": [ + "\"You can say that I was too strong and took it by force. For I am too strong for you, halfling,\" he cried; and suddenly he sprang over the stone and leaped at Frodo." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Misdeeds", + "page": 142 + }, + { + "type": "inset", + "name": "Intention", + "page": 143, + "id": "2d5", + "entries": [ + "It is important to note that merely attempting to do something despicable is a Misdeed, regardless of whether the action succeeds or not. Moreover, it is possible to commit a Misdeed unknowingly, for example, attacking someone considered to be guilty of a heinous crime, but who later turns out to be innocent. In this case, the Player-heroes should not gain Shadow automatically, but only if they don't attempt to make reparations when their mistake comes to light. If their reaction is one of contrition and they show an earnest attempt to put the situation right, then they can be allowed to make a {@dc 15} Wisdom saving throw to resist the Shadow gain." + ] + } + ] + }, + { + "type": "entries", + "name": "Sorcery", + "page": 143, + "id": "2d6", + "entries": [ + "It is said that those who are in the favour of the Dark Lord are often rewarded with evil knowledge. Some are able to wield such knowledge to terrible effect, twisting it into a form of dark magic. Adventurers gain Shadow when they fall victim to the dreadful spells of the Enemy and his minions.", + "The number of Shadow points gained by the Player-heroes depends on the power of the sorcerous spell. Often, failing a saving throw against Sorcery has additional negative consequences.", + { + "type": "inset", + "page": 143, + "id": "2d7", + "entries": [ + "Adventurers may resist the effects of Sorcery with an Intelligence saving throw." + ] + }, + { + "type": "quote", + "entries": [ + "Then the leader, who was now half across the Ford, stood up menacing in his stirrups, and raised up his hand. Frodo was stricken dumb." + ], + "skipMarks": true + } + ] + } + ] + }, + { + "type": "entries", + "name": "Madness", + "page": 143, + "id": "2d8", + "entries": [ + "As seen in {@book Shadow Conditions|TLotRR|7|Shadow Conditions}, Player-heroes whose Shadow score reaches the full value of their Wisdom score become {@condition anguished|TLotRR}. Once they reach this point, they can get rid of Shadow only in one way\u2014by playing out a bout of madness, a violent reaction marking a significant step in their downward course towards degeneration.", + { + "type": "inset", + "page": 143, + "id": "2d9", + "entries": [ + "To play out a bout of madness, players must describe how their characters lose control for a short period of time, doing something they will later regret." + ] + }, + "To describe their loss of control, players should take into consideration the source of the last Shadow gain that pushed their heroes beyond their limit, a character's Shadow Path, or one of their flaws (see {@book Shadow Paths|TLotRR|7|Shadow Paths} overleaf).", + "Here are some examples of the consequences of a bout of madness:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Betrayal:", + "entries": [ + "The Player-hero fails to keep their word or to perform an assigned duty, and the Company suffers the consequences. For example, the hero fails to watch over a prisoner properly and the prisoner escapes." + ] + }, + { + "type": "item", + "name": "Fear:", + "entries": [ + "The heroes fall prey to their fears, and flee from any source of danger, thinking only about preserving themselves from any threat." + ] + }, + { + "type": "item", + "name": "Lust:", + "entries": [ + "Lusting characters feel an irresistible desire for an object not belonging to them, and try to take it, secretly or overtly." + ] + }, + { + "type": "item", + "name": "Rage:", + "entries": [ + "Raging characters brood over real or imaginary wrongs until they react aggressively to a perceived threat or source of opposition." + ] + } + ] + }, + "If nothing seems to fit the circumstances, a standard bout of madness can take the form of an aggression of any type, verbal or physical, upon the most likely and available target. Player-heroes quickly regain control of themselves once their bout of madness passes. They see their mind finally cleared of the tangle of fear and doubt they fell into before facing the crisis.", + { + "type": "inset", + "page": 143, + "id": "2da", + "entries": [ + "They are no longer {@condition anguished|TLotRR} and remove all their current Shadow points, but they advance one step along their Shadow Path." + ] + }, + "A bout of madness must take place during the current Adventuring Phase (player-heroes ending the Adventuring Phase with a Shadow score matching their Wisdom score can be considered to have left the Company and are retired from the game).", + { + "type": "quote", + "entries": [ + "What have I done? Frodo, Frodo!\" he called. \"Come back! A madness took me, but it has passed. Come back!" + ] + }, + { + "type": "entries", + "name": "Shadow Paths", + "page": 144, + "id": "2db", + "entries": [ + "In addition to resetting their Shadow score, every time a hero suffers a bout of madness they advance along the Shadow Path corresponding to their chosen calling. All paths are articulated along a number of steps towards degeneration, with each step marked by the acquisition of a different flaw\u2014a Distinctive Feature with a negative connotation.", + "A Player-hero's calling determines which flaws are acquired, based on the character's Shadow Path.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Shadow Paths", + "page": 144 + } + ] + }, + { + "type": "entries", + "name": "Succumbing to the Shadow", + "page": 144, + "id": "2dc", + "entries": [ + "Heroes who develop the full complement of four flaws risk succumbing totally to the Shadow:", + { + "type": "inset", + "page": 144, + "id": "2dd", + "entries": [ + "The next time that their Shadow score reaches their Wisdom score they do not become {@condition anguished|TLotRR} but are taken out of play instead." + ] + }, + "A Player-hero who succumbs to the Shadow is going to disappear from the game soon, probably as a consequence of one of the following events:", + { + "type": "list", + "page": 144, + "items": [ + { + "type": "item", + "name": "Lost to Madness:", + "entries": [ + "When Men, Hobbits, or Dwarves fall under the Shadow, they succumb to madness. More often than not, this results sooner or later in their death, as they threaten others to the extent that they end up being killed, or starve to death in some solitary place, forsaken by folk and beasts." + ] + }, + { + "type": "item", + "name": "Return to Valinor:", + "entries": [ + "When the burden of the Shadow overpowers Elves, they seek to leave Middle-earth as soon as possible, to sail for the Uttermost West and be healed of the sadness and misery of this world." + ] + } + ] + }, + "The details about the fate of a Player-hero who descends a Shadow Path to its bottom are up to the Loremaster and the player controlling the fallen character. They should work together to find a way to incorporate the hero's destiny into the ongoing game." + ] + } + ] + }, + { + "type": "entries", + "name": "Using Flaws", + "page": 144, + "id": "2de", + "entries": [ + "Every time heroes develop a flaw they are renouncing their higher ambitions and embracing simpler, more primitive emotions. They are trading respect for arrogance, love for lust, trust for suspicion.", + "The Loremaster should take into account the effects of a flaw whenever the performance of a Player-hero can be made worse by it.", + { + "type": "inset", + "page": 144, + "id": "2df", + "entries": [ + "If a Player-hero is making an ability check that can plausibly be affected by a flaw, the check has disadvantage." + ] + }, + { + "type": "inset", + "name": "Example", + "id": "2e0", + "entries": [ + "{@i An arrogant hero is making a Charisma ({@skill Persuasion}) check. The Loremaster considers that her pompous conduct may worsen her chances to succeed, so the check has disadvantage.}" + ] + }, + "The following sections describe the various flaws that Player-heroes may develop as a result of their degeneration, grouped by Shadow Path. The Loremaster can use the definitions listed here to determine the effects of a bout of madness, and the players may use them to keep in mind how a flaw should affect the behaviour of a Player-hero.", + { + "type": "inset", + "name": "Flawed Heroes", + "page": 144, + "id": "2e1", + "entries": [ + "Flawed adventurers haven't lost the possibility of being heroes. Many of the characters described in the books display the influence of the Shadow to some measure\u2014certainly Boromir, or Frodo, but also Aragorn and even Gandalf. In most cases, they were able to keep their weaknesses in check, avoiding corruption's most dire consequences." + ] + }, + { + "type": "statblock", + "tag": "reward", + "source": "TLotRR", + "name": "Curse of Vengeance", + "page": 145 + }, + { + "type": "quote", + "entries": [ + "\"I wish I had Gandalf here! Curse him for his choice of you!...As for you, I will throw you to the rocks!\" he cried and lifted Bilbo in his arms." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "reward", + "source": "TLotRR", + "name": "Dragon-Sickness", + "page": 145 + }, + { + "type": "quote", + "entries": [ + "...he fell under the Dragon-sickness, and took most of the gold and fled with it, and died of starvation in the Waste, deserted by his companions." + ], + "skipMarks": true + }, + { + "type": "statblock", + "tag": "reward", + "source": "TLotRR", + "name": "Lure of Power", + "page": 145 + }, + { + "type": "quote", + "entries": [ + "It is by our own folly that the Enemy will defeat us,\" cried Boromir. \"How it angers me! Fool! Obstinate fool! Running wilfully to death and ruining our cause." + ] + }, + { + "type": "statblock", + "tag": "reward", + "source": "TLotRR", + "name": "Lure of Secrets", + "page": 145 + }, + { + "type": "quote", + "entries": [ + "The roots of those mountains must be roots indeed; there must be great secrets buried there which have not been discovered since the beginning." + ] + }, + { + "type": "statblock", + "tag": "reward", + "source": "TLotRR", + "name": "Path of Despair", + "page": 145 + }, + { + "type": "quote", + "entries": [ + "Now the Company is all in ruin. It is I that have failed. Vain was Gandalf's trust in me. What shall I do now?" + ] + }, + { + "type": "statblock", + "tag": "reward", + "source": "TLotRR", + "name": "Wandering-Madness", + "page": 146 + }, + { + "type": "quote", + "entries": [ + "I feel I need a holiday, a very long holiday, as I have told you before. Probably a permanent holiday: I don't expect I shall return." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/072-07-04.monsters-in-the-woods.webp" + }, + "width": 1700, + "height": 1891 + } + ] + } + ] + }, + { + "type": "section", + "name": "Adversaries", + "page": 146, + "id": "2e8", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/073-07-03.army-with-banner.webp" + }, + "width": 1700, + "height": 1140 + }, + { + "type": "quote", + "entries": [ + "For the folk of Arnor dwindled, and their foes devoured them..." + ], + "style": "quote-pull", + "skipMarks": true + }, + "Not all the servants of the Enemy are Orcs, Trolls or Wraiths. Among the foes of those who choose to oppose the Shadow are many who cannot be distinguished easily from their friends, if at all. And in times of doubt, a deadly threat may come from otherwise steadfast allies, turned into ruthless adversaries by simple misunderstanding, or, worse, by treachery or betrayal.", + "This chapter presents a selection of adversaries, from the various cunning and evil creatures of Middle-earth, to misguided individuals that end up opposing the deeds of the Player-heroes.", + { + "type": "entries", + "name": "Evil Men", + "page": 148, + "id": "2e9", + "entries": [ + "Cruel individuals like brigands, marauders and slavers prowling the Lone-lands of Middle-earth fall within this category. Their malicious will notwithstanding, Evil Men are not servitors of Sauron, and they can end up opposing the Player-heroes for reasons not dependent on an allegiance with the Dark Lord.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/074-07-05.evil-men.webp" + }, + "width": 1700, + "height": 1242 + }, + { + "type": "entries", + "name": "Hostile Southerners", + "page": 148, + "id": "2ea", + "entries": [ + "The people of Bree call 'Southerner' every foreigner coming up the Greenway. The vast majority are simply moving away from some trouble, looking for lands where they can find some peace. Others are not so well-meaning...", + { + "type": "quote", + "entries": [ + "If room isn't found for them, they'll find it for themselves. They've a right to live, same as other folk..." + ] + }, + { + "type": "statblock", + "name": "Southerner Raider", + "source": "TLotRR", + "page": 149, + "tag": "creature" + }, + "When a particularly harsh winter has passed, Men from the South may assemble war parties and look for some isolated homestead to plunder, before retreating just as quickly back into the mists where they came from.", + { + "type": "statblock", + "page": 149, + "name": "Southerner Champion", + "source": "TLotRR", + "tag": "creature" + }, + "A Southerner Champion may be a chieftain from Dunland, a bandit lord capable of uniting a number of fractious warriors into a small army, or just a particularly vicious brigand." + ] + }, + { + "type": "entries", + "name": "Ruffians", + "page": 149, + "id": "2eb", + "entries": [ + "Local robbers, cut-throats, brigands and other assorted criminals fall within this category of potential adversaries. Such foes can be encountered on the lonely roads of Eriador, but they are met as likely in a dark alley in Bree.", + { + "type": "quote", + "entries": [ + "\"Where d'you think you're going?\" said one, the largest and most evil-looking of the crew." + ], + "skipMarks": true + }, + { + "type": "statblock", + "name": "Footpad", + "page": 149, + "source": "TLotRR", + "tag": "creature" + }, + "A cowardly bandit, ready to rob a defenceless victim, but capable of ambushing a lonely companion with the help of others.", + { + "type": "statblock", + "name": "Ruffian Leader", + "page": 150, + "source": "TLotRR", + "tag": "creature" + }, + "Tougher or simply fiercer, a leader is a ruffian who has reached the top with the help of a sharper mind, or blade.", + { + "type": "statblock", + "name": "Highway Robber", + "page": 150, + "source": "TLotRR", + "tag": "creature" + }, + "More dangerous than a common brigand, a Highway Robber is used to a life in the Wild, and has learned how to deal with armed victims.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/075-07-06.fancy-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 460 + } + ] + } + ] + }, + { + "type": "entries", + "name": "Orcs", + "page": 151, + "id": "2ec", + "entries": [ + "Bred by the first Dark Power in the early years of the world to serve him in many wars, Orcs are once again multiplying. They are strong and agile creatures, quick and robust, and ready to learn or devise new methods or instruments of torment. Their appearance and size differs from tribe to tribe, but many prominent features are common to all Orcs, such as short legs, broad, squinting eyes, wide mouths and long fangs.", + "Their malicious spirit is full of hatred for all living things, including their own kind, and when left to their own devices, Orcs often end up quarrelling fiercely over futile questions. But when they face their enemies they are quick to set their disagreements aside.", + "Some Orcs direct their spite towards some specific folk. To reflect this, the Loremaster may add to an Orc adversary the Hatred special trait.", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "entries": [ + "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + ] + }, + "For example, the Orcs and Goblins of Goblin-town hate Dwarves, and will attack a Company that includes Dwarves with blind fury. The Orcs of Mount Gram fiercely hate all Hobbits instead, and will relentlessly attack a Company including any.", + { + "type": "entries", + "name": "Great Orcs", + "page": 151, + "id": "2ed", + "entries": [ + "A powerful breed of Orc, Great Orcs are said to descend from servant spirits that once took an Orcish shape to serve the Dark Power's purposes. King Golfimbul, the Great Goblin, Azog and his son Bolg were Great Orcs.", + { + "type": "quote", + "entries": [ + "...he was a great Orc with a huge iron-clad head, and yet agile and strong." + ], + "skipMarks": true + }, + { + "type": "statblock", + "name": "Great Orc Chief", + "page": 151, + "source": "TLotRR", + "tag": "creature" + }, + "Great Orcs are often encountered as leaders and chieftains of their weaker-blooded relatives.", + { + "type": "statblock", + "name": "Great Orc Bodyguard", + "page": 152, + "source": "TLotRR", + "tag": "creature" + }, + "Less cunning than those who lead them, these fell creatures protect their captains at the cost of their lives." + ] + }, + { + "type": "entries", + "name": "Orcs of the North", + "page": 152, + "id": "2ee", + "entries": [ + "Among the most numerous of the malicious creatures serving the Shadow, the Orcs of the Mountains are used to living and making war in the deep places beneath the earth, where their sight is keener than any other Orc. When they are encountered in their mines, they are savage fighters and reckless in assault, but they leave the dark under the mountains only when marching to war or to avenge their fallen kind, as they suffer badly the light of the sun.", + "The Orcs of the North are a wild and independent lot, bent on their own purposes and aims when the Shadow's influence is weak, but ready to obey the will of their Master when directly subject to it. The smallest among them are often referred to as Goblins.", + { + "type": "quote", + "entries": [ + "We have come all the way from the Mines to kill, and avenge our folk." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/076-07-07.orc-army.webp" + }, + "width": 1700, + "height": 573 + }, + { + "type": "statblock", + "name": "Goblin Archer", + "page": 152, + "source": "TLotRR", + "tag": "creature" + }, + "A Goblin Archer is an Orc chosen for his keen eyes. His ability to see in the dark, coupled with a steady hand, lets him shoot arrows with precision by night or day.", + { + "type": "statblock", + "name": "Orc-chieftain", + "page": 153, + "source": "TLotRR", + "tag": "creature" + }, + "Only the most wicked and cruel Orcs live long enough to become chieftains and lead their tribe or warband to battle. An Orc-chieftain is easy to recognise, as it is usually the largest in a group, wielding the meanest weapons and donning superior armour. Often, tell-tale scars or mutilations mark a chieftain's long service under the Shadow.", + { + "type": "statblock", + "name": "Orc Guard", + "page": 154, + "source": "TLotRR", + "tag": "creature" + }, + "The strongest and boldest Orcs are equipped with the toughest armour they can find or put together, and are placed to keep watch on an area wielding a sword and sturdy shield.", + { + "type": "statblock", + "name": "Orc Soldier", + "page": 154, + "source": "TLotRR", + "tag": "creature" + }, + "Armed with characteristic bent swords, Orc soldiers are a loud, undisciplined lot. Only a forceful chieftain with a cruel whip and a sharp blade can keep them in line." + ] + } + ] + }, + { + "type": "entries", + "name": "Trolls", + "page": 155, + "id": "2ef", + "entries": [ + "Trolls were created by the Great Enemy in the Elder Days, to fight in many bitter wars. They were made strong and powerful, and appear monstrous and misshapen, as if left unfinished by their cruel maker. It is not known whether Trolls were generated in many forms, or if they evolved since their first appearance, but by the end of the Third Age several breeds of Trolls can be encountered.", + { + "type": "entries", + "name": "Cave-Trolls", + "page": 155, + "id": "2f0", + "entries": [ + "Cave-trolls are bred to fight and hunt deep under the earth. They have a dark skin with a greenish hue, covered with tight, robust scales, and appear shorter than other Trolls, as they are extremely hunched and often advance on all fours walking on their knuckles. Nobody knows if Cave-trolls can endure sunlight as they never leave their hunting grounds under mountains, hills and fells.", + { + "type": "quote", + "entries": [ + "A huge arm and shoulder, with a dark skin of greenish scales, was thrust through the widening gap." + ], + "skipMarks": true + }, + { + "type": "statblock", + "name": "Great Cave-troll", + "page": 155, + "source": "TLotRR", + "tag": "creature" + }, + "Feared by its own handlers, a Great Cave-troll is sent by Orcs to smash the defences and the morale of the foes they fear the most.", + { + "type": "statblock", + "name": "Cave-troll Slinker", + "page": 156, + "source": "TLotRR", + "tag": "creature" + }, + "This breed of Cave-troll is smaller than many of its kin, but still larger than most Orc-kind. Used to living in the depths of the earth, a Cave-troll Slinker often hunts alone and in the dark, relying on its acute sense of smell.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/077-07-08.eye-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 353 + } + ] + }, + { + "type": "entries", + "name": "Stone-Trolls", + "page": 156, + "id": "2f1", + "entries": [ + "Stone-trolls are predators, living in small groups in filthy caves strewn with the remains of unwary travellers. They seem to be somewhat more intelligent than other Troll types, maybe thanks to their habit of prowling in the proximity of populated areas.", + "A very ancient breed, Stone-trolls owe their name to the fact that they turn to stone if exposed to the light of the sun.", + { + "type": "quote", + "entries": [ + "...there were three fair-sized trolls at hand in a nasty mood, quite likely to try toasted Dwarf, or even pony, for a change..." + ], + "skipMarks": true + }, + { + "type": "statblock", + "name": "Stone-Troll Robber", + "page": 156, + "source": "TLotRR", + "tag": "creature" + }, + "A Stone-troll Robber's appearance, while always frightful, is made less monstrous by their tendency to wear simple clothes, cook their food and use tools like drinking jugs and barrels.", + { + "type": "statblock", + "name": "Stone-Troll Chief", + "page": 157, + "source": "TLotRR", + "tag": "creature" + }, + "Small groups of Stone-trolls may band together around a stronger member of their breed, to attack caravans of merchants or isolated farmhouses.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/078-07-09.stone-troll.webp" + }, + "width": 1700, + "height": 789 + } + ] + } + ] + }, + { + "type": "entries", + "name": "Undead", + "page": 158, + "id": "2f2", + "entries": [ + "Many horrors haunt the lonely lands of old Arnor, in the shadow of the darker woods and under the still waters of rotting marshes. Some say those shades are what remains of the ill-will of Evil Men and proud Elves, others that they are spirits out of Angmar, sent to infest barren hills and lonely barrows; others more blame dark sorcery and evil curses.", + "Whatever is their true nature, all Undead creatures are hard to defeat and provoke a sentiment of horror in those who encounter them.", + { + "type": "entries", + "name": "Wights", + "page": 158, + "id": "2f3", + "entries": [ + "Wights are malevolent creatures inhabiting the cold flesh of the dead. They hunger for the life and warmth of those who are unlucky enough to stumble into a region troubled by their presence. They strike from the cover of thick mists, or under the cloak of night, seeking to subdue their prey with their spells. They are hard to kill, and even if their bodies are destroyed, the spirit that animates them is unharmed, and flees to find some other barren place to haunt.", + { + "type": "quote", + "entries": [ + "Barrow-wights walked in the hollow places with a clink of rings on cold fingers, and gold chains in the wind." + ], + "skipMarks": true + }, + { + "type": "statblock", + "name": "Barrow-Wight", + "source": "TLotRR", + "page": 158, + "tag": "creature" + }, + "Sent to the hills of Tyrn Gorthad by the Witch-king of Angmar to plague his enemies in the wars against Arnor, a Barrow-wight appears as a tall, dark figure, with cold eyes lit by a pale light. It wears rings on its skeletal fingers, and gold chains around its neck. In its grip is an ancient, pitted blade.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/079-07-10.monsters-on-rocks.webp" + }, + "width": 1700, + "height": 1256 + } + ] + }, + { + "type": "entries", + "name": "Wraiths", + "page": 159, + "id": "2f4", + "entries": [ + "It is said that many who fought in the wars against Angmar fell victim to the Black Shadow, a terrible illness spread by the Nazgûl. Many did not perish, and were slowly consumed by it instead.", + "Wraiths are creatures that once were living beings but whose lives were consumed by sorcery or by another evil power. They are now undead, and live in both the living world and the wraith-world. Wraiths maintain a physical shape, albeit partially faded and thus resistant to harm.", + { + "type": "quote", + "entries": [ + "Begone, if you be not deathless! For living or dark undead, I will smite you, if you touch him." + ], + "skipMarks": true + }, + { + "type": "statblock", + "name": "Fell Wraith", + "page": 159, + "source": "TLotRR", + "tag": "creature" + }, + "Fell wraiths appear as crooked wanderers, roaming among ancient ruins, wrapped in cloaks hiding their spectral features. Their flesh is almost transparent, and their eyes seem to glow like embers. If encountered in the hours of twilight, they may pass as Men, as they can speak, even if with an unusual hissing voice and strange accents. Fell Wraiths carry old weapons, relics from an age of strife that they employ to deadly effectiveness.", + { + "type": "statblock", + "name": "Marsh-Dwellers", + "page": 160, + "source": "TLotRR", + "tag": "creature" + }, + "The Marsh-dwellers are shambling humanoid creatures with a clammy pale flesh, like that of a corpse left to rot in the water. A fell light in their small eyes suggests a wicked vitality and intent. They dwell among ruins where Men used to live, often by dark pools of stagnant water. They hide underground in small groups, ready to ambush unwary travellers and drag them into the cellars where they hoard their stolen gold.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/080-07-11.warrior-in-room.webp" + }, + "width": 1700, + "height": 2055 + } + ] + } + ] + }, + { + "type": "entries", + "name": "Wolves of the Wild", + "page": 162, + "id": "2f5", + "entries": [ + "By the time of Bilbo's adventures, Wargs and Werewolves could be encountered at night in the eastern vales close to the Misty Mountains, where they prowl in search of prey. Years later, packs of Wolves have crossed the Hithaeglir, and can be found across Eriador.", + "All Wolves share a prodigious agility that prevents their enemies from keeping a distance in combat.", + { + "type": "entries", + "name": "Wargs", + "page": 162, + "id": "2f6", + "entries": [ + "Wargs are a particularly evil breed of Wolves, possessing wicked cunning and displaying malicious intent. They communicate using a dreadful language, foul to the ears of listeners not sharing their love for cruel and hateful deeds. Wargs generally look like lean and powerfully-built grey wolves, with eyes shining in the dark, but their size and appearance vary according to age and experience.", + { + "type": "quote", + "entries": [ + "How the wind howls!\" he cried. \"It is howling with wolf-voices. The Wargs have come west of the Mountains!" + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/081-07-12.wolves.webp" + }, + "width": 1700, + "height": 556 + }, + { + "type": "statblock", + "name": "Wild Wolf", + "page": 162, + "source": "TLotRR", + "tag": "creature" + }, + "The average Warg, a Wild Wolf is slightly larger than an ordinary wolf, and much more vicious. It can be encountered in a pack, but also as a solitary hunter or scout, ready to howl and alert other Wargs and evil creatures for miles around. Orcs learn how to ride upon Wild Wolves like men do on horses.", + { + "type": "statblock", + "name": "Wolf-Chieftain", + "page": 163, + "source": "TLotRR", + "tag": "creature" + }, + "Greater in stature, cruelty and cunning than ordinary Wargs, a Wolf-chieftain is called upon by its lesser kin to deal with serious threats, like bands of travelling adventurers trespassing into Warg territory. A Wolf-chieftain is never encountered alone, but always surrounded by a pack of Wild Wolves." + ] + }, + { + "type": "entries", + "name": "Werewolves", + "page": 163, + "id": "2f7", + "entries": [ + "It is suspected by the most learned among the Wise that the cruellest packs of Wargs might be led by the foulest of creatures: trusted servants of the Dark Lord returned from the Ancient World to serve him once again. Devouring spirits trapped in wolf-form, they hate the very soil they walk upon, and desire only to defile and ruin in an attempt to quench the dreadful hunger that consumes their mortal bodies.", + { + "type": "quote", + "entries": [ + "Listen, Hound of Sauron!\" he cried. \"Gandalf is here. Fly, if you value your foul skin! I will shrivel you from tail to snout, if you come within this ring." + ] + }, + { + "type": "statblock", + "name": "Hound of Sauron", + "page": 164, + "source": "TLotRR", + "tag": "creature" + }, + "Chosen for its ferocity and malicious intelligence, a Hound of Sauron is a minion of the Dark Lord, a servant sent on a precise errand, be it the gathering of forces for a coming war, the hunt for a specific individual, or spying on an area. Hidden behind the shape of an ordinary Warg, a Hound of Sauron conceals much greater powers." + ] + } + ] + }, + { + "type": "entries", + "name": "Nameless Things", + "page": 164, + "id": "2f8", + "entries": [ + { + "type": "quote", + "entries": [ + "There are older and fouler things than Orcs in the deep places of the world." + ], + "style": "quote-pull" + }, + "The darkest legends of the Dwarves whisper of ancient things living in the pools and lakes of remote dales, and lurking in dark tunnels dug before the Orcs came to the mountains. So little is known about these beings that no one ever gave them a name. They do not seem creations of the Great Enemy, Morgoth, for they are older than his lieutenant Sauron, and unknown to him. Their accursed breed might be akin to that of the monstrous Ungoliant, the mother of all Spiders, but they might be something else entirely. Whence they came no one can say\u2014they are evil, but they do not heed the call of the Shadow.", + "What is certain about all of them is that they are always a horrible sight to behold, and that they are very dangerous. They are not just simple beasts, but have a primitive intelligence, linked to their survival instinct, certainly, but often betraying some deeper drive or craving. They all hate the light, and thus live in the darkest recesses of the earth, or in the depths of lakes or underground rivers, which is the reason why no one has ever seen one of them in their entirety. If they come to the surface, they do it for a short time, enough to spread fear and despair, and then they return to their hidden lairs to rest undisturbed.", + { + "type": "entries", + "name": "Nameless Things in the Third Age", + "page": 164, + "id": "2f9", + "entries": [ + "Nameless Things can be introduced to the game by a Loremaster looking for a formidable adversary for their Company of heroes. Differently from most opponents presented in this volume, they do not really belong to a specific breed, and thus must be designed by the Loremaster personally, using the guidelines offered below. The result will be a unique creature, complete with a level of backstory, to underline the long years that the creature has spent troubling the unhappy world." + ] + }, + { + "type": "entries", + "name": "Children of Darkness", + "page": 164, + "id": "2fa", + "entries": [ + "To create a Nameless Thing, the Loremaster either rolls dice on the following tables or directly chooses the entries they consider to be most fitting.", + "The tables numbered from 1 to 5 are used to create the identity of the thing, and give it a story.", + { + "type": "list", + "page": 165, + "items": [ + "{@table Table 01. The Thing is Referred to as...|TLotRR|Table 01} is used to determine {@i how the Thing is referred to}", + "{@table Table 02. The Thing can be described as...|TLotRR|Table 02} is used to generate its {@i general description}", + "{@table Table 03. When first encountered...|TLotRR|Table 03} is used to determine what the Player-heroes notice moments before the {@i Thing appears}, and then {@i what they see first}", + "{@table Table 04. A Rumour About the Thing|TLotRR|Table 04} is used to generate a {@i rumour about the Thing}", + "{@table Table 05. Where the Thing is Remembered|TLotRR|Table 05} is used to discover {@i where the Thing is remembered}" + ] + }, + "Tables 06 to 08 are instead used to determine the characteristics of the Nameless Thing in gaming terms, in conjunction with the stat block presented overleaf.", + { + "type": "list", + "page": 165, + "items": [ + "{@table Table 06. Characteristics|TLotRR|Table 06} determines all the usual stats required to use the Thing as an adversary, including its Armour Class, Hit Points, and physical ability scores. It also provided the recommended challenge rating of the Thing.", + "{@table Table 07. Attack Forms|TLotRR|Table 07} is used to determine the forms of attack that the Thing employs. There are suggestions for each type, but you'll want to use the previous entries as well to help fill in the details.", + "All Nameless Things, being creatures of darkness, suffer badly the light of the sun, and so display the Sunlight Sensitivity trait. Each Thing may possess additional special traits, chosen from {@table Table 08. Special Traits|TLotRR|Table 08}." + ] + }, + { + "type": "statblock", + "name": "Nameless Thing", + "page": 165, + "source": "TLotRR", + "tag": "creature" + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 01. The Thing is referred to as...", + "page": 165 + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 02. The Thing can be described as...", + "page": 166 + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 03. When first encountered...", + "page": 166 + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 04. A Rumour About the Thing", + "page": 167 + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 05. Where the Thing is Remembered", + "page": 168 + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 06. Characteristics", + "page": 169 + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 07. Attack Forms", + "page": 169 + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Table 08. Special Traits", + "page": 170 + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "The Eye of Mordor", + "page": 171, + "id": "2fb", + "entries": [ + { + "type": "quote", + "entries": [ + "The number must be few, since your hope is in speed and secrecy. Had I a host of Elves in armour of the Elder Days, it would avail little, save to arouse the power of Mordor." + ], + "style": "quote-pull" + }, + "As the Twilight of the Third Age darkens and the War of the Ring approaches, the will of the Dark Lord pushes all wicked things to evil ends. Since his revelation in the year 2951, Sauron is awake and his spies and servants are abroad once again.", + "Many unfriendly things having little love for Elves, Dwarves, and Men are stirred into action, and those who dare to leave their homes find themselves often plagued by an ill-fortune. Distant folks grow suspicious and estranged once again. The arm of the Enemy grows longer every day.", + "The possibility that a Company catches the Eye of the Enemy is expressed in gaming terms through the rules for Eye Awareness and its major and most terrible consequence\u2014{@i the Hunt}.", + { + "type": "list", + "page": 171, + "items": [ + "{@book Eye Awareness|TLotRR|7|Eye Awareness} is a rating measuring the level of attention that the Enemy reserves for the Company of Player-heroes. Its rating ebbs and flows based on their actions and wandering, and is kept track of from session to session.", + "When the Eye Awareness of a Company reaches a certain limit, it triggers {@book the Hunt|TLotRR|7|The Hunt}, representing the way that the Enemy is able to focus the hostility of the world itself towards the group of Player-heroes." + ] + }, + { + "type": "inset", + "page": 171, + "name": "Optional Rules?", + "id": "2fc", + "entries": [ + "The rules concerning the Eye of Mordor are particularly suitable to be introduced later in the game, when the Company has already been playing for a few years of game time. This is because they add a layer of complexity that not every group may find to their liking, and also because they are meant to represent how the Enemy reacts to the deeds of a successful group of adventurers." + ] + }, + { + "type": "entries", + "name": "Eye Awareness", + "page": 171, + "id": "2fd", + "entries": [ + "In general terms, the Eye Awareness rating of a Company is based on the number of Player-heroes in the group, which Heroic Cultures are represented in it, and the intensity of their adventuring activity. A larger and more active group of Player-heroes, including Heroic Cultures recognised as enemies of Sauron such as Rangers or Elves, has more chances to raise suspicions and stir the minions of the Shadow into action than a smaller group composed solely of Hobbits.", + { + "type": "inset", + "page": 171, + "id": "2fe", + "entries": [ + "To keep track of Eye Awareness it is best to use a number of counters or tokens (glass beads work fine) that should be placed on the gaming table, within reach of all players (about 20 tokens should suffice)." + ] + }, + { + "type": "entries", + "name": "Starting Eye Awareness Score", + "page": 171, + "id": "2ff", + "entries": [ + "The starting Eye Awareness of a Company is calculated at the beginning of each Adventuring Phase. This value is determined by the composition of the group, as the Enemy keeps a closer watch on those individuals he hates, or fears, the most.", + "Check the table below to find out the individual score corresponding to each hero in the Company (nonplayer characters journeying with the Company are not normally considered part of it for the purposes of calculating Eye Awareness).", + { + "type": "list", + "page": 171, + "items": [ + "To find the starting Eye Awareness of the Company, find its basic score using the table below (apply only the highest applicable entry), then add 1 for each Player-hero with a proficiency bonus of +4 or more.", + "Additionally, the spies of the Enemy can be attracted by adventurers carrying powerful weapons: add 1 for each Famous Weapon and Armour carried by members of the Company." + ] + }, + { + "type": "table", + "page": 171, + "colLabels": [ + "Player-heroes", + "Eye Awareness" + ], + "colStyles": [ + "col-8", + "col-4 text-center" + ], + "rows": [ + [ + "Only Hobbits or Men", + "0" + ], + [ + "One or more Dwarves", + "1" + ], + [ + "One or more Dúnedain or Elves", + "2" + ], + [ + "One or more High Elves", + "3" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Increasing Eye Awareness", + "page": 172, + "id": "300", + "entries": [ + "A Company's Eye Awareness score increases in the course of an Adventuring Phase as a consequence of a number of circumstances, as detailed in the following paragraphs.", + { + "type": "inset", + "page": 172, + "id": "301", + "entries": [ + "The Loremaster must keep track of these instances, and update the Eye Awareness score of the company accordingly." + ] + }, + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Rolling 1s:", + "entries": [ + "When under the Shadow, even the most successful exploits can be tainted by fear and self-doubt.", + { + "type": "list", + "items": [ + "Raise the Eye Awareness of the Company by 1 point whenever the {@dice d20} roll on an ability check is a 1, regardless of whether the roll resulted in a success or a failure." + ] + }, + "If the Loremaster considers it appropriate, rolling a 1 under particularly dramatic or otherwise grave circumstances may increase the Eye Awareness by 2 points or more instead of 1. Conversely, if the company is currently in a place deemed by the Loremaster to be safe, a 1 might not provoke an increase at all." + ] + }, + { + "type": "item", + "name": "Shadow Gain:", + "entries": [ + "A Player-hero tormented by grief and beset by the threat of corruption carries a burden that the Shadow is quick to recognise and exploit.", + { + "type": "list", + "items": [ + "Whenever a Player-hero gains 1 or more Shadow points, increase the Eye Awareness level by an equal amount." + ] + } + ] + }, + { + "type": "item", + "name": "Using Magic:", + "entries": [ + "Blatant displays of magical power further augment a Company's Eye Awareness score, in a measure that is proportional to the magical effect.", + { + "type": "list", + "items": [ + "Spells cast by a Wizard or another nonplayer character capable of such feats provoke the increase of the Eye Awareness score by 1 point in case of a {@i lesser effect}, 2 points for a {@i major spell}, and 3 points for a really {@i powerful spell} (see examples below)." + ] + }, + "Note that this does not apply to every use of magic\u2014for example, tracing signs on a surface that will be visible only to friendly eyes, or embellishing pipe-smoke or fireworks with shapes and colours does not provoke the increase of Eye Awareness\u2013unless they are done in the wrong place, or at the wrong time, of course!", + "Examples of display of magical power include:", + { + "type": "list", + "items": [ + "{@i Lesser effects} (+1 point): Illuminate a dark passage with a short blaze of magical light, open a locked door, play tricks with voices or sounds.", + "{@i Major spells} (+2 points): Light a fire in a storm, block a door against a powerful adversary, make a tree burst into flames.", + "{@i Powerful spells} (+3 points): Rain lightning down upon an advancing enemy, lend speed to a travelling company, make the waters of a river swell with rage." + ] + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Resetting Eye Awareness", + "page": 172, + "id": "302", + "entries": [ + "When an Adventuring Phase ends, the tally for Eye Awareness is suspended for the length of the Fellowship Phase. The Eye Awareness score of the Company is set again at its starting score at the beginning of the following Adventuring Phase." + ] + } + ] + }, + { + "type": "entries", + "name": "The Hunt", + "page": 172, + "id": "303", + "entries": [ + "Using the rules explained above, the Eye Awareness level of a Company grows session after session during the Adventuring Phase as a consequence of the actions of the Player-heroes. To determine whether this puts the Company at the risk of being noticed by the Enemy, the Loremaster must compare the Eye Awareness rating to another value, called the Company's {@i Hunt threshold}.", + { + "type": "entries", + "name": "Hunt Threshold", + "page": 173, + "id": "304", + "entries": [ + "At any given time, the Hunt threshold of the Company is determined by the region where the heroes are located, based on the Region table below. If the Player-heroes travel from one region to another, the Hunt threshold will change accordingly.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Region Table", + "page": 173 + }, + "A number of modifiers can alter the value set by the region, as the Company takes precautions or finds itself travelling under the protection of a powerful individual (see the Hunt Modifiers table below).", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Hunt Modifiers Table", + "page": 174 + }, + "The status of the Company as far as the perception of the Enemy is concerned is evaluated comparing the Hunt threshold to the Eye Awareness rating:", + { + "type": "inset", + "page": 174, + "id": "305", + "entries": [ + "As long as the Eye Awareness rating of the Company is lower than the Hunt threshold, the Player-heroes are considered to be hidden." + ] + }, + "In the eyes of the Enemy the adventurers are just a group of stray wanderers, and their actions are of small concern.", + { + "type": "inset", + "id": "306", + "page": 174, + "entries": [ + "Should the Eye Awareness match or exceed the Hunt threshold, the group would be revealed to the Eye, and something bad will happen as a consequence." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/082-07-13.adventures-looking-at-ruins.webp" + }, + "width": 1700, + "height": 1223 + } + ] + }, + { + "type": "entries", + "name": "Revealing the Company", + "page": 174, + "id": "307", + "entries": [ + "A Company is revealed to the Enemy when the Eye Awareness score of the company matches or exceeds the current Hunt threshold. When this happens, the Loremaster will introduce a {@i Revelation episode}, a dangerous event reflecting the increased hostility of the game world towards the members of the Company.", + "The source of this hostility may differ wildly from one Revelation episode to another: it may be the result of the direct actions of servants of the Enemy aimed to thwart the Company's plans, an accident caused by the ill-will of another unfriendly power, or simply an unusual and sinister stroke of bad luck. There are many strange and dark powers in Middle-earth, and not all of them are necessarily in league with the Dark Lord...", + { + "type": "inset", + "page": 174, + "id": "308", + "entries": [ + "As soon as the Loremaster has played out a Revelation episode, the Company is considered to be hidden again, and the Eye Awareness level of the company is set back to its starting level." + ] + }, + "From that moment on, the tally for Eye Awareness is resumed normally; and thus may lead to another Revelation episode should the score reach the Hunt threshold once again, and so on, until the end of the Adventuring Phase." + ] + }, + { + "type": "entries", + "name": "Revelation Episodes", + "page": 174, + "id": "309", + "entries": [ + "To determine the precise nature and consequences of a Revelation episode, the Loremaster should weigh the current circumstances of the Company and choose a course of events that will change the heroes' predicament for the worst. If the Player-heroes were already heading towards a difficult situation, now they will face one of their worst moments instead.", + "Regardless of the details, whatever happens to the Company must spring naturally out of the ongoing flow of events experienced during a session; no Orcs appearing out of nowhere to attack while the Player-heroes are sleeping at Bag End!", + "Additionally, the nature of a Revelation episode should always suggest that there are strange forces at work; a distinctive aura that smells of something dark and foul; a malicious misfortune, the unusual behaviour of Men or beasts, the faint trace of sorcery.", + "Generally, the current situation should provide the Loremaster with enough suggestions upon which to improvise. If this is not the case, then the resolution of a Revelation episode should be held off, until an appropriate situation appears (possibly even waiting for the following session of play).", + "A typical Revelation episode may include a hero losing the other companions during a journey or while fleeing, the group running out of food as provisions are found to be unexpectedly spoilt, a decision taken by heroes proving to be the worst possible choice, an individual the Company was waiting for failing to show up at a crucial moment, and so on.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/083-07-14.fighting.webp" + }, + "width": 1700, + "height": 982 + }, + { + "type": "inset", + "name": "Examples of Revelation Episodes", + "page": 175, + "id": "30a", + "entries": [ + { + "type": "quote", + "entries": [ + "Is it the will of the Dark Tower that steers us? All my choices have proved ill." + ] + }, + "Here follow several examples of how the Loremaster may worsen the situation of a revealed Company. A level of customisation is required, to adapt all suggestions to the actual situation of play.", + { + "type": "list", + "style": "list-decimal", + "items": [ + { + "type": "item", + "name": "Out of the Frying Pan...", + "entries": [ + "All actions concerning the resolution of a chosen situation inexplicably prove harder\u2014all ability checks have disadvantage. For example, all rolls made for the length of a journey's leg, or for the entire next encounter." + ] + }, + { + "type": "item", + "name": "Láthspell", + "entries": [ + "The arrival of the Company at a location is interpreted as ill-news, and the heroes are given a colder welcome than expected: the goal of a Council as chosen by the Company is made more difficult\u2014a reasonable request becomes bold, and a bold one becomes outrageous, as suspicions are roused and old prejudices flare up." + ] + }, + { + "type": "item", + "name": "Do not tempt me!", + "entries": [ + "A Player-hero gains 3 {@book points of Shadow from Greed|TLotRR|7|Greed}. The nature of the challenge may be overt or subtle, and should be based on the character's Shadow Path." + ] + }, + { + "type": "item", + "name": "Lies and Threats", + "entries": [ + "An ally becomes an enemy, through coercion, betrayal, or even sorcery. The individual is now bent on doing harm to the Player-heroes, and either acts directly or schemes in the dark." + ] + }, + { + "type": "item", + "name": "A Weariness of the Heart", + "entries": [ + "An unnatural sense of tiredness has gotten hold of the Company. Whether it is due to some subtle sorcery or else it is not clear, but all Player-heroes suffer one level of {@condition exhaustion} until the Loremaster deems it appropriate to the circumstances." + ] + }, + { + "type": "item", + "name": "A Will That Lends Speed", + "entries": [ + "An enemy that the Company was chasing or holding prisoner escapes, as if helped or hidden by an unseen hand, or pursuers that were hunting the Company catch up with them unexpectedly." + ] + }, + { + "type": "item", + "name": "Guided by Sinister Purpose", + "entries": [ + "A potential threat the Company had a chance to avoid is now waiting for them. An Orc patrol they could try to ambush now automatically spots them; a Troll they could sneak past sniffs them out at the worst possible moment; an unnamed terror that was sleeping in the deep places of the world is now aware of their passage." + ] + }, + { + "type": "item", + "name": "Reckless Hate", + "entries": [ + "One enemy type that will be faced in combat next gains the special trait Reckless Hate." + ] + }, + { + "type": "item", + "name": "Deadly Strife", + "entries": [ + "One enemy type that will be faced in combat next gains the special trait Aggressive." + ] + }, + { + "type": "item", + "name": "We Come to Kill", + "entries": [ + "One enemy type that will be faced in combat next gains the special trait Horrible Strength." + ] + } + ] + } + ] + } + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Chapter 9: The World", + "id": "30b", + "page": 177, + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/084-08-01.the-world-splash.webp" + }, + "width": 1700, + "height": 1191 + }, + { + "type": "quote", + "entries": [ + "...he kept in a drawer at Bag End the old cloak and hood that he had worn on his travels; and the ring, secured by a fine chain, remained in his pocket." + ], + "style": "quote-pull", + "skipMarks": true + }, + "This chapter contains background material describing the default setting for {@i The Lord of the Rings Roleplaying}\u2014the region of Eriador as it was towards the end of the Third Age. It introduces key locations, personalities and events, to be used mainly by the Loremaster to set up a great number of gaming sessions that will be both entertaining and faithful to the source material.", + { + "type": "inset", + "page": 178, + "id": "30c", + "entries": [ + "The best way to use the information presented here is to adopt a starting location (for example, the town of Bree, or the Shire), and have the heroes explore Eriador from there." + ] + }, + "As anticipated in the {@book Introduction|TLotRR|0} to this volume, the game is set 'officially' in the year 2965 of the Third Age\u2014Bilbo Baggins' great adventure was accomplished less than 25 years before, and war is brewing in distant lands. There is again a Dark Lord in Mordor, and his chief lieutenants, the Ringwraiths, have reclaimed his fortress in the depths of Mirkwood, to the east.", + "In the quiet west, in Eriador, not much is heard of this turmoil. Dwarves are encountered travelling on the great East Road to and from the Mountains in greater numbers, carrying strange and rich wares, a testimony of their newfound wealth and that of the Men of Dale; Elves wandering out of their own lands beyond the Tower Hills can sometimes be met wandering the woods in spring and autumn.", + "But the long peace that seems to reign in the pleasant land of the Hobbits can be deceitful\u2013there are dark things moving again in the world outside, and they are guided by an evil will.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/085-08-02.the-world-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 353 + }, + { + "type": "section", + "name": "Eriador", + "page": 178, + "id": "30d", + "entries": [ + { + "type": "quote", + "entries": [ + "In the westlands of Eriador...the Hobbits found both Men and Elves. Indeed, a remnant still dwelt there of the Dúnedain, the kings of Men that came over the Sea out of Westernesse..." + ], + "style": "quote-pull", + "skipMarks": true + }, + "Some say that 'Eriador' means \"the lonely land\" in the {@language Sindarin|TlotRR|tongue of the Grey-Elves}, and a more apt name is unlikely to be found. Though it was once the domain of ancient kings, as the ages passed and the world darkened, it became a mere shadow of its former self. Only ruins of crumbling white stone, forgotten by Men, are left, the domain of terrible creatures who serve dark masters.", + "Small pockets of civilization endure, settlements inhabited by people more concerned with their own affairs than with any glories of the past, and who feel that what lies more than a few miles beyond their own front door is none of their business. But this lack of interest, or even awareness, makes what stalks the ruined realms of Eriador even more dangerous. If they only knew what lurks beyond their isolated settlements, they would keep their doors locked at night and would not dare to stray too far beyond the borders of their towns and hamlets.", + "For all its danger, there is a melancholy and a beauty to even the most desolate and blasted parts of Eriador. Old songs are remembered, even if most ignore the origin of these lays, nor know their meanings. Perhaps those who wander the Lone-lands will live to see a day when hope and prosperity will take root in this region once again.", + { + "type": "inset", + "name": "North-western Middle-earth", + "page": 179, + "id": "30e", + "entries": [ + "The region where the Free Peoples and their foes dwell at the end of the Third Age is dominated by the great range of the Misty Mountains. To the west of its snow-capped peaks lies Eriador, where once the North-kingdom of the Men of the West rose. To the east lies wild Rhovanion, where the dark forest of Mirkwood lies. Beyond the forest to the northeast is the Long Lake and the Lonely Mountain, where a great Dragon used to rule. To the far south open the green plains of Rohan, bordered by the White Mountains. Further east is the South-kingdom of Gondor, the Realm of Stone, whose Tower of Guard faces the land of Mordor, where the shadows lie." + ] + }, + { + "type": "entries", + "name": "The Shire", + "page": 178, + "id": "30f", + "entries": [ + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/086-map-8-01.shire.webp" + }, + "imageType": "map", + "title": "Map: The Shire", + "width": 4925, + "height": 3418, + "id": "38b", + "grid": { + "type": "none" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/087-map-8-01.shire-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 4925, + "height": 3418, + "mapParent": { + "id": "38b" + }, + "grid": { + "type": "none" + } + } + ] + }, + "The Shire, the land of the Hobbits, is found at the heart of Eriador, bordered by the Brandywine River and the Old Forest to the east, and by the hilly range of the Far Downs to the west. It is a peculiar land, sheltered from the wild regions surrounding it by watchful guardians, and inhabited by a folk that is almost never encountered anywhere else. For very few Hobbits ever leave their land to travel far. They prefer to keep to themselves, enjoying their green land and comfortable traditions. Dwarven traders often pass through the Shire, but never stop for more than what is required to cross it.", + "The existence of Hobbits has been hitherto overlooked by most folks outside Eriador, and their involvement in the great events of the age has been so far of little or no consequence\u2014but there is still time for them to play a part that neither the Enemy nor the Wise have foreseen." + ] + }, + { + "type": "entries", + "name": "Lake Evendim", + "page": 179, + "id": "310", + "entries": [ + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/088-map-8-02.lake-evendim.webp" + }, + "imageType": "map", + "title": "Map: Lake Evendim", + "width": 3418, + "height": 4925, + "id": "38c", + "grid": { + "type": "none" + }, + "mapRegions": [ + { + "area": "312", + "points": [ + [ + 1557, + 3322 + ], + [ + 1557, + 3772 + ], + [ + 2460, + 3772 + ], + [ + 2460, + 3322 + ] + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/089-map-8-02.lake-evendim-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 3418, + "height": 4925, + "mapParent": { + "id": "38c" + }, + "grid": { + "type": "none" + } + } + ] + }, + "Nestled against the base of the Hills of Evendim is the great lake for which those rolling lands are named. Its white, sandy shores have seen many generations of Men and Dúnedain live and prosper, thanks to the trade that once sailed along the waters of the Brandywine river, from here to the distant sea. But that age has passed, and the buildings that once rose along the banks of the lake have been abandoned so long ago that often not even a memory remains. Today, countless broken stones have become little more than a refuge for wild beasts. Sometimes, they serve as lairs for even worse things, creatures that come down from the lone-lands to the north in search of prey.", + "The waters of the lake are uncommonly still in summer, in spite of the wind sweeping down from the hills, as if those draughts were unwilling to disturb their peace. In winter, the surface often freezes solid for months, blanketing the entire lake in a white canopy. Fog rolls in from the east, settling across the waters and onto the shores in both late summer and winter, absorbing all sound. This mist rapidly burns off under the summer sun, but lingers to envelop everything it touches once the darker, colder seasons have taken hold.", + "Rumours persist that small islands lay unexplored in the middle of Lake Evendim, perhaps hiding forgotten treasures, heirlooms left behind when the great city of Annúminas was abandoned, more than two thousand years ago. Stories tell that the fog of the lake is summoned by some ancient magic, cast by the last High Men to keep these artefacts from falling into the hands of the Enemy.", + { + "type": "inset", + "name": "The Brandywine River", + "page": 180, + "id": "311", + "entries": [ + "The Baranduin river flows south out of Lake Evendim and across the North Moors before it descends south dividing the Eastfarthing of the Shire from Buckland and the Old Forest. Then, it flows in a southwesterly course, serving as the northern border of the wide region known as Minhiriath, south of the Shire. Finally, it empties into the sea near the woodland cape of Eryn Vorn. The Brandywine has two known crossings: The Brandywine Bridge, where the East Road leaves the Shire, and Sarn Ford, far to the south, which is seldom used." + ] + }, + { + "type": "entries", + "name": "Annúminas", + "page": 180, + "id": "312", + "entries": [ + "The great city of Annúminas has lain in ruins for more than two thousand years. Once the capital of the North Kingdom of the Men of the West, it was abandoned when the Dúnedain moved their capital to the east, to Fornost Erain. The broken stonework of the ruined city cast its long shadows on the shores of Lake Evendim for many centuries, like the bones of an immense dead beast. About fifty years ago, the waters of Lake Evendim rose dramatically, as a consequence of the terrible floods following the Fell Winter, changing the shoreline and submerging much of what remained of the once glorious city. Now, not even brigands and tomb-robbers visit Annúminas, for little of its ancient greatness is left to be remembered.", + "The Rangers of the North sometimes come here, and they speak of the city of Annúminas in a voice that mingles both sorrow and hope. According to their songs and rhymes, here were once housed great works of art and magnificent artefacts that came from the lands beyond the sea. Though the greatest of these were lost to the tides of time or are now held in secret by the lords of the Free People, many believe that a great number of treasures remain hidden, waiting to be discovered by explorers doughty enough to brave the waters that now claim the ruins.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "The Western Tower:", + "page": 180, + "entries": [ + "The rising waters of Lake Nenuial have claimed much of what was left of Annúminas. Today, only the tallest and unbroken towers and walls emerge from the surface, and only about once a year, when the depth of the lake diminishes for a while in winter. But there's one tower that is tall enough to rise above the surface all-year round. Called the Western Tower by the Rangers of the North, it stood at the end of a pier, extending above the surface of the lake, looking west. Today, the pier is broken and submerged, and the tower can only be reached by boat, or by walking on the surface of the lake when it freezes solid, in the coldest winters.", + "Some say that if one climbs the tower to look upon the shores of Lake Evendim on starry, moonless nights, they can hear a song drifting over its still waters, a dirge both mournful and beautiful. Then, strange, ghostly ships with high sails appear at the edge of vision, drawing ever closer to the tower, but never reaching it. Then, they fade and vanish on the mist-swept surface of Lake Evendim." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "The Hills of Evendim", + "page": 181, + "id": "313", + "entries": [ + "The Hills of Evendim give the nearby lake its {@language Sindarin|TLotRR} name\u2014Lake Nenuial, \"the Lake of Twilight\". This is maybe because the shadows of the hills lengthen over its waters, making them look dull and flat, except on starry nights, when the surface reflects the beautiful sky above. Once, the hills were the home of a folk that built upon their slopes even before the Men of the West settled there, and many stones still bear their markings. These days, they have become a wild and dangerous place, threatened by wandering Trolls and other monsters. They come down from their lairs in the northern lone-lands, to prowl along the shores of the lake in hopes of catching a wayward traveller or foolish treasure hunter. They make sport of anyone unlucky enough to fall under their gaze, and there are even rumours that a few of their strange kind sometimes slip into the south along the Shire's North Moors.", + { + "type": "inset", + "name": "The Forgotten Hamlet", + "page": 181, + "id": "314", + "entries": [ + "Eskerdale is an isolated village of Men, hidden in a deep valley on the northeastern slopes of the Hills of Evendim. Wanting little to do with other denizens of Eriador or the Shire to the south, its inhabitants make their homes in small stone houses by a swift running stream, and survive by hunting among the hills and fishing from the waters of the Lake. They are not accounted among the Rangers of the North, but they sometimes have dealings with them. More than twenty years ago, a chieftain by the name of Oswin rose to prominence in Eskerdale. A young and energetic man at the time, he resented the interference of the Rangers in the life of his community. As a result, the village grew more and more withdrawn, and its already small population began to dwindle.", + "In recent times, the few Rangers that are still welcome in Eskerdale have noticed a sullen look on the faces of the locals, and it is feared that they may have fallen prey to some curse, or that their isolation has finally broken their spirit.", + "Finding Eskerdale is not easy, even for those who are told of its existence or receive hints of its location. Finding it requires a {@dc 20} Wisdom ability check, using {@skill Explore|TLotRR}, {@skill Hunting|TLotRR}, or {@skill Perception}. Those who find the hidden community need to demonstrate that they are not a threat, for example with a {@dc 15} Charisma ({@skill Persuasion}) check, though {@race Ranger of the North|TLotRR|Rangers} have disadvantage on this roll. Consulting with the people of Eskerdale allows a hero to gain advantage on the next Wisdom ({@skill Explore|TLotRR}), Wisdom ({@skill Hunting|TLotRR}), and Wisdom ({@skill Travel|TLotRR}{@skill Travel|TLotRR}) checks associated with the region of Evendim." + ] + }, + { + "type": "inset", + "name": "The Twilight Ships", + "page": 182, + "id": "315", + "entries": [ + "Player-heroes who partake in the vision of the ghost ships sailing on Lake Evendim may react differently:", + { + "type": "list", + "items": [ + "Player-heroes who are {@condition miserable|TLotRR} must exchange a point of Shadow for a Shadow Scar. Those who are not {@condition miserable|TLotRR} gain inspiration instead." + ] + } + ] + }, + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Arin and Beinion of Evendim:", + "page": 182, + "entries": [ + "Unlike most Rangers of the North, {@creature Arin|TLotRR} and {@creature Beinion|TLotRR} do not often wander across Eriador. Instead, they remain close to Lake Evendim and its surroundings, where they maintain a close watch. A wife and her husband, their self-appointed tasks include warding off all evil creatures threatening to defile the ruins of Annúminas, and guiding wayward travellers back to safer lands. {@creature Beinion|TLotRR} is a grim and short-spoken man, and {@creature Arin|TLotRR} is equally silent, unless she's singing\u2014when she does, her voice is clear and can be mistaken for that of a fair Elf-maiden. The two see themselves as the appointed keepers of these lands, and they feel honour-bound by this duty.", + "{@creature Arin|TLotRR} and {@creature Beinion|TLotRR} live together in a small stone house that was once little more than a hovel on the edge of Annúminas. Over time, they have made this ruin into a warm and cosy home, in spite of all the desolation around them. Recently, {@creature Beinion|TLotRR} has grown concerned with his wife's well being, as she is now with child, making her life as a Ranger an even more dangerous business. {@creature Beinion|TLotRR} secretly wishes {@creature Arin|TLotRR} would agree to abandon their obligation as guardians, and retire to live the simple life of the Bree-folk. For the moment, she refuses to be left home. Maybe, they might agree to leave their post if someone took their place." + ] + } + ] + }, + { + "type": "statblock", + "name": "Arin", + "source": "TLotRR", + "page": 182, + "tag": "creature" + }, + { + "type": "statblock", + "name": "Beinion", + "page": 182, + "source": "TLotRR", + "tag": "creature" + } + ] + } + ] + }, + { + "type": "entries", + "name": "The Bree-Land", + "page": 182, + "id": "316", + "entries": [ + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/090-map-8-03.bree-land.webp" + }, + "imageType": "map", + "title": "Map: Bree Land", + "width": 4925, + "height": 3418, + "id": "38d", + "grid": { + "type": "none" + }, + "mapRegions": [ + { + "area": "317", + "points": [ + [ + 2045, + 2170 + ], + [ + 2045, + 2650 + ], + [ + 2622, + 2650 + ], + [ + 2622, + 2170 + ] + ] + }, + { + "area": "324", + "points": [ + [ + 2005, + 1500 + ], + [ + 2005, + 1820 + ], + [ + 2872, + 1820 + ], + [ + 2872, + 1500 + ] + ] + }, + { + "area": "325", + "points": [ + [ + 3142, + 1587 + ], + [ + 3142, + 1935 + ], + [ + 4130, + 1935 + ], + [ + 4130, + 1587 + ] + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/091-map-8-03.bree-land-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 4925, + "height": 3418, + "mapParent": { + "id": "38d" + }, + "grid": { + "type": "none" + } + } + ] + }, + "If any credit is to be given to the tales recounted in Bree, there has always been a settlement here, on the Road, since the Elder Days. What is sure is that the simple Bree-folk\u2014a colourful community of Men and Hobbits, have endured the fall of kingdoms, fell winters, and terrible invasions from Orcs and Evil Men from the north.", + "Today, the Bree-folk, Big and Little, look out from behind their hedge wall and its great encircling ditch to see a landscape of rolling fields and stone-capped hills that are riddled with traces of a past time of glory. But they are not deceived\u2014they know that there are ancient riddles that are best left to others to answer, and instead, they focus their efforts on the responsibilities of daily life.", + { + "type": "entries", + "name": "Bree", + "page": 183, + "id": "317", + "entries": [ + "Bree is the chief village of the Bree-land. Some call it a town, especially when comparing it to its lesser cousins, the hamlets of Archet, Staddle, and Combe. Travellers who approach Bree journeying upon the great East Road see plumes of chimney-smoke first, and then a thick green hedge, flanked by a deep dike. The road coming from the west crosses over the dike on a causeway, leading to a break in that thorny row of lush greenery, where a heavy gate of wood and iron stands. Another, similar gate pierces the hedge to the south, where the road leaves the village on its way east.", + "The gates of Bree are a welcome sight to most travellers, and sit open every day from dawn until dusk, regardless of the season or the weather. Each gate is guarded by a gatekeeper at all times, less of a watchman and more of an observer of the comings and goings of those who enter the town upon the hill. Most visitors are given a courteous welcome, unless the hour is late\u2014after nightfall, it is the duty of the gatekeepers to ask questions of those who wish to pass the gates when they are closed.", + "A smaller gate can be found opening near the end of the northern arm of the great hedge, where it turns eastward towards the hill once again. It is seldom used, if ever, as it is crossed by a path leading to the Greenway, the North Road used only by Rangers and other wanderers of ill-repute.", + "Most Bree-folk, whether Big or Little, work as crafters or labourers, and build their simple homes using wood harvested from the Chetwood and stone mined from the quarry. The Bree folk also collect stones from old ruins, at least enough to keep the town in repair.", + "The Big Folk live mainly in stone houses built on the lower hillside, mostly above the road, their windows looking west. The Little Folk dwell in the higher slopes of the hill instead, the part of Bree the Big Folk still refer to as the 'new town', despite it being probably more than a thousand years old. But these differences aside, the people of Bree get along in a remarkably peaceable way, and are surprisingly welcoming to visitors, being ever curious about tales from beyond the gates of their town.", + "A Reeve holds a nominal position of leadership over the community, but they are rarely called upon to settle disputes, as most folk are able to keep any disagreements civil and private. Equally underutilised, but present, are the Bree-wardens, men and women ostensibly tasked with keeping the peace and maintaining law and order. In practice, their duties consist primarily of idly wandering the streets to engage in pleasantries or gossip along with the occasional request to manage the large crowds that gather upon the Green on market day.", + { + "type": "inset", + "name": "The Big and the Little", + "page": 183, + "id": "318", + "entries": [ + "There are many families of Hobbits spread among the villages of the Bree-land, especially in Staddle. These Bree-hobbits are of course closely related to their neighbours in the {@book Shire|TLotRR|8|The Shire}\u2013indeed, to most Big Folk, it is impossible to tell the difference (unless one makes the mistake of asking one of the Hobbits, in which case get comfortable\u2014you are in for a long talk about family trees, obscure legal issues, and exceedingly minute cultural differences).", + "If you desire to create a {@race Bree-hobbit|TLotRR}, use all the rules concerning {@book the Hobbits|TLotRR|2|Hobbits of the Shire}, with the following exceptions:", + { + "type": "list", + "items": [ + "Bree-hobbits have proficiency in {@skill Insight} instead of {@skill Stealth}.", + "They must pick their cultural virtues from the following list: {@feat Bree-Pony|TLotRR}, {@feat Desperate Courage|TLotRR}, {@feat Small Folk|TLotRR}, {@feat Strange as News from Bree|TLotRR}, {@feat The Art of Smoking|TLotRR}, {@feat Tough as Old Tree-Roots|TLotRR}." + ] + }, + "Bree-hobbits share many family names with the local Big Folk (Mugworts, for example), but most have Shire-sounding names, such as Banks, Brockhouse, Longhole, Sandheaver, Tunnelly, and Underhill." + ] + }, + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "The Prancing Pony:", + "page": 184, + "entries": [ + "The great East Road cuts through the heart of Bree, and at the centre of the town stands the inn of The Prancing Pony. Known locally just as The Pony, it has stood for as long as anyone in Bree can recall. Rising above the cobblestones of the East Road and looking out upon the Green, it is always a welcome sight to both locals and weary travellers. Though its most common patrons are Bree locals, it sees its fair share of Dwarven travellers moving between Dale, the Lonely Mountain and the Iron Hills in the east and the Blue Mountains in the west, or the occasional Hobbit of the Shire. The proprietor even claims his grandfather once hosted an Elf that was travelling west to the Great Sea.", + "On any given night, {@i The Prancing Pony} is filled with the sound of raucous laughter and the scent of fine food and fresh beer\u2014all of it under a cloud of aromatic pipe smoke. Even during the day, a few patrons can be found either enjoying a brief reprieve from their daily work or exchanging idle gossip. Day or night, regardless of the season, a crackling fire is set in the hearth and a soothing golden glow can be seen in its frosted windows. All who step under the lamp and signboard (showing a fat white pony rearing up and 'The Prancing Pony' in white letters) and enter The Pony are welcome, by order of the innkeeper, {@creature Barnabas Butterbur|TLotRR}. Even the ill-favoured Rangers are given a table when they patronise his establishment, though always one in the back and away from the regular customers.", + "Those looking for lodging will find simple, comfortable rooms with warm feather beds. Barnabas even makes sure to keep a few smaller rooms on the ground floor of the inn to ensure the comfort of his Hobbit patrons. Though not as grand as an Elf hall or as cosy as a Hobbit smial, travellers will be hard pressed to find better accommodations west of the Last Bridge. Guests can even pay a few extra silver pennies for a hot bath to wash away the dirt of the road, and are assured the comfort of their loyal mounts, who are well-stabled in the Pony's sheltered courtyard. Simple but hearty food fills the belly of all who visit, and partners perfectly with Barnabas's Best, an ale brewed on site and served fresh.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "An Evening at The Prancing Pony", + "page": 185 + } + ] + }, + { + "type": "item", + "name": "East Row:", + "page": 184, + "entries": [ + "The last side street branching out of the main road going towards the south gate is called the East Row. Its houses make up what is probably the youngest district in the town of Bree, even if it may seem to outsiders to be the most ancient. Until recent decades, it was little more than grazing lands for caravan horses, but when refugees came north out of Tharbad, they settled the open fields as their own land with the blessing of the Reeve of Bree. Bringing with them the grim determination of those who grew up in the farthest corners of Eriador, these refugees taught their children to survive and endure with little aid from others. This has led to East Row being a bit more insular and less welcoming than the neighbourhoods of other Bree-folk, who have called the town home for hundreds of years. As a further reflection of their unwillingness to abandon their roots, the people of East Row brought with them some of the very stones of their abandoned city to serve as the foundation of their new domain. Statues of ancient kings, though worn and cracked, stand next to traditional Bree homesteads, and icons of seafaring people mingle with the more rustic local imagery." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/092-08-04.leaves-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 474 + } + ] + }, + { + "type": "entries", + "name": "Ferny's House", + "page": 186, + "id": "319", + "entries": [ + "One of the less hospitable-looking houses in East Row belongs to the sallow-faced and cross-tempered horse trader and ostler, John Ferny. In previous generations, the Ferny family name was associated with the trade of some of the finest horses in Eriador\u2014today, it has become synonymous with deception. The quality steeds and workhorses traded by his father and grandfather have given way to wretched and ill-treated nags that he sells at inflated prices. The good will of his family name has withered to worthlessness, and to maintain profits, John has even taken to trading with foreign folk. More than once, locals have seen him taking silver pennies from foreigners and southerners, and John has little more than snide remarks for any who question his business practices. The only matter upon which the townsfolk seem to agree with the foul ostler is his constant suspicion of the Rangers whenever they make their way into Bree.", + { + "type": "statblock", + "name": "John Ferny", + "page": 186, + "source": "TLotRR", + "tag": "creature" + }, + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "The Green:", + "page": 186, + "entries": [ + "The heart of Bree, the Green is a wide grassy field at the centre of the town on the western side of the East Road, across from the Prancing Pony. This lush lawn is framed on one side by the administrative buildings of Bree: The Counting-House, the Armoury, and the Reeve's Hall. Except for on market days, the Green acts as little more than a playing field for local children. Here, they can often be found playing blind man's buff, wrestling, or play-acting at being knights of old.", + "During festivals and on market days, the Green is filled with tents, stalls, and carts, as Bree-land traders sell their goods alongside rare visitors from the tiny communities of southern Eriador, and even the occasional Dwarf from the Blue Mountains. As much a social gathering as an event for commerce, it is not uncommon to see barrels of Barnabas's Best setup beside long wooden tables, to help keep the thirst of the day at bay. Bree-wardens serve to keep the peace during these gatherings, though they rarely have to do more than settle a contentious negotiation or prevent a drunken brawl started by a reveller who's had one too many.", + "The day-to-day administration of Bree is carried out from the Reeve's House, which serves as both the town court-house and home to its senior official. The current Reeve is Cole Pickthorn, who, prior to his election, served for over a decade under the previous Reeve and has adopted many of his principles and policies. The Wardens' Armoury, more commonly known as simply the Armoury, is a squat stone building that is officially the headquarters of the Bree-wardens, but is little more than a storehouse for rarely used spears, shields, and helms, kept ready should the town ever face a threat from the wilds outside.", + "Larger than either of these buildings is the Counting-House. In ancient days, it was manned by a representative of the King, who collected taxes in his name and saw to the proper allocation of funds to the town. Sitting upon stone pillars and rising as tall as even the Prancing Pony, its size hints at its noble past. Now it serves as little more than a drafty hall for brief and inconsequential meetings of members of the town council, who are concerned with little more than small town politics and ensuring their own re-election." + ] + }, + { + "type": "item", + "name": "Lower Hillside:", + "page": 186, + "entries": [ + "The lower slopes of Bree-hill are dotted with stone houses, the living quarters of many of Bree's craftsmen. Blacksmiths, tailors, leatherworkers, and many other skilled tradesmen practice their crafts on the ground floor of their homes, while living on the first or even second storey. It is a tradition among many of the local residents to work in tandem alongside families of Hobbits that typically live and work in the basements of the Big Folk's stone homes. For example, one farmer by the name of John Andrews keeps a crop of Southern Star growing on his hillside land, but rents out space below his home to a small Hobbit family who aids in the curing and preparing of the leaf for sale. Hobbits living under this arrangement are sometimes known as Cellar-Hobbits.", + "As proud as they are skilled, the craftsmen of the lower hillside come from long family lines that set down roots during the days of the king. Because of this, they often regard outsiders or even other Bree-folk as less cultured or somehow beneath their concern. It is indeed a fact that their homes are among the first ones to have ever been built in Bree. This noble lineage authorises the local residents to call it the 'old town', in contrast to the houses built on the upper hillside\u2014the area they call the 'new town' with a good hint of superciliousness.", + "At the southern end of this 'old town' is the ancient quarry of Bree, clearly visible as a deep cut into the hillside, the result of centuries of excavations. But the most important landmark in the lower hillside is the Old Town Well. A source of pride to all the Bree-folk, the Well is said to grant luck to any traveller who takes a drink from it before heading off on a journey down the East Road. Given that it's the source for the water used to brew Barnabas's Best, perhaps it's true that there's always a taste of home on the lips of those travellers who partake of this tradition. Many Bree-folk looking for a bit of adventure often gather around the Old Town Well after Market Day is over, hoping to sign on with a caravan of Dwarven merchants either travelling west to the Blue Mountains or, in rare cases, far east to Dale and the Halls of the Lonely Mountain.", + "So welcome are the Dwarves that bring their trade to Bree, that the lower hillside is home to another remarkable establishment: the Dwarf-house. Overlooking the Well and purchased long ago by a Dwarf from the Blue Mountains, it is now a temporary home for any Dwarf merchants during their visits to Bree. The only permanent resident is Luki, the grey-bearded steward, whose bawdy songs can be heard ringing through the area whenever he hosts young visitors and distant kinsmen." + ] + }, + { + "type": "item", + "name": "Upper Hillside:", + "page": 187, + "entries": [ + "Compared to the lower hillside, this part of Bree is generally less affluent, and its homes more humble. It is an area inhabited mostly by Bree-hobbits, who favour low, one-story houses, fronted by colourful, fenced gardens. The exception to this rule is a large wooden building, the Schoolhouse. A recent establishment, it is open to all residents of Bree, whether Big or Little, and regardless of income. Its costs are covered by taxes taken from locals and tariffs levied on traders\u2014though neither of these is extreme. Because of the existence of the school, nearly all of the Bree-folk are capable of doing simple sums and know their letters. Little beyond these basics is provided, and scholarly pursuits are not common nor particularly encouraged. Even so, it is not uncommon for families from Combe, Staddle, and even Archet to pay an upper hillside family to house their child for a time so that they can receive a \"proper education\".", + "The upper hillside is also home to the town's largest smithy, which is a squat stone building high on the Hill. Few weapons are crafted here. Instead, the local smith is kept busy with crafting horseshoes, nails, and other day-to-day implements." + ] + } + ] + }, + { + "type": "inset", + "name": "Toss a Coin in the Well", + "page": 187, + "id": "31a", + "entries": [ + "Whether because of tradition, superstition, or some ancient enchantment, there is a strange luck associated with the Old Town Well. Player-heroes tossing a coin into the well on the same day that they depart for a journey from Bree have advantage on their first check for Event Resolution made during that journey." + ] + } + ] + }, + { + "type": "entries", + "name": "Combe", + "page": 187, + "id": "31b", + "entries": [ + "Tucked between the valley of Bree-hill to the south and the eaves of the Chetwood to the north, the village of Combe seems to sit in the shadow of both the land and its larger, livelier and more famous neighbour. Combe is only second in size among the area's settlements, and is populated primarily by Men, with a handful of Hobbit families. Its inhabitants are dour and gloomy farmers, happy to have to deal with visitors only rarely. The few who come to Combe find themselves greeted by the sounds of bleating sheep or barking hounds, before receiving suspicious stares and half-hearted welcomes from the locals.", + "This sullenness is not without cause. Living between Bree-hill and the Chetwood means that heavy spring rains or melting snows can lead to sudden floods which destroy homes and crops at least once a decade, though none was so devastating as the great flood that came in the spring following the Fell Winter. As if that were not trouble enough, unlike the vigilant and well-armed people of Archet, Combe locals have little protection should a Troll choose to come down from the Weather Hills, cross the Chetwood, and make mutton of their grazing sheep\u2014something which has happened in past generations and remains a source of constant concern.", + { + "type": "entries", + "name": "Oswald Breeker", + "page": 188, + "id": "31c", + "entries": [ + "The most well-known resident of Combe is one {@creature Oswald Breeker|TLotRR}, a wizened old man who lives alone in his ancient family estate on the edge of the village. He is the master of much of the farm and grazing lands of Combe, and extracts a heavy tax from those who tend these fields and hills. A widower who lost his only child over twenty years ago, he offers the people of Combe little more than cross words and demands for prompt payment. Rumours say that his wife, in despair at the cold heart of her husband, disappeared in the ruins of an ancient mansion that is visible at the end of the valley of Combe. No locals dare to visit these ancient and broken stones, as many have said to have seen a spectre haunting the grounds when the moon is new and the sky is black.", + { + "type": "statblock", + "name": "Oswald Breeker", + "page": 188, + "source": "TLotRR", + "tag": "creature" + }, + "In truth, while quite cantankerous, {@creature Oswald Breeker|TLotRR} is no villain. He is a hard man and pushes the people under his charge to be equally hard, so they might endure the dangers that lurk so close to the edges of Combe. He is well-versed in {@skill old lore|TLotRR}, maintaining a vast library of ancient books and tomes in his estate. In secret, he meets with {@race Ranger of the North|TLotRR|Rangers of the North}, who patrol the land around the ruined High House of Combe, trading news and providing aid where he can.", + "Should the Player-heroes prove themselves to be both allies of the Free Folk and capable of keeping his secrets, they might find a benefactor in Oswald, who may permit regular use of his library for research.", + { + "type": "inset", + "page": 188, + "id": "31d", + "entries": [ + "Any {@race Ranger of the North|TLotRR} or other character able to win over Oswald is able to make use of his collection of ancient texts, and gains advantage on Intelligence ({@skill Old Lore|TLotRR}) checks related to the history of Bree-land and Arnor." + ] + }, + { + "type": "inset", + "name": "Goblin Raids", + "page": 188, + "id": "31e", + "entries": [ + "Word of a Troll raiding the livestock of Combe has begun to circulate, after years of peace. This time, it is not simply the disappearance of a wayward ewe or sow. No livestock has been stolen. Instead, they are found savagely butchered, with hunks of their bodies carted away while the remnants are left on the side of Bree-hill to rot. The people of Combe haven't asked for assistance, but rumours of this have reached as far as Bree.", + "An official intervention on the part of the Bree-wardens has been dismissed, and the people of Combe have demonstrated to be unwilling to cooperate, regardless of the obvious danger. Maybe the Player-heroes can convince the locals to let them inquire on the matter?", + "After scouting the grazing fields on the first night of their visit, the Player-heroes discover signs of an unsuspected culprit: A band of Goblins! Tracking them to an abandoned Troll-hole hidden in the side of one of the hills to the north, the Player-heroes must drive them out before news of their success draws more Goblins down from the Weather Hills to raid the village itself." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Staddle", + "page": 188, + "id": "31f", + "entries": [ + "The village of Staddle is barely a stone's throw from Bree proper, just on the other side of the Hill. In fact, many Bree-folk consider it more a suburb of Bree\u2014much to the consternation of the many Hobbits of the Tunnelly family that call Staddle their home. As populated by Hobbits as it is by Men, nearly two dozen stone homes serve as the residences of the Big Folk who dwell there.", + "The majority of the Hobbits in Staddle are not only related to the Tunnelly family line, but also make their home in smials dug into the eastern side of Bree-hill. These underground homes are all interconnected by a series of tunnels that go deep into the ground, allowing kinfolk and cousins to visit one another without ever going above ground. This great network of smials is known locally simply as \"the Smial\".", + "Most folk in Staddle, whether Big or Little, are quite welcoming to visitors coming from Bree, or who slip off the great East Road to quench their thirst at the Lamplighter Inn. The Lamplighter itself is cosy and warm, built more to suit the Hobbit residents of Staddle than local Men or far off visitors. It serves the finest fare outside of The Prancing Pony, personally prepared by the proprietor, Karla Tunnelly. Visiting guests looking for a room for the evening will find warm, if a bit small, beds, and a good night's rest that ends with a robust morning breakfast of fresh eggs from local chickens and rashers of crispy bacon.", + "Anyone who does make trouble in Staddle is likely to face the wrath of the town matriarch, Grandmother Tunnelly. She seems to know every whisper and rumour that passes through Staddle, and according to legend, she even stared down a company of brigands caught attempting to raid the village one night several winters ago, fending them off with nothing more than her umbrella. Her duties are nominal at best, with her only regular obligation being presiding over the Summer Smoke Ring Festival. Instead, it is her reputation and the general respect of the townsfolk, both Men and Hobbits, that keeps the peace in Staddle.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Adelard Took:", + "page": 189, + "entries": [ + "A young, vigorous Hobbit, Adelard loves blowing smoke rings above everything else. He was inspired by {@creature Balin, son of Fundin|TLotRR}, who Adelard met several times at Bag End. Balin taught him a smoking trick or two (Dwarves are in general less experienced smokers than Hobbits, but show some great ingenuity when it comes to blowing smoke rings). His prize-winning trick is a large mushroom-shaped cloud he dubbed 'the umbrella'.", + { + "type": "statblock", + "name": "Adelard Took", + "page": 189, + "source": "TLotRR", + "tag": "creature" + } + ] + } + ] + }, + { + "type": "inset", + "name": "The Summer Smoke Ring Festival", + "page": 189, + "id": "320", + "entries": [ + "Every year on Midsummer's Eve, Men and Hobbits from the many villages around Bree-hill gather for the annual Summer Smoke Ring Festival. This celebration of the Hobbit art of pipe smoking finds competitors trying to blow ever-greater and more elaborate smoke rings, rings-within-rings, and even silhouettes of birds and beasts in wispy blue clouds. For the past several years, the winner of the Summer Smoke Ring Festival has been Adelard Took, a Hobbit whose skill in the art of his people is said to rival even that of {@creature Gandalf the Grey|TLotRR}.", + { + "type": "list", + "items": [ + "Player-heroes can participate in the Festival if they so choose. The contest is either an Intelligence, Wisdom, or Charisma check using {@item Pipe|TLotRR|pipes} ({@dc 20})." + ] + }, + "Failing one roll represents a lack of imagination or skill and allows the player to continue. A second failure is a coughing fit, knocking the hero out of the competition. If a Player-hero succeeds at the endeavour, Adelard surrenders an {@item Summer Smoke Ring Festival Pipe|TLotRR|elegantly crafted pipe inlaid with silver accents and a pearl stem} to the hero. The pipe is worth 1 gold piece and grants advantage on ability checks using it." + ] + } + ] + }, + { + "type": "entries", + "name": "Archet", + "page": 189, + "id": "321", + "entries": [ + "Hidden under the southern boughs of the Chetwood, Archet lies all but invisible beneath the eaves of the forest. Fewer than twenty cabins make up what can barely be called a proper village, and the locals greet outsiders with grim glances and sharp words. In an effort to keep outsiders from surprising them in their concealed hollow, and to keep a wary eye on lingering dangers that might come out of the Chetwood, a number of locals have taken to living in tiny huts among the tree-tops. Even the scant few Hobbits that make their home in Archet have adapted the ways of their people to the local woodcraft traditions, and they dig strange Hobbit-holes under the roots of particularly large and ancient trees.", + "When occasional visitors come to Archet, they spend their brief stay at the Green Fletcher Inn, enjoying its warm, rustic charm and fine stout. Foreigners come here almost exclusively to trade goods or services for one of {@item Archet hunting bow|TLotRR|Archet's finely crafted hunting bows}. It is said in Bree-land that the skill of the bowyers of Archet rivals that of the Elves\u2014a claim that is, of course, absurd, but certainly there is something extraordinary about them. But Archet locals are loath to trade their wares, even to other Bree-folk, and demand a high price for even the least of their creations.", + "Archet has no mayor, and is instead led by a Forester, who serves more as a chieftain and protector of the village than as an administrator. The current Forester is {@creature Fitch Talltree|TLotRR}, who took up the mantle after his father was slain by a Troll while the two were on a hunting expedition between the Chetwood and the Weather Hills. Like his father before him, Fitch is grim and proud. He leads his people with a firm but fair hand.", + "Unknown to all but the locals, there is a small stone fort atop a hillock between the East Road and the eaves of the Chetwood, where the villagers can watch in secret the comings and goings of travellers on the road. To the casual observer, this fort appears to be nothing more than a ruin from ancient days, but the Forester of Archet requires that at least one watchman be kept there at all times. Through some secret path known only to the locals, that sentry is able to alert the people of Archet long before outsiders arrive.", + { + "type": "entries", + "name": "Fitch Talltree, the Forester of Archet", + "page": 190, + "id": "322", + "entries": [ + "Fitch is not quite thirty, though his wild beard and fierce eyes make him appear older. Like his father before him, he holds the protection of Archet and its people as a sacred duty, and would gladly lay down his life to protect anyone in the tiny community. He blames himself for the untimely death of his father nearly ten years ago, when the two were hunting a brutal Stone-Troll from the Weather Hills that his father had nearly bested in combat previously. Not only was Fitch unable to aid his father in defeating the Troll, but the elder Talltree died saving his son from a particularly grievous blow from the Troll's massive stone club. To this day, Fitch seeks to alleviate his guilt over the death of his father, but fears facing the Troll alone. He is torn between this personal quest to avenge his father, and carrying out his promise to protect the people of Archet.", + "Player-heroes who have proven themselves through previous adventures or have come requesting an Archet Bow, are asked by Forester Talltree to join him in his hunt for the Troll that slew his father.", + "They must brave the natural hazards of the Chetwood as they move north into the Weather Hills. The Troll, knowing that Fitch has been seeking vengeance, has laid a trap and ambushes the party as they wander the region. Eventually the party tracks the Troll to a dark and crumbled ruin in the Weather Hills, where the creature is able to hide from the sunlight\u2014but Fitch is consumed by his lust for revenge and the Player-heroes must find a way to defeat the brute as the Forester charges headlong into battle\u2013and likely his death.", + { + "type": "statblock", + "name": "Fitch Talltree", + "page": 190, + "source": "TLotRR", + "tag": "creature" + }, + { + "type": "inset", + "name": "Archet Hunting Bows", + "page": 190, + "id": "323", + "entries": [ + "Purchasing a famed {@item Archet hunting bow|TLotRR} is not a matter of simply paying the right price. Player-heroes wishing to acquire a bow will need to both prove themselves worthy and perform some great deed of service to the people of Archet. For example, a Player-hero may address some danger in the {@book Chetwood|TLotRR|8|The Chetwood} or the {@book Weather Hills|TLotRR|8|The Weather Hills}, protecting a group of woodsmen who have encountered some trouble while felling trees in the forest, or anything else the Loremaster deems appropriate to their campaign.", + "Once a Player-hero has proven worthy, they must then demonstrate that they are a skilled archer by spending three days on a solitary hunt in the Chetwood, and returning with a buck of no less than ten points (a {@dc 20} Wisdom ({@skill Hunting|TLotRR}) check; the Player-hero can make two rolls each day, and has three days to complete the task).", + "After completing this, the Player-hero can choose the {@item Archet hunting bow|TLotRR} as their next reward, or replace one of their rewards with it.", + { + "type": "list", + "page": 190, + "items": [ + "When making a weapon attack roll with an {@item Archet hunting bow|TLotRR}, you can use your Wisdom modifier instead of your Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. In addition, when you score a critical hit with an {@item Archet hunting bow|TLotRR}, you can roll one additional weapon damage die and add it to the extra damage." + ] + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "The Chetwood", + "page": 191, + "id": "324", + "entries": [ + "The residents of Bree and the surrounding villages regard the Chetwood as a delightful forest to look upon from atop the hill, or even stroll under its eaves during long summer sunsets. But this wide patch of woodland stretches much farther to the north from the slopes of Bree-hill, and is a wild place. Expanding to meet the Midgewater Marshes on its eastern edge and the Weather Hills in the north eastern corner, at its heart it is far more diverse and mysterious than most sensible folk are willing to discuss. Only the people of Archet know that the Chetwood can be a truly dangerous place.", + "Wisely, few venture into the heart of the forest, where the trees seem as old as time. Large and gnarled, with twisting roots and clawing branches, they can turn any pleasant walk into a perilous journey, especially after sunset. Even during the day, its thick green canopy can block out the summer sun, forcing a lost wanderer to find their way by thin beams of light broken by long shadows. Here, only birds and beasts are welcome.", + "In recent years, news of Orcs, wolves, and worse coming down from the Weather Hills and entering the Chetwood have reached even the Bree-wardens with such frequency that they can no longer be dismissed as simple rumours or idle gossip. {@creature Fitch Talltree|TLotRR} has forbidden the people of Archet from venturing too deeply into the forest alone, and more than one of the woodsmen that dare to dwell in this area have abandoned their cabins, or worse, these homesteads have been discovered abandoned and burnt.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Travelling in the Chetwood", + "page": 191 + } + ] + }, + { + "type": "entries", + "name": "The Midgewater Marshes", + "page": 192, + "id": "325", + "entries": [ + "East of the Chetwood, the ground falls steadily, and soon becomes damp and boggy. This flat expanse of country is dotted by pools of water, lined by patches of reeds and rushes. Keeping a proper course becomes difficult, even for experienced travellers, as no tracks can be made out among the shifting quagmires. After a few miles, one enters the proper Midgewater Marshes, a treacherous wetland owing its name to clouds of tiny midges.", + "No one goes into this marshland, unless they must flee from mortal danger. Camping is cold and uncomfortable, and the insects make sleeping a misery\u2014because if the midges were not enough, the bog is also infested by a noisy relative of the cricket that never ceases to squeak, all night long." + ] + } + ] + }, + { + "type": "entries", + "name": "The Great East Road", + "page": 192, + "id": "326", + "entries": [ + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/093-map-8-04.great-east-road.webp" + }, + "imageType": "map", + "title": "Map: The Great East Road", + "width": 4925, + "height": 1823, + "id": "38e", + "grid": { + "type": "none" + }, + "mapRegions": [ + { + "area": "327", + "points": [ + [ + 705, + 1080 + ], + [ + 705, + 1272 + ], + [ + 887, + 1272 + ], + [ + 887, + 1080 + ] + ] + }, + { + "area": "332", + "points": [ + [ + 1922, + 1027 + ], + [ + 1922, + 1205 + ], + [ + 2632, + 1205 + ], + [ + 2632, + 1027 + ] + ] + }, + { + "area": "325", + "points": [ + [ + 1112, + 725 + ], + [ + 1112, + 967 + ], + [ + 1907, + 967 + ], + [ + 1907, + 725 + ] + ] + }, + { + "area": "324", + "points": [ + [ + 190, + 667 + ], + [ + 190, + 872 + ], + [ + 890, + 872 + ], + [ + 890, + 667 + ] + ] + }, + { + "area": "317", + "points": [ + [ + 235, + 1102 + ], + [ + 235, + 1490 + ], + [ + 680, + 1490 + ], + [ + 680, + 1102 + ] + ] + }, + { + "area": "338", + "points": [ + [ + 4205, + 500 + ], + [ + 4205, + 1035 + ], + [ + 4782, + 1035 + ], + [ + 4782, + 500 + ] + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/094-map-8-04.great-east-road-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 4925, + "height": 1885, + "mapParent": { + "id": "38e", + "autoScale": true + }, + "grid": { + "type": "none" + } + } + ] + }, + "No Man, Dwarf, or Hobbit in Eriador can recall a time before the East Road\u2013it is likely that its history reaches into the misty past of previous ages of the world. The Dwarves claim it began in the Iron Hills, far to the east beyond the Misty Mountains, beyond even Erebor. From those distant peaks it runs all the way to the Grey Havens on the Gulf of Lhûn.", + "Originally built to facilitate swift travel between the many Dwarven kingdoms of the Elder Days that have since fallen, the East Road is still widely used today by all manner of travellers in Eriador\u2013though it is by no means safe or kept in good repair, save in the Shire where those peaceable people maintain their ancient duty, all the while hoping that no outsider would bother coming through their land at all.", + "The quality of the East Road is inconsistent at best, with some stretches running for miles as paved stones and well-packed earth, while at other times it seems little more than a wide muddy scar across an abandoned landscape. Merchants and wanderers who make use of the East Road are likely to see broken towers and ruined castles that have been reclaimed by time or fallen to neglect.", + "As far as the Bree-land is concerned, the East Road is its lifeblood. Merchants from the Blue Mountains pass on through it and continue further east as in olden days, to trade with their kinfolk on the other side of the Misty Mountains or the Men of Dale. These adventurous merchants arm themselves well for such a journey, for the road is long and hard and fraught with peril. Between the trees that loam over the road, one can see distant hills occupied by broken castles. Travellers describe them as having an evil look, as if they had been built by wicked people. Strange lights can be seen lingering inside them on cold, moonless nights.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Encounters on the East Road", + "page": 193 + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/095-08-05.army-in-the-forest.webp" + }, + "width": 1700, + "height": 2111 + }, + { + "type": "entries", + "name": "The Forsaken Inn", + "page": 195, + "id": "327", + "entries": [ + "On the eastern edge of the Bree-land there is a ramshackle wooden hovel that is easily mistaken by the casual observer for a forgotten and abandoned cabin, rotting by the road. It is only the steady stream of unsavoury characters trickling in and out of the crooked front door that reveals it to be an inn\u2013if only in the most broad sense of the word.", + "Aptly called the {@i Forsaken Inn}, this establishment attracts patrons fitting its appearance and name. Criminals, desperate wanderers, and those who are best avoided seek refuge here, drinking the worst kind of swill, and sleeping on flea-infested mattresses set out beneath the leaky roof of the common room. Those who complain of a draft in the evening are given a lice-ridden blanket and charged an extra silver penny for the privilege.", + "Even the ill-favoured Rangers of the North do not often go here. The proprietor, who refuses to give his name even to paying customers and is then called simply 'Jack the Forsaken' by most, has no concerns about who enters his establishment, as long as they have silver to spend. Unfortunately, those with coins to pay had best sit with their backs to the wall, lest a patron make quick use of a dagger and relieve them of their wealth.", + { + "type": "inset", + "name": "Over the Edge of the Wild", + "page": 192, + "id": "328", + "entries": [ + "For those who travel east along the road, there are still many miles from the {@i Forsaken Inn} to the Last Bridge and then from there to the High Pass over the Misty Mountains. The wide land on the other side of the mountains is known as Rhovanion, the Wilderland. There are many good reasons for such an ominous name. Not only did the region once host a Dragon's lair, but its greater part is occupied by the forest of Mirkwood, home to Giant Spiders, Orcs, and other dangerous creatures.", + "But of late the Wilderland has become a little less wild. Smaug, the Dragon who once occupied the Lonely Mountain, was slain by King Bard and the kingdoms of Dale and Erebor were restored. The Necromancer was driven from his fortress of Dol Guldur in southern Mirkwood, and the inhabitants of Rhovanion have new hope for the future. Merchants and adventurers set off to explore Wilderland or distant Eriador, and the East Road has never seen such traffic in the living memories of all but the Elves." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "The Greenway", + "page": 195, + "id": "329", + "entries": [ + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/096-map-8-05.greenway.webp" + }, + "imageType": "map", + "title": "Map: The Greenway", + "width": 4925, + "height": 2854, + "id": "38f", + "grid": { + "type": "none" + }, + "mapRegions": [ + { + "area": "32f", + "points": [ + [ + 2245, + 1150 + ], + [ + 2245, + 1607 + ], + [ + 3407, + 1607 + ], + [ + 3407, + 1150 + ] + ] + }, + { + "area": "32a", + "points": [ + [ + 1985, + 610 + ], + [ + 1985, + 1412 + ], + [ + 1345, + 1412 + ], + [ + 1345, + 610 + ] + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/097-map-8-05.greenway-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 4925, + "height": 2902, + "mapParent": { + "id": "38f", + "autoScale": true + }, + "grid": { + "type": "none" + } + } + ] + }, + "The Greenway crosses the East Road at the ancient meeting of ways to the west of Bree. Once known as the North Road, it fell into disrepair long ago, and in the vicinity of Bree it became so grass-grown that it earned its current nickname. Long ago, its north-south course joined the kingdom of Arnor to its southern counterpart, the realm of Gondor, running for thousands of miles. On its way, it passed the great bridge at Tharbad, until it was flooded and mostly abandoned, and the crossing reduced to a dangerous ford.", + "Having lost most of its traffic, the Greenway has earned a dark reputation as a dangerous thoroughfare, plagued by bandits and cutthroats. Yet, groups of honest folk endure in small communities, spread thinly along the way. Many of these settlements are composed of a handful of homesteads, populated by refugees from Tharbad and their descendants. Huddling together for protection, they live an isolated existence, leaving their fortified sanctuaries exclusively to trade. They are often glum and taciturn, and may seem concerned only with their own survival in this wild, lonely place.", + "But the folk of the Greenway are not without kindness in their hearts, and have, on occasion, offered refuge to wayward travellers. Some still cling to very ancient traditions, considering themselves scions of the ancient kingdom that once held all this land under its protection. Proof of their ancient ancestry, they say, is evident in the many ruins that can be found near their settlements along the Greenway, and in the remains of the ancient buildings that are found under their very homes, every time that anyone digs for just a few feet.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Ruins Along the Greenway", + "page": 196 + } + ] + }, + { + "type": "entries", + "name": "The Barrow-Downs", + "page": 197, + "id": "32a", + "entries": [ + "To the east of the Shire, beyond the Old Forest, rise the green-grey hills known in Hobbit-legend as the Barrow-downs. It is a maze-like country, made of grassy ridges rising one after another, with deep green hollows in between. If on a journey, it is much wiser to travel around them, especially since the great East Road lies immediately north of the Downs. If a traveller must pass through them, they go quickly and only when the sun is up.", + "By day, the scent of turf is strong and sweet, and the air itself is often still when caught between hillside and hillside, silent except for the high calls of strange birds. As one proceeds eastward coming from the forest, the hills grow higher and steeper, their tops crowned with mounds and standing stones. When the sun begins to set, a mist rises to obscure the landscape, slowly turning into a thick and cold fog, covering the land as a shroud.", + "Anyone caught in this white sea risks falling prey to the dreadful spells of the {@creature Barrow-wight|TLotRR|Barrow-wights}, spirits inhabiting the hollow chambers buried under the green mounds on top of the hills. These crypts served as tombs for those who once ruled over Eriador, in the time of the kings, but there is no rest for them, as their bones are stirred by an evil will. Travellers who lose their path in the fog find themselves suddenly in the shadow of huge standing stones, and hear cold voices coming out of the ground, calling them. If they fail to resist the call, they will be taken by the {@creature Barrow-wight|TLotRR|Barrow-wights} and imprisoned.", + { + "type": "entries", + "name": "The Great Barrow", + "page": 197, + "id": "32b", + "entries": [ + "Rising on one of the highest hills in the Barrow-downs, this burial mound conceals a vast underground complex, descending deep into the bowels of the earth, with dark and cold tunnels winding into many lesser burial chambers, where dozens of warriors are entombed with their gear of war and precious treasure. The stink of decay, stagnation, and rot chokes any who are foolish enough to push aside the great carven stone that blocks the entryway into this labyrinth of the dead.", + "This is the haunted lair of {@creature the Wight-king|TLotRR}, the chief of all blighted creatures who dwell in Tyrn Gorthad. Some say he was the last King of Cardolan, buried in the Barrow-downs before the Great Plague. Others hold him to be the malicious spirit of some fell captain who once served Angmar. What is certain is that in the ages since the barrow was dug, {@creature the Wight-king|TLotRR} has carved for himself a great throne room, deep in the darkness. Concealed from the light of day, he sits and festers in his own hatred, his lust for death satiated only when intruders dare enter his domain, or on the rare occasions when he walks among the mists of the Barrow-downs under cover of darkness. Stories of his empty eyes, his broken blade, and his terrible song have kept most would-be tomb robbers from daring to come near his domain\u2014and those who do are seldom heard from again.", + { + "type": "statblock", + "name": "The Wight-King", + "page": 197, + "source": "TLotRR", + "tag": "creature" + }, + "Scant few have seen {@creature the Wight-king|TLotRR} and lived to tell the tale, but mad tomb-robbers who have come out of the Barrow-downs tell of a fleshless warrior wearing the blackened raiment of an ancient noble. Empty black eyes burn behind a great, cracked helm, and a pitted blade is clutched in his left hand. All that is dead and yet still lives by sorcery or the will of the Enemy is his to command.", + "{@creature The Wight-king|TLotRR} leaves the Great Barrow only at night, and moves in darkness and silence across Tyrn Gorthad, singing songs of hopelessness and sorrow in both the {@language Westron|TLotRR|Common Tongue} and the {@language Black Speech|TLotRR} of Mordor.", + { + "type": "inset", + "name": "The Cold Stone", + "page": 197, + "id": "32c", + "entries": [ + "At the very centre of the Barrow-downs is a hill with a wide and flattened top, rimmed by a low raised edge. A single monolith stands tall in its middle, like a finger raised in admonishment. Its stone surface is always cold to the touch, even when hit directly by the light of the sun.", + { + "type": "list", + "page": 197, + "items": [ + "Whoever climbs to the top of the hill is cursed to encounter a {@creature Barrow-wight|TLotRR} as soon as the night comes. Additionally, anyone touching the monolith gains 2 points of {@book Shadow|TLotRR|7|Shadow Points}, resisted by a {@dc 15} Charisma saving throw." + ] + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "The North Downs", + "page": 198, + "id": "32d", + "entries": [ + "The North Downs are a landscape of high hills and gullies, covered in grass and dotted by many ruins. They stretch in a north-eastern direction for many leagues from where the Greenway ends, until they give way to the empty lone-lands running towards Angmar of old. Once the North Downs stood at the heart of a great kingdom, but these wild lands are now deserted, and all that is left are broken towers and crumbling walls. The region is not entirely devoid of life though, quite the contrary\u2014wild hares and sheep roam the land, grazing on the lush grassland, and kestrels cross the sky searching for prey. If this place wasn't shunned as cursed, the North Downs would prove bountiful as a hunting ground.", + "Recently, a particular type of predator has made its lair in the North Downs, profiting from its ill-repute and contributing to it\u2014a good number of reckless robbers and brigands have found refuge in its half-ruined towers and stone homesteads. They waylay travellers along the Greenway, and exact payment from merchants heading to Bree or returning from there, ready to disappear into the North Downs if pursued.", + "The presence of these bands of rogues is starting to worry those who have sworn to keep safe the land of old Arnor. Indeed, the Rangers of the North used to maintain several of their secret refuges in hidden dales close to where the city of Fornost Erain used to be, centuries ago, and they have been forced to abandon them when the bandits moved into the North Downs. Of course, the Rangers won't suffer this interference for long. Talandil, a veteran Ranger and self-appointed guardian of Fornost Erain, is already seeking help among adventurers willing to fight to free the area from the bandit threat.", + { + "type": "entries", + "name": "Fornost Erain", + "page": 198, + "id": "32e", + "entries": [ + "In the southern foothills of the North Downs lies what remains of a great city of stone, now almost completely reclaimed by time and nature. This place is called Deadmen's Dike by those who live in Bree and fear it, and Norbury by the most scholarly among Shire-hobbits. But only those mysterious wanderers called the Rangers recall its former glory as a great fortress and city built in the time of the kings out of the sea, and called Fornost Erain.", + "Centuries ago, the walls and towers of Fornost were broken when the city was attacked by Angmar and sacked. Though the Witch-king sat upon the throne of Fornost for only a brief while, the defilement of the city left a scar so deep that it never rose again. In the Twilight of the Third Age, the roots of trees hundreds of years old have broken through the stones that paved its streets, and ivy and lichen have covered its once white walls. The folk of the Bree-land call this place cursed, and none dare dwell there. Even the most callous tomb-robbers do not cross into the ruins of Fornost Erain, for it is said that the spirits of the men who died protecting the city still linger there, hoping to redeem their name by forbidding anyone to enter.", + "Only the Rangers of the North venture into that broken place, and for their bravery, they are scorned by the people of Bree, for they believe that anyone willing to live in the shadows of the fallen city must themselves be as cursed as the place itself.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "The Dome of Sight:", + "page": 199, + "entry": "Caved in upon itself from the weight of the years, this great, domed chamber once housed the Seeing Stones of the North Kingdom: the chief stone that once was kept at Amon Sûl, and the Stone of Annúminas, now both lost. A part of the chamber is now underground and is still accessible from the surface. If reached, one can observe part of the dome that hasn't collapsed yet, a high vault covered by mosaic tiles displaying the image of a starlit sky. Some among the Rangers say that the ceramic tiles of the mosaic still retain images of faraway places." + }, + { + "type": "item", + "name": "The Throne Room of Arvedui:", + "page": 199, + "entry": "Some among the older Rangers of the North talk of a vast, underground chamber, surviving intact under the ruins of what they claim was the Hall of Eärendur, the royal palace of Fornost. It's the throne room of Arvedui, a long hall with tall pillars reaching up towards the ceiling, carved with a craft now lost to the ages. A raised throne stands among broken stones that fell from the ceiling, its high marble back decorated with the image of a single, many-rayed star. The throne itself seems untouched by time." + }, + { + "type": "item", + "name": "The Records of the Last King:", + "page": 200, + "entry": "The life of Arvedui Last-king was ill-fated, and most of what is remembered of him concerns his fall. Few recall that in life he was considered Elven-wise, and that he held council with many among the Fair folk. He kept many books of lore and records of these meetings in a private library, a chamber of records now concealed beneath the ruin of his palace. Should it be discovered, its content would offer great insight into the mind of the last king and the affairs of his final days." + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/098-08-06.ruin-tower.webp" + }, + "width": 1700, + "height": 1087 + } + ] + } + ] + }, + { + "type": "entries", + "name": "The South Downs", + "page": 200, + "id": "32f", + "entries": [ + "Bordered to the west by the Greenway and to the north by the East Road, the South Downs is a range of hills running from east to west for about a hundred miles. Dreary, empty and featureless, the hills sport little vegetation and few animals make their lairs there. The Bree-folk and the Rangers have little reason to travel across this wild region, and avoid it whenever possible, disliking in particular the occasional miasma that drifts east from the Barrow-downs.", + { + "type": "entries", + "name": "The Howling Hollows", + "page": 200, + "id": "330", + "entries": [ + "Long ago, Wolves from the Misty Mountains came west into Eriador to hunt. Some never returned, and made new lairs in the South Downs, as they found the desolate hills to offer good sanctuary. In time, they have burrowed deeply under the hills, creating a web of caves. From here, they go out at night to search for prey.", + "These secret hollows give shelter to a pack of a dozen Wolves, but word is spreading among the cunning beasts, and more wicked creatures are coming to the South Downs.", + "{@creature Búrzgul|TLotRR} is a wicked Orc warrior, the chieftain of a ragged band of Orcs from Goblin Gate that made the trip from the Misty Mountains to the South Downs, to join forces with the Wolves of the Howling Hollows. {@creature Búrzgul|TLotRR} heard of the place from his most trusted friend, a Wolf-chieftain with midnight-black fur and gleaming yellow eyes, going by the name of {@creature Ash|TLotRR}. For the moment, no one, not even the Rangers of the North, knows of the threat festering under the hills of the South Downs. For their part, the Wolves and Orcs bide their time, and for the moment have made only a few careful attacks, leaving no survivors. Perhaps most dangerous of all is that {@creature Búrzgul|TLotRR} regularly sends runners back to larger Orc forces in both Angmar and the Misty Mountains, so news of Bree is never far from the ears of the agents of the Shadow.", + { + "type": "statblock", + "name": "Búrzgul", + "page": 200, + "source": "TLotRR", + "tag": "creature" + }, + { + "type": "statblock", + "name": "Ash", + "page": 200, + "source": "TLotRR", + "tag": "creature", + "collapsed": true + }, + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Ruins and Broken Stones", + "page": 201 + } + ] + } + ] + }, + { + "type": "entries", + "name": "The Weather Hills", + "page": 202, + "id": "331", + "entries": [ + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/099-map-8-06.weather-hills.webp" + }, + "imageType": "map", + "title": "Map: Weather Hills", + "width": 3418, + "height": 4373, + "id": "390", + "grid": { + "type": "none" + }, + "mapRegions": [ + { + "area": "332", + "points": [ + [ + 1670, + 2705 + ], + [ + 1670, + 3022 + ], + [ + 2607, + 3022 + ], + [ + 2607, + 2705 + ] + ] + }, + { + "area": "325", + "points": [ + [ + 680, + 2272 + ], + [ + 680, + 2627 + ], + [ + 1662, + 2627 + ], + [ + 1662, + 2272 + ] + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/100-map-8-06.weather-hills-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 3418, + "height": 4373, + "mapParent": { + "id": "390" + }, + "grid": { + "type": "none" + } + } + ] + }, + "The Weather Hills rise in a long, northward undulating ridge, starting in the south where the East Road passes under the shadow of their tallest rise, the hill of Weathertop. Overgrown walls and old, broken stonework are on full display atop these high hills, visible to any wanderer travelling on the road. The Men of the West did not live here, but fought and died in bitter wars against Angmar\u2014the ruins that dot the hills are what remains of ancient forts and watchtowers, and the paths and tracks that served them. A mournful air hangs over the Weather Hills. The hilltops are bleak and treeless, and the dells deep and shadowy.", + { + "type": "entries", + "name": "Weathertop", + "page": 202, + "id": "332", + "entries": [ + "Weathertop, or Amon Sûl, as the Rangers call it, is the southernmost hill of the Weather Hills. On its summit once stood a tall and fair watchtower, built in the days of the North Kingdom. It was once used to store a Seeing Stone, one of the greatest treasures that Elendil brought out of Númenor. The tower was burned and broken during the wars with Angmar, and only a ring of stonework remains to crown the hilltop.", + "The {@race Ranger of the North|TLotRR|Rangers of the North} often come here, to watch over the surrounding land, and to pay tribute to one of the places they hold in greater regard. Those few who make the long ascent to reach this ancient place often find encrypted notes and supplies left by the mysterious wanderers of Eriador." + ] + } + ] + }, + { + "type": "entries", + "name": "Angmar", + "page": 202, + "id": "333", + "entries": [ + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/101-map-8-07.old-witch-realm-of-angmar.webp" + }, + "imageType": "map", + "title": "Map: Angmar", + "width": 4925, + "height": 3418, + "id": "391", + "grid": { + "type": "none" + }, + "mapRegions": [ + { + "area": "334", + "points": [ + [ + 1320, + 325 + ], + [ + 1320, + 785 + ], + [ + 1997, + 785 + ], + [ + 1997, + 325 + ] + ] + }, + { + "area": "336", + "points": [ + [ + 2305, + 1977 + ], + [ + 2305, + 2210 + ], + [ + 2797, + 2210 + ], + [ + 2797, + 1977 + ] + ] + }, + { + "area": "335", + "points": [ + [ + 2235, + 2320 + ], + [ + 2235, + 2942 + ], + [ + 3412, + 2942 + ], + [ + 3412, + 2320 + ] + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/102-map-8-07.old-witch-realm-of-angmar-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 4925, + "height": 3418, + "mapParent": { + "id": "391" + }, + "grid": { + "type": "none" + } + } + ] + }, + "In the northern reaches of eastern Eriador, beyond the Ettenmoors and the peak of Mount Gram, lies the land that of old saw the witch-realm of Angmar. Long ago, the Chief of the Ringwraiths himself ruled this land from his fortress of Carn Dûm, wielding fear and terror and commanding great armies of Orcs, Goblins and Hill-men. He made war against the North Kingdom of Arnor and its successor kingdoms, destroying them. But his kingdom was obliterated in turn, when a great host of Elves and Men came north to challenge him. He fled from the ruin of his armies, deserting them.", + "Now, as a new darkness descends on Eriador and smoke issues forth from Mount Doom once again, the ancient realm of Angmar seems to stir once more. A cold wind blows from the north and all evil things feel a call to return to Carn Dûm. The Wise worry that a new servant of Sauron occupies the fortress again. Orcs are coming north from the south and east; Trolls venture out from their hiding holes in the Ettenmoors, crossing the Grey Waste northwards. Even tribes of Hill-men from Rhudaur have started to answer the call.", + "Although the High Elves and the Dúnedain keep a careful watch on its borders, few dare to venture into that desolate land. Who has explored Angmar and returned speaks of a grey desert of gnarled trees and broken stones. Freezing winds blast down from the mountains, to bite at every traveller. It seems that winter rules all year long in this land and that Carn Dûm itself lies still and waiting under the ice.", + "Beneath the snow are bare traces of the roadways that once crossed this land. Towers, encampments and entire villages lay dead beneath the cold. But at night one can sometimes see lights in the towers and hear strange sounds on the wind. It may be that Angmar is waking up, and that may bring doom to the North and prevent the Wise from sending any help south to combat the growing threat of Mordor.", + { + "type": "entries", + "name": "Carn Dûm", + "page": 202, + "id": "334", + "entries": [ + "Once the seat of power of the Witch-king of the North, this icy tower is hidden in the endless labyrinth of passes and tunnels that snake through the Mountains of Angmar. Even though the Witch-king himself has yet to return home, rumours of rekindled forges, gathering armies, and fell sorcery occurring in the dungeons of the broken tower are heard as far as Bree itself. Whether these rumours have any substance to them or not remains to be seen, but the growing threat of the Enemy's forces and their increased presence in Eriador hints at there being a terrible truth behind these dark whispers." + ] + } + ] + }, + { + "type": "entries", + "name": "The Ettenmoors", + "page": 203, + "id": "335", + "entries": [ + "Under the looming reach of the Misty Mountains is a bleak highland of fog-shrouded moors and marshland that is inhospitable to all but the hardiest. Even the {@race Ranger of the North|TLotRR|Rangers of the North} are loath to travel there, for it's a cold and unforgiving land. Its close proximity to both Mount Gram and the Misty Mountains keeps the Ettenmoors wrapped in a thick fog that sunlight never seems to fully pierce. A great many Trolls wander this region, eager to catch wayward travellers lost in the wilderness and devour them. So brutal are these terrible beasts that, as if driven to madness, they have even turned their attention to Mount Gram itself and on more than one occasion raided the Goblin tunnels that are still hidden from the sun beneath the stone cliffs of that rocky terrain." + ] + }, + { + "type": "entries", + "name": "Mount Gram", + "page": 203, + "id": "336", + "entries": [ + "A long mountain range rises west out from the Misty Mountains and marks the southern border between Angmar and the Ettenmoors. Its highest peak is Mount Gram, a name remembered mostly in songs from the Shire as the domain of Golfimbul, who was slain by Bandobras \"Bullroarer\" Took during the Battle of Greenfields several hundred years ago. In that silent and shadowy region, Orcs, Goblins, and even some Trolls have restored their numbers, now rivalling those of the days when Angmar drove them to war. Though they remain secret, it is only a matter of time before their craving for blood and the will of their master drives them to fall once more on Eriador." + ] + }, + { + "type": "entries", + "name": "The Trollshaws", + "page": 204, + "id": "337", + "entries": [ + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/103-map-8-08.trollshaws-player.webp" + }, + "imageType": "map", + "title": "Map: Trollshaws", + "width": 3418, + "height": 4373, + "id": "392", + "grid": { + "type": "none" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/104-map-8-08.trollshaws.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 3418, + "height": 4373, + "mapParent": { + "id": "392" + }, + "grid": { + "type": "none" + } + } + ] + }, + "In the land beyond the Last Bridge, between the Hoarwell River in the west and the Loudwater River in the east, the East Road is almost swallowed by a rough, rocky landscape, broken only by thick patches of woodland. The horrid brutes that hide in the numerous caverns that dot the stony landscape are the source of the land's name: The Trollshaws. The few hardy (or foolish) travellers that dare go so far from civilization and travel so near to the Misty Mountains should be wise to never stray from the Road.", + "Should some reckless wanderer step off the path, they will find broken towers and ancient castles dragged down to rubble, hidden atop the low stony highlands that cast long shadows over the East Road, while the forests between these long abandoned buildings are filled with dangerous predators and savage foes\u2014many of whom have come down from the Coldfells or out of their dark holes in the Misty Mountains. Regardless of their origin, they have no love for the Free People, seeing them as little more than prey to be slaughtered.", + { + "type": "statblock", + "tag": "table", + "source": "TLotRR", + "name": "Troll-Holes", + "page": 204 + }, + { + "type": "entries", + "name": "The Last Bridge", + "page": 205, + "id": "338", + "entries": [ + "Approximately one hundred miles east from Weathertop, a great stone bridge crosses the Hoarwell River in three arches over a deep gorge. Crossing it means entering the Trollshaws, a very dangerous wild land. As its name implies, this bridge is the last opportunity for a wanderer to turn back and return to more civilised areas.", + "The stones of the Last Bridge are old and worn, often slick when rain has fallen, with little more than a knee-high barrier on each side to prevent travellers from slipping and falling into the cold, rushing waters of the Hoarwell far below. This is taken as yet another sign of both the Bridge's age and the impending doom awaiting any who cross it." + ] + } + ] + }, + { + "type": "entries", + "name": "Tharbad", + "page": 205, + "id": "339", + "entries": [ + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/105-map-8-09.cardolan-tharbad.webp" + }, + "imageType": "map", + "title": "Map: Cardolan Tharbad", + "width": 4925, + "height": 3418, + "id": "393", + "grid": { + "type": "none" + }, + "mapRegions": [ + { + "area": "339", + "points": [ + [ + 1267, + 1780 + ], + [ + 1267, + 2307 + ], + [ + 2357, + 2307 + ], + [ + 2357, + 1780 + ] + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/106-map-8-09.cardolan-tharbad-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 4925, + "height": 3418, + "mapParent": { + "id": "393" + }, + "grid": { + "type": "none" + } + } + ] + }, + "This ruined city lies where the Greyflood is no longer navigable for sea-going ships. Of course, this hasn't mattered for many, many years, but there was once plentiful commerce in Tharbad, even before the founding of the city proper. A great bridge was built first, then a fortress to guard it, and then an entire city grew up around the crossing. Tharbad endured, through wars, plagues, and worse, though its population dwindled. It became no longer a place where travellers met, but a market town for the locals. The latest calamity struck about 50 years ago, when the Fell Winter brought great floods in spring. The rushing waters of the swollen river could not destroy the town itself, but the bridge was washed away, along with many people.", + "Yet, Tharbad was not entirely abandoned. In these years of Twilight, a former bandit by the name of Gurnow rules the city with a strong hand. He has promised to keep the road safe, repair the bridge, and protect the surviving inhabitants from harm. He tells the folk that he has many friends in other lands and that Tharbad will be restored. The city waits to see if his speeches will yet turn into actions.", + "More detailed information on Tharbad can be found in {@link Ruins of the Lost Realm|https://freeleaguepublishing.com/shop/the-one-ring/ruins-of-the-lost-realm/}." + ] + }, + { + "type": "entries", + "name": "Lindon", + "page": 205, + "id": "33a", + "entries": [ + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/107-map-8-10.lindon.webp" + }, + "imageType": "map", + "title": "Map: Lindon", + "width": 3418, + "height": 4925, + "id": "394", + "grid": { + "type": "none" + } + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/108-map-8-10.lindon-player.webp" + }, + "imageType": "mapPlayer", + "title": "Player Version", + "width": 3418, + "height": 4925, + "mapParent": { + "id": "394" + }, + "grid": { + "type": "none" + } + } + ] + }, + "The wide seaward land to the west of the Blue Mountains is the Elven realm of Lindon. The region is what remains of the great country of Beleriand, destroyed almost entirely in wars that only the long-lived Elves remember. Originally populated by the survivors of that land, it was for a while the greatest nation of the Elves in Middle-earth. Gil-galad, the last king of the Noldor, dwelt there, as did Celeborn and Galadriel, before they went to Lórien. In time, Celebrimbor led many of the High Elves away east, to found Eregion, after hearing of the discovery of Mithril in the mines of Moria.", + "The land of Lindon comprises Forlindon and Harlindon, the coastlands to the north and south of the Gulf of Lhûn. It once included land to the east of the Ered Luin, but today the Tower Hills represent its most eastern borders. No Men cross into Lindon, but Dwarves still maintain some remote halls in the Blue Mountains, both north and south of the Gulf of Lhûn.", + "At the mouth of the Gulf of Lhûn is Mithlond, the Grey Havens, from where the Elven-ships bound to leave Middle-earth set sail and where {@creature Círdan the Shipwright|TLotRR} is master. Since the death of Gil-galad at the time of the Last Alliance of Elves and Men, the rule of the master of the Grey Havens is acknowledged all over Lindon. Accounted among the Wise, he sends messengers often to Elrond, to offer and receive counsel." + ] + }, + { + "type": "entries", + "name": "The Blue Mountains", + "page": 206, + "id": "33b", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/109-08-07.fordge-blade.webp" + }, + "width": 850, + "height": 1004 + }, + "The Ered Luin are an ancient mountain range, where two of the greatest cities of the Dwarves once were found. Nogrod and Belegost are no more, as they were destroyed at the end of the First Age, when Thangorodrim was broken. At that time, many Dwarves went to Khazad-dûm, but the Ered Luin were never entirely forsaken. Many halls and mines are still open and populated, especially now that the Kingdom Under the Mountain has been restored, and there is travel and commerce between the Blue Mountains, Erebor, and the Iron Hills. In fact, Dwarves passing along the great East Road are the most reliable source of news in places like the Shire and Bree.", + "Most of the mines that are still active in the Blue Mountains are in the southern reach, below the Gulf of Lhûn. Many Dwarves dwelling there do not belong to the House of Durin. Some veins have been worked for thousands of years, slowly and steadily by the same family of Dwarves over the ages." + ] + }, + { + "type": "inset", + "name": "Other Lands", + "page": 206, + "entries": [ + "Where the Misty Mountains reach their southernmost end, there opens the Gap of Rohan, the gate leading from Eriador to the lands of Calenardhon. It is a green province of rolling hills and meadows, bordered to the south by the Ered Nimrais, the White Mountains. It is today known as the Riddermark, the Mark of the Riders.", + "Further to the East, the Great River descends from the North in wide bends, eventually slowing its course into a vast marshland. Before the Anduin reaches the Sea, it enters the land of Gondor, the South-kingdom of the Men of the West. Beyond its borders lies Harad to the south, and to the east, the black land of Mordor.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Mordor:", + "entries": [ + "Encircled by ranges of broken and barren peaks to the north, west and south, lies the Land of Mordor. It is a vast, desolate region, made of mournful plains of ash and blasted rock, dominated in the north by Orodruin, the Mountain of Fire.", + "It is here that Sauron forged the One Ring, long ago, in the Chambers of Fire of Mount Doom, when he tried to seize dominion over all the Rings of Power. And it is here that he has returned, when he left his fortress of Dol Guldur.", + "Since his return, Sauron has bent his will on the rebuilding of his power and the Dark Tower of Barad-dûr. In the last twenty years, his many servants have bored all the hills and rocks about the Black Gate of Mordor, filling every tunnel with deep armouries for the mustering of a great host. Away south, by the dark waters of Lake Núrnen, slaves till the fields for the provision of many armies." + ] + } + ] + } + ], + "id": "0a1" + } + ] + } + ] + }, + { + "type": "section", + "name": "Appendix", + "page": 209, + "id": "33c", + "entries": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/110-09-01.appendix-splash.webp" + }, + "width": 1700, + "height": 1133 + }, + { + "type": "quote", + "entries": [ + "But great though his lore may be, it must have a source." + ], + "style": "quote-pull" + }, + "The following sections contain information on a variety of topics\u2014Patrons presents biographical data and rules concerning many wise or otherwise distinguished individuals living at the end of the Third Age and suited to become allies of the Company, while Landmarks discusses one of the main ways that {@i The Lord of the Rings Roleplaying} presents playable material, including {@book The Star of the Mist|TLotRR|9|The Star of the Mist}, a full example of the new format.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/111-09-02.appendix-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 282 + }, + { + "type": "section", + "name": "Patrons", + "page": 209, + "id": "33d", + "entries": [ + { + "type": "quote", + "entries": [ + "And now,\" said the wizard, turning back to Frodo, \"the decision lies with you. But I will always help you." + ], + "style": "quote-pull" + }, + "As seen in {@book Chapter 2|TLotRR|1|Patron}, in the course of their adventures the Player-heroes will sooner or later encounter others who, like them, oppose the encroaching Shadow. Among them are Men, Elves, and Dwarves, even Hobbits, who started to fight the Enemy long before them, and are actively seeking worthy allies to join in their fight.", + "Whenever a Company makes the acquaintance of such an individual, they might adopt them as their Patron. A Company typically encounters a potential Patron during play, in the course of an Adventuring Phase.", + "In time, the Player-heroes are bound to meet several such individuals throughout their career, but may designate only one of them as their main Patron at any time\u2014a Company enjoys exclusively the Fellowship Bonus and advantages related to the Patron they choose as their main one.", + { + "type": "inset", + "page": 210, + "id": "33e", + "entries": [ + "The Player-heroes designate their main Patron when they are in the same place as the selected individual during a Fellowship Phase, by choosing the {@action Meet Patron|TLotRR} undertaking." + ] + }, + "The following section presents some of the most influential individuals living at the end of the Third Age who may act as Patrons for the Company.", + { + "type": "entries", + "name": "Balin, Son of Fundin", + "page": 210, + "id": "33f", + "entries": [ + { + "type": "quote", + "entries": [ + "...there was a very old-looking Dwarf on the step with a white beard and a scarlet hood; and he too hopped inside as soon as the door was open, just as if he had been invited." + ], + "style": "quote-pull", + "skipMarks": true + }, + "Born in the year 2763 of the Third Age, Balin is the eldest son of Fundin, one of Durin's Folk. He and his younger brother Dwalin are of royal blood, as they count King Náin II among their ancestors. A venerable Dwarf, Balin has seen much, including the death of too many allies and dear friends. He fought the Orcs when his father died defending Moria, was there when Thráin disappeared in Mirkwood, and was with Thorin Oakenshield on the quest that ended with the liberation of Erebor and the death of the Dragon.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/112-09-03.balin-son-of-fundin.webp" + }, + "width": 850, + "height": 1214 + }, + "For decades, Balin was Thorin's counsellor, and now serves Dáin Ironfoot, the King Under the Mountain. One of Dáin's most trusted officers, he is an adventurer at heart, and rarely remains at court for long periods of time. Despite his status among his kin, he is surprisingly humble and polite. While still doughty, Balin's age is beginning to show. He sometimes mutters to himself and dodders as if every day of his years presses upon him.", + { + "type": "statblock", + "name": "Balin, Son of Fundin", + "page": 211, + "source": "TLotRR", + "tag": "creature" + }, + { + "type": "entries", + "name": "Encountering Balin", + "page": 211, + "id": "340", + "entries": [ + "According to his nature as a wanderer and his duty as a messenger of Dáin, Balin is often on the road, travelling across Wilderland and Eriador. He sometimes journeys with {@creature Gandalf the Grey|TLotRR|Gandalf}, to suit his own or the Wizard's purposes. Balin enjoys his visits to the Shire to see his dear old friend Bilbo Baggins, and out of a general fondness for Hobbits and their excellent hospitality. He also goes to the Blue Mountains regularly, to work with the Dwarves residing there.", + "Balin is unusually woodcrafty for a Dwarf, adept at tracking, fire-making, and pathfinding. He often serves as a lookout and takes pride in his acute sight. Balin knows well the regions he traverses when he journeys from Erebor to the Blue Mountains, having made the trip several times, though he prefers not to cross Mirkwood, even to this day.", + "One might encounter Balin in a small inn along the way between Erebor and the Blue Mountains, camping in the wild near the road, or sharing a {@item pipe|TLotRR} with old friends. He is generous to a fault, kind of spirit, and easily the wisest and best of those who reclaimed the Lonely Mountain. He may accompany a group of adventurers if their purposes align, or even for a while if they are going roughly in the same direction." + ] + }, + { + "type": "entries", + "name": "Balin as a Patron", + "page": 211, + "id": "341", + "entries": [ + "Unlike many Dwarves, Balin is genuinely interested in other folks and takes kindly to Hobbits especially. Of the Dwarves of Thorin's Company, Balin is the only one still associating with Gandalf long after the death of Smaug, as he shares the Wizard's concern about the growing Shadow.", + "In addition to that, Balin aims to restore the strength and prominence of the Dwarves in Eriador, whether through direct action, or by setting into motion agents who might affect the change he wishes to see. Like all his folk, he hates Orcs and their ilk, and seeks in every way to drive them back wherever he can. His adventuring has made him wiser and more cautious though, and he often counsels patience and observation as a tactic, versus rash or violent action.", + "Balin is eager to know anything that can be learned regarding Dwarf-holds fallen to the Enemy, and actively encourages his allies to scout those places or rid them of any foul denizens therein. In particular, Balin is interested to find out all he can about Moria, where his father was slain. Together with two of his fellow survivors of Thorin's company\u2014Ori and Óin\u2014he speaks often about entering Khazad-dûm and exploring it. So far, King Dáin of Erebor has cautioned them against such an endeavour, though it is clear that they are not to be dissuaded.", + { + "type": "table", + "page": 211, + "colLabels": [ + "Fellowship Bonus", + "Advantage: Balin's Counsel" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "+1", + "You can spend a Fellowship point to roll an additional {@dice d20} after an attack roll (but before the outcome is determined), and choose which of the {@dice 2d20|d20s} is used." + ] + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Bilbo Baggins", + "page": 211, + "id": "342", + "entries": [ + { + "type": "quote", + "entries": [ + "...he looked and behaved exactly like a second edition of his solid and comfortable father, got something a bit queer in his make-up from the Took side, something that only waited for a chance to come out." + ], + "style": "quote-pull", + "skipMarks": true + }, + "In the year 2965, Bilbo is a vigorous Hobbit\u2014At seventy-five he is very much the same as he was at fifty, at the time of his remarkable disappearance and surprising return. On the surface, the son of Bungo Baggins and Belladonna Took is a prime example of a respectable Hobbit. He is a great lover of pipe-weed, good food, and fine waistcoats, and lives in one of the cosiest Hobbit-holes in the Shire. But this is not all there is to Mr Baggins.", + "Bilbo's unexpected journey with Thorin Oakenshield and company changed him profoundly, setting him apart from his fellow countrymen. Perhaps that adventure provided a spark that ignited his Tookish and more adventurous side, and he certainly returned from Erebor a wealthier Hobbit. All this estranged him from much of the (admittedly tedious) Shire society, leading him to focus on his own, peculiar lifestyle, the company of friends, and working on his diary.", + "Twenty years after his great adventure, Bilbo remains curious about news from outside the Shire, and is always gathering rumours and bits of lore to add to his personal records\u2014he is planning to turn his private diary into a real book.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/113-09-04.bilbo-baggins.webp" + }, + "width": 850, + "height": 1409 + }, + { + "type": "statblock", + "name": "Bilbo Baggins", + "page": 212, + "source": "TLotRR", + "tag": "creature" + }, + { + "type": "entries", + "name": "Encountering Bilbo", + "page": 212, + "id": "343", + "entries": [ + "The Bagginses have lived in the neighbourhood of The Hill from time out of mind, and Bilbo has no desire to break that long-standing tradition. His address is at Bag End, Underhill, Hobbiton, and it's at Bag End that the Hobbit is likely to be found, probably having tea, or standing at the door, smoking a {@item pipe|TLotRR}. That said, his experiences with Thorin's Company and a Dragon have awakened in him a certain appetite for adventure, and sometimes he stays away from home for much longer than is considered appropriate in the Shire. When travelling further away than Buckland, or Michel Delving, he is often in the company of Dwarves.", + "If encountered outside the Shire, Bilbo might carry his Elf-dagger, Sting, sheathed at his side. But he has yet to encounter a danger that might require him to use it\u2014if threatened, the Hobbit displays an uncanny ability to disappear almost instantly, a talent far outstripping the normal Hobbitish affinity for escaping notice. He always remembers to bring a {@item pocket-handkerchief|TLotRR} along." + ] + }, + { + "type": "entries", + "name": "Bilbo as a Patron", + "page": 212, + "id": "344", + "entries": [ + "Unbeknownst to his fellow Hobbits who just consider him to be strange, if not completely mad, Bilbo knows a lot about the world outside the Shire, and is well aware of its dangers. He keeps himself as informed as he can, exchanging tidings with travellers and by writing and receiving letters. When he learns about potential threats that might affect the Shire, he does what he can to enlist the help of anyone who might do something about it.", + "Being a Hobbit of considerable means, Bilbo is all too happy to arrange hospitality, finance expeditions, and to generally encourage those who would dare to go out and have adventures. He provides support merely in return for a good story and perhaps a souvenir or keepsake\u2014he is especially interested in maps, and geographical lore in general, which he uses to amend his own charts.", + "Contrary to this inclination towards hosting a veritable rogues gallery of guests from far afield, he is growing increasingly isolated when it comes to his fellow Hobbits. He finds them staid, close-minded, and demonstrates little patience for their shenanigans and petty foibles. To the eyes of the Shire-folk, Bilbo is becoming more and more an eccentric recluse.", + { + "type": "table", + "page": 213, + "colLabels": [ + "Fellowship Bonus", + "Advantage: Bilbo's Hospitality" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "+2", + "By choosing the {@action Meet Patron|TLotRR} undertaking to visit Bilbo you additionally raise the Fellowship rating by +1 until the next Fellowship Phase." + ] + ] + }, + { + "type": "inset", + "name": "Bilbo's Magic Ring", + "page": 212, + "id": "345", + "entries": [ + "Bilbo found many valuable things in the course of his last adventure, but the greatest treasure he brought back is one he doesn't know much about. It's the magic ring he found in an underground cave, under the Misty Mountains, and that he has kept a great secret. To him, it's a precious commodity, as wearing it makes him {@condition invisible}\u2014a quality that Bilbo finds invaluable when unpleasant callers come looking for him.", + "This ring has been in Bilbo's possession for more than twenty years now, and what in the beginning seemed nothing more than a curiosity to the Hobbit is slowly developing a growing hold over his mind. He keeps it in the pocket of his waistcoat upon a fine silver chain at all times, and has developed the habit of slipping a finger or two in the pocket to touch it, as if to reassure himself that it's still there." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Círdan the Shipwright", + "page": 213, + "id": "346", + "entries": [ + { + "type": "quote", + "entries": [ + "As they came to the gates Círdan the Shipwright came forth to greet them. Very tall he was, and his beard was long, and he was grey and old, save that his eyes were keen as stars..." + ], + "style": "quote-pull", + "skipMarks": true + }, + "Círdan is perhaps the most ancient Elf still living in Middle-earth. He has witnessed three ages of the world, and has been given many titles. Today, he is mostly known as the Shipwright, and the Master of the Grey Havens. He is accounted among the Wise and the Great, and has served as a member of the White Council for many long centuries. For a time, he was the keeper of one of the three Elven Rings of Power, for he bore Narya, the Ring of Fire, until he gave it to {@creature Gandalf the Grey|TLotRR}.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/114-09-06.cirdan-the-shipwright.webp" + }, + "width": 850, + "height": 1313 + }, + "Círdan is currently the chief of all Elves residing west of the Blue Mountains, in Lindon. He has been leading them since Gil-galad died fighting Sauron in the War of the Last Alliance. Many consider him to possess the greatest gift of foresight, and thus to be able to see further and deeper than any other in Middle-earth. That is perhaps why the task of preparing the ships that all Elves board when leaving Middle-earth to cross the sea to Valinor is appointed to him.", + { + "type": "statblock", + "name": "Círdan the Shipwright", + "page": 214, + "source": "TLotRR", + "tag": "creature" + }, + { + "type": "entries", + "name": "Encountering Círdan", + "page": 214, + "id": "347", + "entries": [ + "Círdan dwells with his people at the great port of Mithlond, on the banks of the Gulf of Lune. He rarely ventures forth from the Grey Havens, but all who are of good spirit and come in peace are welcome to come and see him there. Galdor of the Havens is his herald and envoy, and often travels across Middle-earth representing the Shipwright wherever needed, and speaking with his full authority.", + "In person, Círdan is very tall, even for an Elf. His appearance is that of a grey but vigorous individual, with a long, silver beard, a rarity among the Fair Folk. He is gracious and hospitable, receiving all guests with full courtesy and kindness. His bright eyes are keen, yet profound\u2014If anyone was to look into them for a few moments, they would see a deep well of memory and experience, telling of the countless things that Círdan has accomplished over his long lifetime." + ] + }, + { + "type": "entries", + "name": "Círdan as a Patron", + "page": 214, + "id": "348", + "entries": [ + "Círdan knows that the Grey Havens play a role of primary importance in the war against the Shadow. The Five Wizards landed here when they came to Middle-earth almost two thousand years ago, and it is here that many great fleets armed for the defeat of Sauron found safe harbourage. In the twilight of the Third Age, Mithlond serves as the last refuge for those who desire to leave Middle-earth, and Círdan considers it his duty to ensure that their passage is made as safely as possible.", + "The Grey Havens also guard a great wealth of knowledge. Círdan's memory goes back to a time before the light of the Sun and Moon, and his knowledge rivals that of Elrond, greatest of lore-masters. The Lord of the Havens and that of Imladris seek the counsel of one another, and their messengers can be often found on the great East Road on errands from their masters.", + { + "type": "table", + "page": 215, + "colLabels": [ + "Fellowship Bonus", + "Advantage: The Shipwright's Foresight" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "+1", + "You can spend a Fellowship point to roll an additional {@dice d20} after an ability check (but before the outcome is determined), and choose which of the d20s is used. By choosing the {@action Meet Patron|TLotRR} undertaking to go and see Círdan you additionally receive a rumour from the Loremaster." + ] + ] + }, + { + "type": "inset", + "name": "The Elendil Stone", + "page": 214, + "id": "349", + "entries": [ + "Círdan and the Elves of Lindon guard one of the seven \"seeing stones\" brought to Middle-earth from Númenor by Elendil. It is locked away in the tower of Elostirion, in the Tower Hills. Also known as a {@i palantír}, this stone is a perfectly smooth globe, made of a dark, glassy material, about a foot in diameter. According to old lore, the {@i palantíri} allowed their owners to see things from a distance, and could communicate with each other. Only a few among the Wise know whether the Elendil Stone is still capable of revealing any vision, as the other stones are deemed lost, or destroyed." + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/115-09-05.orb.webp" + }, + "width": 1700, + "height": 966 + } + ] + } + ] + }, + { + "type": "entries", + "name": "Gandalf the Grey", + "page": 215, + "id": "34a", + "entries": [ + { + "type": "quote", + "entries": [ + "At the end of the second week in September a cart came in through Bywater from the direction of the Brandywine Bridge in broad daylight. An old man was driving it all alone. He wore a tall pointed blue hat, a long grey cloak, and a silver scarf." + ], + "style": "quote-pull", + "skipMarks": true + }, + "To the Hobbits of the Shire, Gandalf the Grey is just a pilgrim, a wanderer without a home. He says he's a Wizard, but the extent of his magical skill seems to be limited to his wonderful fireworks and to the prodigious smoke-rings he produces with his {@item pipe|TLotRR}. But the wanderings of Gandalf have brought him much farther than his beloved Shire, to lands where he is known by different names: to the Elves he is Mithrandir, Tharkûn is how the Dwarves know him, and Men in the South call him Gandalf Greyhame. In these countries, Gandalf is not always welcome\u2014indeed, some call him a bringer of ill-news, as he often comes when a threat is near.", + "In truth, Gandalf is the greatest enemy of Sauron in the Third Age. Few among the Wise know that the Wizards first came to Middle-earth out of the Uttermost West almost two thousand years ago, on a mission to thwart the Dark Lord's machinations. Gandalf's appointed task is to bolster the hearts of those who would fight against evil everywhere, and that's what he has done for centuries now, counselling Dwarves, Elves, and Men, always bringing light where darkness lies.", + "Gandalf is the secret bearer of Narya, the Ring of Fire, the third Elven-ring created by Celebrimbor of Eregion. It was given to him for safekeeping and for his own use by Círdan the Shipwright. Narya is an invaluable aid to Gandalf in his mission to inspire others in their struggles against the Shadow. If pressed into combat, the Grey Pilgrim unsheaths Glamdring, an ancient Elven blade, forged in Gondolin for the Goblin-wars.", + { + "type": "statblock", + "name": "Gandalf the Grey", + "page": 215, + "source": "TLotRR", + "tag": "creature" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/116-09-07.gandalf-the-grey.webp" + }, + "width": 850, + "height": 1099 + }, + { + "type": "entries", + "name": "Encountering Gandalf", + "page": 215, + "id": "34b", + "entries": [ + "Gandalf can be encountered almost anywhere\u2014riding across the countryside on horseback, walking alone or in the company of friends or allies, or even in the seat of a horse-drawn cart. He may not show up when called but often appears when needed. Gandalf holds a particular fondness for the Hobbits of the Shire and when he is meeting someone in Eriador, he will always choose the inn in Bree as a meeting place.", + "When encountered along the road, the Grey Wizard may appear just as an old man, with a long white beard and carrying a staff that he sometimes leans upon as he walks. But when he sits in council, his white hair and piercing dark eyes make him look like a wise king from some ancient legend.", + "Gandalf does not resort to using magic lightly, as he fears it would betray his presence to the eyes of the Enemy. When he does, he displays a mastery of fire and smoke, a reflection of his personality. Seemingly irascible, the old Wizard is also just as quick to burst into warm laughter. He might gently chide a friend, offer words of reassurance, then wax wroth at those who fail to show him due respect." + ] + }, + { + "type": "entries", + "name": "Gandalf as a Patron", + "page": 217, + "id": "34c", + "entries": [ + "Once, {@creature Círdan the Shipwright|TLotRR|Círdan} of the Havens said that the Grey Wanderer's mission is to 'rekindle hearts in a world that grows chill'. In accordance with this mandate, Gandalf labours to inspire all individuals into action, and set events in motion that will eventually spiral into greater consequences. The Quest of Erebor is an example of how Gandalf acts\u2014helping Thorin Oakenshield to reclaim his lost kingdom led to the elimination of a Dragon that could have become a terrible weapon in the hands of the Enemy.", + "Unlike the head of his order, Saruman, who deals in devices and instruments from his high tower in Isengard, Gandalf moves among those who oppose Sauron, listening to their pleas and providing help when emergencies occur. This has made Gandalf welcome in most places, despite his reputation as a troublemaker.", + "A member of the White Council, Gandalf is the one among the Wise that is most likely to act promptly. While the others may counsel patience and caution, Gandalf moves decisively, putting himself in danger, infiltrating the lairs of the Enemy, and facing evil without hesitation. His goal is to lead the Free Peoples by example, encouraging them to set aside ancient rivalries and petty disputes, and to work together in defence of all that is good and worth keeping.", + { + "type": "table", + "page": 217, + "colLabels": [ + "Fellowship Bonus", + "Advantage: The Wisdom of the Grey Pilgrim" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "+2", + "You can spend a Fellowship point to roll an additional {@dice d20} after a saving throw (but before the outcome is determined), and choose which of the d20s is used." + ] + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/117-09-08.gandalf-with-sword.webp" + }, + "width": 1700, + "height": 2090 + } + ] + } + ] + }, + { + "type": "entries", + "name": "Gilraen the Fair", + "page": 217, + "id": "34d", + "entries": [ + { + "type": "quote", + "entries": [ + "After a few years Gilraen took leave of Elrond and returned to her own people in Eriador, and lived alone..." + ], + "style": "quote-pull", + "skipMarks": true + }, + "A woman of noble lineage, Gilraen is the mother of Aragorn, the current chieftain of the Rangers of the North and Heir of Isildur. She was quite young when she married, and became a widow soon after she gave birth to her son. When that came to pass, Elrond took her and her newborn to dwell with him in Rivendell, and he raised Aragorn as a son of his own\u2014Aragorn was called 'Estel' in Imladris ({@language Sindarin|TLotRR} for 'Hope'), to conceal his lineage and true name from his enemies.", + "In the year 2965, Gilraen is not yet sixty years old. Being one of the long lived Dúnedain, she is in the fullness of her strength of body and mind, and possesses a measure of the foresight of her people. When her son left Rivendell to seek adventure a few years ago, Gilraen decided to remain in Imladris. She often leaves the Last Homely House on short trips, to visit her own people in Eriador and confer with the captains of the Rangers of the North, in the absence of their chieftain.", + { + "type": "entries", + "page": 217, + "name": "Encountering Gilraen", + "id": "34e", + "entries": [ + "Gilraen is accorded great respect among the Dúnedain of Eriador as the widow of Arathorn, their previous chieftain, and as the mother of the Heir of Isildur. She is also deemed to be foresighted, having inherited that gift from Ivorwen, her mother. Many captains of the Rangers seek her advice, knowing her to be a wise and prudent counsellor.", + { + "type": "statblock", + "name": "Gilraen the Fair", + "page": 217, + "source": "TLotRR", + "tag": "creature" + }, + "Anyone who meets her will find Gilraen to be a tall and slender woman, her demeanour marked by sorrow, but who refuses to be bent under the weight of her misfortune.", + "Gilraen can be met in the company of small bands of Rangers, along the many paths trod by her folk in the vicinity of Rivendell, or in the Weather Hills and the North Downs. She never stays away for more than a few weeks at a time though, always returning to the safety of the house of Elrond to rest." + ] + }, + { + "type": "entries", + "name": "Gilraen as a Patron", + "page": 218, + "id": "34f", + "entries": [ + "Having lost her husband Arathorn to an Orc-arrow, and his father Arador to the ferocity of Hill-Trolls in the Coldfells, Gilraen has experienced personally the hatred of the Enemy for her folk. She knows full well that the Dúnedain of the North and the entire region of Eriador will never be safe if evil creatures are allowed to prowl undisturbed. In the absence of her son the chieftain, Gilraen makes sure that the Rangers don't forsake their duty as guardians of the land of old Arnor and the borders of the Bree-land and the Shire. In this, she has found a staunch ally in the Wizard {@creature Gandalf the Grey|TLotRR|Gandalf}. When she is in Rivendell, she never misses a chance to encourage the sons of Elrond to go out and hunt all monstrous creatures.", + "Adventurers worthy of Gilraen's trust find themselves enjoying the respect of the Rangers of the North. When out in the wild, they can count on the help of many scouts, and are provided directions to find their hidden refuges and caches of supplies.", + { + "type": "table", + "page": 218, + "colLabels": [ + "Fellowship Bonus", + "Advantage: Gilraen's Folk" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "0", + "At the start of a journey, you can spend a Fellowship point. During that journey, as long as you are within the territory that once was the old realm of Arnor, you can roll a {@dice d20} after each roll on the {@table Journey Events table|TLotRR}, and choose whether the Loremaster uses their roll or yours. By choosing the {@action Meet Patron|TLotRR} undertaking to go and see Gilraen you additionally receive a rumour from the Loremaster." + ] + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Tom Bombadil and Lady Goldberry", + "page": 218, + "id": "350", + "entries": [ + { + "type": "quote", + "entries": [ + "Tom Bombadil is the Master. No one has ever caught old Tom walking in the forest, wading in the water, leaping on the hill-tops under light and shadow. He has no fear. Tom Bombadil is master." + ], + "style": "quote-pull" + }, + "Old Tom Bombadil roamed all over Eriador, when the woods that today are called the Old Forest reached Dunland in the south. As the forest shrunk, so did his domain. He is a strange creature, known by many names\u2014to the Elves he is Iarwain Ben-adar ('oldest and fatherless'), a name that attempts to define him. For he is ancient even for the long-lived Elves, and they don't know whence he came. He was there before the Dark Lord arrived, he welcomed the first rivers and trees, and his life is tied inextricably to that of his land.", + "Tom appears as a red-cheeked man with curly brown hair, wrinkles around his eyes etched deep from mirth, usually clad in a blue coat and yellow boots. He is often engaged in seemingly frivolous activities, like picking water-lilies, as if he hasn't a care in the whole of Middle-earth. In truth, the opposite is true: Tom cares about all living things, so much so that he cannot distinguish the worth of one life over another.", + "Bombadil shares his life with Goldberry, the River-woman's daughter. She is a lady as fair as an Elf-maiden, and she is as enigmatic as her companion. Just standing in her presence provokes a marvellous delight in those who enter the house of Tom Bombadil, a joy that is felt deeply in their hearts.", + { + "type": "entries", + "name": "Encountering Tom and Goldberry", + "page": 218, + "id": "351", + "entries": [ + "The house of Tom Bombadil is found just beyond the Old Forest to the east, where the Withywindle runs down from its spring in the Barrow-downs. Under Tom's roof and at his table, guests will find their heart contented with peaceful slumber, fine company, joyous song, and all the simple pleasures that come with a humble heart.", + { + "type": "statblock", + "name": "Tom Bombadil", + "page": 218, + "source": "TLotRR", + "tag": "creature" + }, + { + "type": "statblock", + "name": "Goldberry", + "page": 218, + "source": "TLotRR", + "tag": "creature" + }, + "Bombadil is known to journey into the Old Forest and the Barrow-downs, having no fear of Old Man Willow nor the wight-haunted hills. With a laugh and a wink, Tom charms all he encounters, singing the fierce to sleep and rousing the rest with a song and a merry dance.", + "Goldberry can be found anywhere along the course of the Withywindle, braiding daisies or water-lilies, or singing to the gurgling waters. She acts as if there is no menace in the world worth her concern, as she knows that Tom will come running if ever she needs him. The two are friendly to strangers but are no less strange to their friends, and they open their doors to any who they meet." + ] + }, + { + "type": "entries", + "name": "Tom and Goldberry as Patrons", + "page": 220, + "id": "352", + "entries": [ + "Though Tom's power is as deep as the earth is old, his mastery seems to be limited to his little land, within bounds that he has set. Within those bounds he fears nothing, and he is seemingly unconquerable, but he won't step beyond them for any reason. Adventurers winning his friendship and that of Goldberry will find that when called, they appear almost instantly anywhere within their domain. Even the weather itself seems to behave according to their needs and whims.", + "Tom knows all the ways and the lore of the Old Forest, and he can speak at length about all manner of such things, for there is little in his realm that he does not understand fully. He tells many remarkable stories, speaking softly or even singing, inspiring strange flights of fancy, vistas of untold history and of things forgotten, both majestic and meagre.", + "Tom asks little of his friends directly, but he might point them in the direction of a problem that needs solving, whether it's an unruly Wight from the Barrow-downs or a calf lost within the Old Forest. Goldberry seems to have no need of anything beyond what she has, but she might call upon a Company of well-meaning heroes to aid others in need.", + { + "type": "table", + "page": 220, + "colLabels": [ + "Fellowship Bonus", + "Advantage: Master of Wood, Water and Hill" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "+2", + "Spend all your remaining Fellowship to call Tom or Goldberry's intervention anywhere in Tom's country." + ] + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/118-09-09.tom-bombadil-and-goldberry.webp" + }, + "width": 1700, + "height": 2146 + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Landmarks", + "page": 220, + "id": "353", + "entries": [ + { + "type": "quote", + "entries": [ + "Not far ahead were dreary hills, rising higher and higher, dark with trees. On some of them were old castles with an evil look, as if they had been built by wicked people." + ], + "style": "quote-pull", + "skipMarks": true + }, + "A look at the map of Eriador shows how northwestern Middle-earth is a vast region, seemingly empty for the most part. What the map cannot reveal is the long history of this area, the borders of the many kingdoms that rose and fell in centuries long past.", + "The land still bears many traces of that long history\u2014ruins dot the countryside, broken towers and walls that the current denizens of Eriador use as landmarks to find their bearings, or to delineate the boundaries of their fields, or even quarry to build their modest houses.", + "But many more hide under the tall grass, or lie buried under dirt accumulated over countless years. Some are known and shunned, and even more have not been visited by the living in centuries.", + { + "type": "entries", + "name": "There and Back Again", + "page": 220, + "id": "354", + "entries": [ + "In the course of the game, the Player-heroes learn of the existence of landmarks by gathering rumours, small snippets of legends and hearsay, speaking of frightening creatures and hidden treasure (see {@book Chapter 6|TLotRR|5|Gather Rumours}). When they decide to explore them during an Adventuring Phase, the Loremaster uses the rules for journeys to get the Company there, and then refers to the description of the landmark to play out its exploration.", + { + "type": "inset", + "page": 220, + "id": "355", + "entries": [ + "In brief, landmarks allow the players and the Loremaster to play open-ended, self-contained scenarios, complete with the description of locations, denizens, and events. What they don't provide is a predetermined plot, articulated in orderly scenes." + ] + }, + "Loremasters can design their own landmarks using the guidelines below, but complete landmarks are included in supplements for the game.", + "The {@book Star of the Mist|TLotRR|9|The Star of the Mist}, is an example of a fully-developed landmark, suitable to be explored by a Company of 1st-level Player-heroes." + ] + }, + { + "type": "entries", + "name": "Structure of Landmarks", + "page": 221, + "id": "356", + "entries": [ + "All landmarks presented for the game will follow the same structure of presentation. Loremasters can use this information to create their own adventure locations.", + { + "type": "entries", + "name": "1. Name", + "page": 221, + "id": "357", + "entries": [ + "Generally, this is the name that local superstition or legend gives the place ('Deadmen's Dyke', 'Norbury of the Kings', 'Moria', etc.)" + ] + }, + { + "type": "entries", + "name": "2. Rumour", + "page": 221, + "id": "358", + "entries": [ + "A rumour is the piece of information about the place that the Player-heroes pick up while adventuring or during the Fellowship Phase. It might contain a mix of true and false information, filtered through local prejudices, superstitions, etc.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Old Lore:", + "page": 221, + "entry": "Further information available to Player-heroes who research the landmark, while adventuring or during the Fellowship Phase. Generally, Old Lore has more precise and truthful information that can be obtained with a successful Intelligence ({@skill Old Lore|TLotRR}) check ({@dc 15} or higher)." + } + ] + } + ] + }, + { + "type": "entries", + "name": "3. Background", + "page": 221, + "id": "359", + "entries": [ + "This is an overview of the place for the Loremaster, summarising its main features and relating why it is interesting or dangerous.", + "It should include general directions on how to get there starting from a known place ('three days north of Amon Sûl'), but no information about how to get there in game terms is presented\u2014for that, the Loremaster needs simply to use the rules for journeys.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Journey Events:", + "page": 221, + "entry": "This section relates information useful to set up potential accidents or other noteworthy events that might occur when the Company is approaching the landmark." + } + ] + } + ] + }, + { + "type": "entries", + "name": "4. Map", + "page": 221, + "id": "35a", + "entries": [ + "A drawing illustrating the landmark in as much detail as possible. It may be a map or cutout, always keyed to the descriptions given in the {@book Locations|TLotRR|9|Locations} section (see below)." + ] + }, + { + "type": "entries", + "name": "5. Locations", + "page": 221, + "id": "35b", + "entries": [ + "A number of paragraphs describing the place in detail, including information on Treasure, or potential encounters with denizens and nonplayer characters. Some encounters may be connected to the {@book Schemes and Trouble|TLotRR|9|Schemes and Trouble} section (see below)." + ] + }, + { + "type": "entries", + "name": "6. Schemes and Trouble", + "page": 221, + "id": "35c", + "entries": [ + "This final section describes how external forces can interfere with the exploration of the site. Also, here are listed potential self-contained events and accidents that may occur in the course of the Adventuring Phase.", + "Sometimes, this section contains information potentially tying a landmark to a greater picture, for example, including the schemes of a recurring villain.", + { + "type": "inset", + "name": "A note about rules presentation in landmarks", + "page": 221, + "id": "35d", + "entries": [ + "Landmarks offer descriptions that are as simple and to the point as possible. The text assumes that the Loremaster is able to direct the Adventuring Phase conforming to the decisions of the playing group, and can adjudicate all situations by simply applying the rules as presented in the game.", + "For example, this means that if a landmark requires the Company to travel many miles to reach it, the Loremaster will set up a scene using the Journey rules\u2014without the text of the landmark addressing this specifically.", + "Likewise, if the description of a landmark confronts the Player-heroes with an obstacle, for example a sheer tower to climb, the Loremaster will set up a scene using the rules that apply best to the situation.", + "{@i As an exception to this rule, the sample landmark presented in the following pages provides an additional level of description, as far as the rules are concerned, for the sake of illustrating the concept. These suggestions are presented under the 'Tutorial' heading.}" + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "The Star of the Mist", + "page": 222, + "id": "35e", + "entries": [ + { + "type": "quote", + "entries": [ + "...the Witch-king came down upon Arthedain before winter was ended." + ], + "style": "quote-pull", + "skipMarks": true + }, + { + "type": "entries", + "name": "Rumour", + "page": 222, + "id": "35f", + "entries": [ + { + "type": "quote", + "entries": [ + "There's an ancient tower in the easternmost foothills of the southern Ered Luin, what remains of a powerful castle from the time of the Kings. Wanderers speak of an eerie blue light that sometimes can be seen even from Sarn Ford, like a star shining above the river mists. No one goes there, and recently people have started to disappear in its vicinity." + ] + }, + { + "type": "entries", + "name": "{@skill Old Lore|TLotRR} ({@dc 15})", + "id": "360", + "entries": [ + { + "type": "quote", + "entries": [ + "The tower is what is left of a fortress built at the time of the North Kingdom of Arnor. It was built atop a Dwarven subterranean ruin. It was besieged at the time of the war with Angmar, and fell after a long resistance. Some say that treasonous Dwarves betrayed the Dúnedain, allowing the forces of the Witch-king to enter the castle by secret ways." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Background", + "page": 222, + "id": "361", + "entries": [ + "There was once a fortified town in the foothills of the southern Ered Luin, in what was the kingdom of Arthedain. It had been built above an abandoned Dwarven city, an underground complex extending for miles into the roots of the mountains. The castle was the seat of a valorous Dúnadan lord who fiercely resisted the Witch-king in the time of the wars with Angmar.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/119-09-10.star-of-the-mist-tower.webp" + }, + "width": 850, + "height": 1302 + }, + "Eventually, the fortress was put under siege, and the lord captured alive during a sortie. He was tortured in sight of the castle's battlements, before the eyes of his spouse. She was a valiant warrior herself, a daughter of sea-kings, and she continued to defend the castle, despite her grievous loss. Eventually, the stronghold fell to black treachery, and both the castle and the surrounding town were razed, the ruins cursed by the Lord of the Ringwraiths himself. The noblewoman was consumed by grief, and with the passing of the years she became a {@creature Fell Wraith|TLotRR}, while her followers degenerated into horrible, almost deathless creatures.", + "What remains of the fortress and town today is a tower in the midst of ruins. The area can be accessed only by finding the entrance to an underground guard post, and by a bridge crossing a narrow but deep ravine.", + "The entrance is currently used by a band of brigands as their base of operations. Influenced by evil men from the south, they are responsible for the disappearances of several wanderers in the area.", + { + "type": "inset", + "name": "Journey Events", + "page": 223, + "id": "362", + "entries": [ + "Once the Company gets to Sarn Ford, at sunset they spot a faint luminescence to the west, and can follow it easily, like a beacon. As they head in its direction, they can find traces of the presence of a large band of brigands operating in the area\u2014they find the remnants of their camps, and may even hear stories about them told by a lonely wanderer or two.", + "If the Player-heroes are not careful, the brigands may notice the Company and send a group of fighters to ambush them while they camp (see {@book Schemes and Trouble|TLotRR|9|Schemes and Trouble}). If the players are careful enough, for example, by following the brigands' tracks and trying to stay one step ahead of them, they may be able to avoid them and reach their encampment without having to face them before that (see {@book The Brigands' Camp|TLotRR|9|1. The Brigands' Camp}, below)." + ] + } + ] + }, + { + "type": "entries", + "name": "Locations", + "page": 223, + "id": "363", + "entries": [ + "Advancing towards the southern Ered Luin, the Company sees the distant mountains rise steadily, like a high wall lining the horizon from north to south. But even closer to them are mountains running away from the main range, forming an eastward arm. When twilight comes, the light that guides them appears at the feet of that arm. It's a land of bleak hills, and deep valleys filled with turbulent waters, running to join the river to the south.", + "Once they get near, the Player-heroes find that the tower they are seeking lies on the other side of a deep ravine. No means to traverse the chasm seem to be available\u2014if the Player-heroes scout the ravine, for example walking along its border, they eventually spot a broken bridge some yards below the edge of the fissure, the two sides joined by a makeshift wooden ramp.", + { + "type": "entries", + "name": "1. The Brigands' Camp", + "page": 223, + "id": "364", + "entries": [ + "As they look for a passage across the ravine, the Player-heroes find the camp of the brigands. It is located in front of a small cave, near the edge of the chasm. This is easily spotted, as a plume of smoke can be seen rising from a distance.", + { + "type": "inset", + "page": 223, + "id": "365", + "entries": [ + "The camp is garrisoned by a small group of brigands, composed of one {@creature Southerner Raider|TLotRR} for each Player-hero. The majority of the brigands are away, looking for unwary travellers to rob." + ] + }, + "The brigands look like a mix of southerners and mean-looking Men of Eriador, maybe coming from Tharbad. Among them is a short, wiry fellow by the name of {@creature Sabian|TLotRR}, swarthy and dressed in black (see {@book below|TLotRR|9|Sabian, the Spy from Umbar}). When the Player-heroes get close enough to the brigand's camp, {@creature Sabian|TLotRR} is seen emerging from the cave, telling the others to be alert, as 'she is unquiet'.", + { + "type": "inset", + "name": "Tutorial\u2014Meeting the Brigands", + "page": 223, + "id": "366", + "entries": [ + "A scene taking place at the Brigand's Camp is likely to concern the Company trying to ambush the garrison there. The precise circumstances are going to vary a lot though, based on what the Player-heroes have done so far. For example, the Player-heroes might have encountered the brigands on their way here, and maybe someone escaped to tell the others of the threat the Company poses. The Loremaster must take what happened before into due consideration, to make this new scene an ideal continuation of those that preceded it.", + "If the scene is going to involve combat (very likely), then the Loremaster should remind the players how killing non-monstrous enemies without provocation may be considered a {@book Misdeed|TLotRR|7|Misdeeds}, and thus cause a Shadow gain. Then, the Loremaster should provide a description of the area, trying to visualise the location and adding details to what has been written above. For example, a clear path might lead directly to the mouth of the cave, but that is certainly going to be in plain sight of the brigands in the camp. On the contrary, less visible tracks may lead to the back of the cave, behind a rise allowing the Player-heroes to stage a {@status surprised} attack using ranged weapons from superior ground, and thus giving them an additional ranged weapons volley.", + "All the Loremaster needs to do is to 'see' the location with their mind's eye, and be consistent in describing it to the players." + ] + }, + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "page": 224, + "name": "The Cave:", + "entries": [ + "If the Player-heroes deal with the brigands they can enter the cave. Once inside, they discover that ancient steps cut into the rock lead underground to a stone bridge that once crossed the ravine.", + "The bridge is now broken, but a makeshift wooden ramp joins the two sides. If the Company attacks the brigands without denying them the ability to retreat into the cave, {@creature Sabian|TLotRR} seeks refuge underground, and cuts the ropes that hold up the ramp, letting it fall into the seemingly bottomless crevice.", + "The distance separating the two sides of the bridge is 20 feet (probably too much to be jumped across by any Player-hero), and the fall seems very dangerous\u2014a noisy stream of water runs many yards below, among broken rocks. The Company will have to find a way to cross the chasm safely..." + ] + } + ] + }, + { + "type": "inset", + "name": "Tutorial\u2014Setting up obstacles", + "page": 224, + "id": "367", + "entries": [ + "Crossing the broken bridge is a good example of those obstacles that the Loremaster should use to challenge the players. The situation should lead them to discuss at length about how to overcome it\u2014when they have declared their intentions, the Loremaster translates their approach into game terms.", + "A few examples follow, referencing the rules used to set them up, just to give an idea on how to apply the rules to model the choice of the players:", + { + "type": "list", + "page": 224, + "items": [ + "The Player-heroes try to build a ramp\u2014a {@dc 15} Dexterity check using {@item carpenter's tools|PHB}. On a failure, the ramp collapses as the Player-heroes cross it.", + "An Elf character jumps across, and then builds a rope bridge with the help of the others\u2014the Elf achieves a magical success on a Strength ({@skill Athletics}) check, then everyone else must succeed on a {@dc 10} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check to get across.", + "The Company goes down into the ravine using ropes, and then climbs up on the other side\u2014a {@dc 15} Strength ({@skill Athletics}) check each." + ] + }, + "As a reward for passing this challenge, the Loremaster should award each Player-hero from 25 to 100 XP, depending on the chosen approach and how they fared." + ] + } + ] + }, + { + "type": "entries", + "name": "2. The Dwarven Gate", + "page": 224, + "id": "368", + "entries": [ + "This was one of the entrances that led to the Dwarven underground ruin. The Men of the West made it into a guard post. Now, the mostly empty room is littered with debris and refuse left by the brigands, as they use it as their sleeping quarters (not daring to go deeper into the ruins).", + "Player-heroes spending time here (a suitable place for a long rest) can hear the sound of dripping water, and the occasional gurgling sound coming from the next chamber. The only door leading somewhere interesting is the arched gate leading to the Flooded Chambers (see below).", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "The Pantry:", + "page": 224, + "entry": "A small but deep niche on the west wall of the chamber was used as a pantry by the brigands. If the Player-heroes inspect the niche, they find that a small cache of stolen gold is hidden here, behind a supply of dry kindling, stale bread, and dried meat." + } + ] + }, + { + "type": "inset", + "page": 224, + "id": "369", + "entries": [ + "The gold is worth a total of 3 ({@dice 1d6}) gold pieces." + ] + }, + "Among the gold are several personal items, that certainly belonged to the victims of the brigands:", + { + "type": "inset", + "page": 224, + "id": "36a", + "entries": [ + "All Player-heroes who take a share of the gold gain 1 point of Shadow ({@dc 10} Wisdom saving throw to resist)." + ] + }, + { + "type": "inset", + "page": 224, + "name": "The Ruins of Narag-Nâla", + "id": "36b", + "entries": [ + "The Dwarven underground complex is a small part of a Dwarven domain, the city of Narag-Nâla (Player-heroes paying attention to the runes inscribed on the walls and arches of the place discover the name quickly). It is a dark maze of narrow passages, often leading to empty rooms, corridors blocked by fallen rocks, and half-collapsed halls.", + { + "type": "inset", + "page": 224, + "entries": [ + "If the Player-heroes show an interest in exploring the various doors opening into the rooms shown in the Locations maps, the Loremaster must improvise the description of a seemingly endless labyrinth, or simply limit their exploration by describing how most passages lead to dead ends." + ], + "id": "0a2" + }, + "But the ruins are not entirely deserted. There are several Dwarves yet in Narag-Nâla who still draw breath...(see {@book Schemes and Trouble|TLotRR|9|Schemes and Trouble})." + ] + } + ] + }, + { + "type": "entries", + "name": "3. The Flooded Chambers", + "page": 225, + "id": "36c", + "entries": [ + "When the Player-heroes cross the threshold leading here, an inexplicable sense of dread falls over them. This pillared hall was once a Dwarven chamber of records, that was later adapted by the Arnorian lords to become their Hallows. The survivors of the siege were buried alive here. The Witch-king then flooded the area, and laid a curse on it.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/120-map-9-01.flooded-chambers.webp" + }, + "imageType": "map", + "title": "Map: The Flooded Chambers", + "width": 4925, + "height": 3418, + "id": "395", + "grid": { + "type": "hexRowsOdd", + "scale": 2 + }, + "mapRegions": [ + { + "area": "364", + "points": [ + [ + 715, + 2457 + ], + [ + 715, + 2972 + ], + [ + 1560, + 2972 + ], + [ + 1560, + 2457 + ] + ] + }, + { + "area": "368", + "points": [ + [ + 1847, + 1972 + ], + [ + 1847, + 2305 + ], + [ + 2185, + 2305 + ], + [ + 2185, + 1972 + ] + ] + }, + { + "area": "36c", + "points": [ + [ + 1082, + 1200 + ], + [ + 3155, + 2387 + ], + [ + 3572, + 2177 + ], + [ + 4332, + 2620 + ], + [ + 4782, + 2187 + ], + [ + 4240, + 1817 + ], + [ + 4672, + 1572 + ], + [ + 4892, + 1225 + ], + [ + 4600, + 917 + ], + [ + 2840, + 427 + ], + [ + 2052, + 537 + ], + [ + 1082, + 1007 + ] + ] + } + ] + }, + { + "type": "inset", + "page": 225, + "id": "36d", + "entries": [ + "The air is unwholesome, and seems thick and stuffy, as if a weight is gradually oppressing the Player-heroes\u2014staying here causes all Player-heroes to gain 2 points of Shadow, resisted by a {@dc 10} Charisma saving throw." + ] + }, + "The hall is partially collapsed, and almost completely filled with muddy water, waist-high. The walls are decorated by Dwarven inscriptions and carvings (Dwarves of Durin's Folk recognise the art as typical of the houses that used to dwell in this area - probably the Firebeards). Opposite the entrance opens a passage leading to a flight of steps, going up to the surface (they lead to the Accursed Hallows).", + "A few minutes after the Company enters the Flooded Chambers, they notice someone, maybe a Dwarf, escaping into a side passage, and soon after they hear the deep toll of a bell. Moments later, a group of ghoulish creatures with sharp teeth and clawed hands emerge from the muddy waters of the chamber, and attack the Company!", + { + "type": "list", + "page": 225, + "items": [ + "The {@creature Marsh-dwellers|TLotRR} are half the number of Player-heroes in the Company (rounded up).", + "The creatures concentrate their attacks on any {@race Ranger of the North|TLotRR} in the Company.", + "Hobbits and Dwarves who confront the monsters while immersed in the water have disadvantage on attack rolls." + ] + }, + "No one can say if these creatures are what became of the Dúnedain that were trapped here long ago, cursed by the King of Angmar, or if they are evil creatures that came here on his command, to haunt the ruins.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "The Sepulchres:", + "page": 225, + "entries": [ + "In the central section of the hall are a series of stone sepulchres. Some are intact, while others look like they were damaged by violent upheavals of the earth. All are carved with a skill far surpassing that of most stonewrights living today\u2014that of the Men of the West.", + "Two sepulchres stand out for the exquisite detail of their carvings. The two marble slabs are shaped to represent a sleeping figure\u2014one shows a lord and the other a lady, composed in the sleep of death. Both sepulchres are empty.", + "Inside the other tombs are buried the stewards and house-guards of the noble house that once ruled here. One of them contains the mortal remains of Angnir, the chief steward, and the house records, telling the story of the fallen lord. The text is incomplete, having been damaged by the passage of time. (See The House Records box nearby for the relevant information contained therein)." + ] + } + ] + }, + { + "type": "inset", + "name": "The House Records", + "page": 226, + "id": "36e", + "entries": [ + { + "type": "quote", + "entries": [ + "Here is recorded the Fall of the House of Hadirion, and his wife Elwen. I, Angnir, steward and captain of the guards, write this record to preserve its memory. It was in the time of..." + ] + }, + { + "type": "quote", + "entries": [ + "They built a wooden seat, in mockery of a throne, in plain sight of the castle walls. Then, they tied our lord Hadirion to it, to torment and ridicule him. They tortured him for hours...When the Orcs nailed an iron crown to his head, hailing Hadirion as the rightful ruler of the land, the lady Elwen summoned me, and asked me to prove my reputation as the best bowman of Arthedain. I chose an arrow from those that I received from my father, and he from his father before him. A white plumed, slender dart." + ] + }, + { + "type": "quote", + "entries": [ + "I bent my bow with all my strength, and the arrow flew straight, piercing the hand of a huge Orc who was tormenting Hadirion, and burying itself deep into the chest of my lord. I broke my bow after the deed..." + ] + }, + { + "type": "quote", + "entries": [ + "The rest of the records chronicle the fall of the castle, in broken fragments\u2014treasonous Dwarves allowed the enemy to enter the castle undetected. Those who survived the onslaught fled underground, and were trapped. The lady Elwen disappeared" + ], + "skipMarks": true + } + ] + }, + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "A Lesser Hoard:", + "page": 226, + "entry": "A small arched gate opens in the north-eastern corner of the chamber. Accessible easily only by Dwarves and Hobbits, it leads to a small room, where many precious things have been hoarded by the Marsh-dwellers." + } + ] + }, + { + "type": "inset", + "page": 226, + "id": "36f", + "entries": [ + "The treasure chamber contains what amounts to a lesser Hoard (see {@book Chapter 7|TLotRR|6|Hoards} for the rules on Treasure)." + ] + } + ] + }, + { + "type": "entries", + "name": "4. The Accursed Halls", + "page": 226, + "id": "370", + "entries": [ + "Once they get back to the surface, the Player-heroes emerge among a vast expanse of ruins, floating in a sea of dense mist. It is dark, regardless of the hour of the day\u2014if morning or afternoon, the sun can be seen as a pale disc, incapable of penetrating the veil of fog.", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/121-map-9-02.accursed-halls.webp" + }, + "imageType": "map", + "title": "Map: The Accursed Halls", + "width": 4445, + "height": 3418, + "id": "396", + "grid": { + "type": "hexRowsOdd", + "scale": 2 + } + }, + "Advancing among the rubble is difficult\u2014crumbling walls and pillars jut out from thick tangles of vegetation, and twisted and bare trees split ancient flagstones with their roots. Nothing rises for more than a few yards\u2014the city of Lord Hadirion and Lady Elwen was literally razed to the ground.", + "The exception to this is the Tower of the Star (see {@book below|TLotRR|9|5. The Tower of the Star}), and what appears to be an island of broken stonework, a cluster of ruins rising where once was a majestic palace. The shape of a main hall is still recognisable, a flight of wide, cracked steps leading to it. Its walls are covered in crude graffiti, probably drawn by Orcs.", + "Among the graffiti are mixed sentences composed using Elvish letters, of an ancient mode\u2014they are written with horrible care, using the {@language Black Speech|TLotRR}, to form the curse of the Witch-king.", + { + "type": "inset", + "page": 226, + "id": "371", + "entries": [ + "Player-heroes who read the words gain 2 Shadow points resisted by a {@dc 15} Intelligence saving throw, regardless of whether they can read Elvish or understand the language of Mordor." + ] + }, + "Whoever succeeds on the saving throw learns the meaning of the curse\u2014it was laid by the Witch-king of Angmar himself, wroth at how strongly the Dúnedain opposed him. The ruins are bound to suffer from its effects, as long as the torment of Lord Hadirion continues (see {@book The Tower of the Star|TLotRR|9|5. The Tower of the Star}).", + { + "type": "inset", + "name": "Tutorial\u2014Expanding the Accursed Halls", + "page": 227, + "id": "372", + "entries": [ + "The Accursed Halls are just a part of the vast ruins that once were a city of the Dúnedain. For the most part, they're just ancient, cold stones, but who can say what lurks there, in the shadow of the tormented spirit of Elwen?", + "If the players show an interest in exploring the place, the Loremaster can expand its description as they see fit. Here follow a number of ideas that can help the Loremaster in giving further substance to the ruins:", + { + "type": "list", + "page": 227, + "items": [ + "An old well, covered by rotten planks. It is very deep, and at its bottom lies the skeleton of an exceptionally large Orc, a veritable monster. He was a lieutenant of the Witch-king, and died in the attack\u2014a Númenorean arrow still pierces his skull.", + "A wild apple tree, grown among the rocks. Anyone eating one of its sour apples and resting in its shade experiences strange visions belonging to the past of the city.", + "An enormous, leprous deer haunts the ruins. It is an eerie apparition and a sign of ill-omen. Player-heroes gain 1 point of Shadow, resisted by a {@dc 10} Charisma saving throw.", + "Beyond a rusty iron gate lies a patch of greenery, where the orchard of an herbalist once was. Several ancient and useful herbs still grow there, and can be gathered by a Player-hero proficient with the {@item herbalism kit|TLotRR}\u2014they grant advantage on Intelligence ({@skill Medicine}) checks, for {@dice 1d6} applications.", + "{@creature Jalin|TLotRR}, a lunatic Dwarf of Narag-Nâla, sometimes comes to dwell in the ruins. An outcast from his own people, he lives off rats and other disgusting things. Jalin's dreams are haunted by the spirit of Elwen, as he feels a mix of love and fear for her. He will try to kill or drag into a trap any trespassers in \"his city\". Use the stats for a {@creature Southerner Champion|TLotRR} with the {@condition anguished|TLotRR} condition.", + "The pieces of a battering ram forged in the smithies of Angmar lie among the fragments of a shattered gate. Its huge metal head is shaped like that of a monstrous Orc with a gaping maw. It is imbued with dark magic\u2014If the heroes touch it, the ground under their feet collapses, causing them to fall for several yards into a buried chamber below." + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/122-09-11.star-decor.webp" + }, + "maxWidth": 200, + "maxHeight": 200, + "width": 850, + "height": 832 + }, + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "The Coming of the Lady Elwen:", + "page": 228, + "entries": [ + "Once the Company reaches the Accursed Halls, at a moment when the Loremaster considers it most appropriate, the Lady Elwen approaches. She was once a valorous Dúnadan noble lady, but when her city fell, she survived, only to be slowly consumed by grief and by the curse of the Chief of the Ringwraiths\u2014she is now a Fell Wraith, bound to roam the ruins of her castle.", + "As a Fell Wraith, she appears as a crooked hag, wrapped in tatters hiding her spectral features. Her flesh is almost transparent, and her eyes glow like embers. Thin strands of white hair escape her hood. She addresses the Company speaking in a hissing voice and strange accent:" + ] + } + ] + }, + { + "type": "quote", + "entries": [ + "Why have you come? There's nothing here, only death. Leave this place, or join me in my torment!" + ] + }, + "She is armed with a pitted sword, the weapon she used to defend her city and fortress.", + { + "type": "statblock", + "name": "Lady Elwen - Fell Wraith", + "page": 228, + "source": "TLotRR", + "tag": "creature" + }, + { + "type": "inset", + "name": "Tutorial\u2014Building up the Climax", + "page": 229, + "id": "373", + "entries": [ + "The confrontation with Elwen can be run in many different ways, based on what the players choose to do. The Loremaster can have her appear as a ghost would, in the middle of the night while the Player-heroes are sleeping (hopefully with someone standing guard), or, they may spy her from afar, climbing down the stairs of the tower, and then turning towards them, slowly but inexorably. The ruins of the town offer many hiding places, should the Player-heroes choose to stay away from her, but they won't be able to get near the Tower without engaging her in combat. Moreover, she seems to possess an uncanny ability to sense where the Player-heroes hide." + ] + } + ] + }, + { + "type": "entries", + "name": "The Curse of the Lady Elwen", + "page": 229, + "id": "374", + "entries": [ + "The first time that Elwen is defeated, the Player-heroes will experience for a moment a vision of a high Númenorean lady, in full armour, beautiful but terrible\u2014she looks at the Player-heroes, then screams!", + { + "type": "inset", + "page": 229, + "id": "375", + "entries": [ + "As they recover their senses a moment later, they discover that Elwen is gone, only to return at some point later, fully restored and ready to fight (when the Loremaster deems it most appropriate for dramatic effect)." + ] + }, + "During the time needed for her to return, the luminescence at the top of the Tower of the Star intensifies (it's the stone set on Hadirion's crown, the focus of the curse).", + { + "type": "inset", + "page": 229, + "id": "376", + "entries": [ + "The Lady Elwen can be finally put to rest if the crown nailed to the head of Hadirion is removed (see below). When this happens, Elwen recovers her lost beauty for an instant\u2014then, her body crumbles to dust. The curse has been lifted." + ] + } + ] + }, + { + "type": "entries", + "name": "5. The Tower of the Star", + "page": 229, + "id": "377", + "entries": [ + "Beyond the Accursed Halls rises the Tower of the Star. Built of a harder and more ancient stone than the rest of the ruins, it proved impervious to the power that crushed this place centuries ago, and time itself was unable to cast it down. Only its highest floor was damaged in the war, and its jagged stonework makes it look like a hand with stunted fingers.", + "It is here at the top of the tower that the mortal remains of the Lord Hadirion lie, a mummified body tied on a rotting throne of wood, a metal crown nailed to his head. A shining blue gem is set on the crown, its luminescence visible for miles and miles.", + "If the crown is removed from the brow of Hadirion, the curse is lifted (see The Curse of Lady Elwen) and the mummified body of the Dunadan lord finally is reduced to dust. Until that moment, Elwen continues to haunt the ruins of the town and castle, attacking everyone on sight, until no living soul remains to remind her of what she lost...", + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/123-map-9-03.tower-of-the-star.webp" + }, + "imageType": "map", + "title": "Map: The Tower of the Star", + "width": 3418, + "height": 4925, + "id": "397", + "grid": { + "type": "hexRowsOdd", + "scale": 2 + } + }, + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "A Greater Hoard:", + "page": 229, + "entry": "Once the curse is lifted, the Player-heroes have time to search the ruins. On the ground floor of the tower, hidden by debris, is a trapdoor. This leads to an underground chamber, probably used as a dungeon once." + } + ] + }, + { + "type": "inset", + "page": 229, + "id": "378", + "entries": [ + "The dungeon contains what amounts to a greater Hoard (see {@book Chapter 7|TLotRR|6|Hoards} for the rules on Treasure)." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Schemes and Trouble", + "page": 229, + "id": "379", + "entries": [ + "This section presents events that can occur in the course of the Adventuring Phase session, based on the actions of the Player-heroes. How to employ them is up to the Loremaster.", + { + "type": "entries", + "name": "The Brigands", + "page": 229, + "id": "37a", + "entries": [ + "The band of brigands sheltering in the area west of Sarn Ford is a large company of ruthless men. Driven by necessity and greed, they waylay those few travellers they meet on the road, and plunder the many ruins dotting the land, looking for treasure. They are careful to hide any proof of their misdeeds, to avoid raising the attention of the Rangers of the North\u2014so far their strategy is working.", + { + "type": "inset", + "page": 229, + "id": "37b", + "entries": [ + "If the Company is not careful and the Loremaster deems it appropriate for the brigands to notice them, a group of bandits composed of one {@creature Southerner Raider|TLotRR} for each Player-hero tries to ambush them." + ] + } + ] + }, + { + "type": "entries", + "name": "Sabian, the Spy from Umbar", + "page": 229, + "id": "37c", + "entries": [ + "The brigands are being manipulated by a group of Men from Umbar, who seem to have an interest in exploring the ruins of Cardolan and Eriador. They have infiltrated the group of robbers, and are slowly taking the lead among them. {@creature Sabian|TLotRR} is among them, a Southron mariner who now is leading the band operating beyond the Brandywine river. He is a spy, using the brigands' activities as cover to explore Eriador and its ruins.", + { + "type": "list", + "page": 230, + "items": [ + "How to employ {@creature Sabian|TLotRR} is up to the Loremaster. He is stealthy and clever, and can hide easily, unless the Player-heroes make capturing him their primary goal. {@creature Sabian|TLotRR} can spring traps on the Player-heroes, or sabotage their plans. If left to his own devices, {@creature Sabian|TLotRR} will eventually leave the ruins, and join the brigands outside (see {@book Trapped!|TLotRR|9|Trapped!}, below).", + "{@creature Sabian|TLotRR} is a {@creature Highway Robber|TLotRR}." + ] + } + ] + }, + { + "type": "entries", + "name": "Treacherous Dwarves", + "page": 230, + "id": "37d", + "entries": [ + "A colony of Dwarves from the southern Ered Luin lives deep underground, far below the Flooded Chambers. They are the descendants of the Dwarves that betrayed Hadirion and Elwen, and they still pay the price for the misdeed of their ancestors: to this day, they haven't been able to reclaim the upper halls of their underground realm, as they are infested by the {@creature Marsh-dwellers|TLotRR}.", + "A suspicious lot, they initially intend to harm the Player-heroes, as they see them as trespassers in their domain\u2014one of them rings the bell attracting the Marsh-dwellers when the Company first enters the ruins.", + "If the Company deals with the Marsh-dwellers efficiently, the Dwarves might stop harassing them, as they start to believe they might indeed be able to lift the curse once and for all.", + { + "type": "inset", + "page": 230, + "id": "37e", + "entries": [ + "From time to time, the Loremaster should give the Player-heroes a chance to notice they are being spied upon from a distance, always by one single figure, perhaps a Dwarf, who immediately disappears when noticed." + ] + }, + "If the Player-heroes are determined to contact the Dwarves, see {@book A Council Underground|TLotRR|9|A Council Underground} (below)." + ] + }, + { + "type": "entries", + "name": "Trapped!", + "page": 230, + "id": "37f", + "entries": [ + "In all likelihood, the Player-heroes will spend the best part of their adventure inside the ruins, on the other side of the ravine. As they are busy dealing with the creatures haunting the place, the brigands will return to their refuge, and find out what happened to their garrison there.", + "In general terms, the brigands won't enter the accursed ruins, and will lay in wait for the Player-heroes to come back out.", + { + "type": "inset", + "page": 231, + "id": "380", + "entries": [ + "They are too many for the Company to tackle head-on\u2014the Loremaster can consider them to be at least four times as numerous as the Player-heroes, counting among them an assortment of hostile southerners and ruffians (see {@book Chapter 8|TLotRR|7|Evil Men})." + ] + }, + "One way could be to search for another way out by exploring the Dwarven underground city. It seems very hard to navigate, and seems only to go deeper and deeper.", + { + "type": "inset", + "page": 231, + "id": "381", + "entries": [ + "If the Player-heroes do so, the Loremaster can use the A Council Underground event, presented below." + ] + } + ] + }, + { + "type": "entries", + "name": "A Council Underground", + "page": 231, + "id": "382", + "entries": [ + "If the Company is determined to explore the underground city, they are eventually beset by fire-bearded, fierce Dwarven warriors, armed with great axes. They say that they cannot pass without leave from their lord, nor will they be able to find the way out without assistance\u2014do they wish to seek counsel with him?", + { + "type": "inset", + "page": 231, + "id": "383", + "entries": [ + "If they ask to see their lord, an underground bell tolls, and a single female Dwarf shows up: \"You have asked to meet Veiko, lord of Narag-Nâla\" (the Black River)." + ] + }, + "All Player-heroes must accept being blindfolded. Then, they are led even deeper underground, to a dark hall resounding with the noise of running water.", + "Veiko is an ancient Dwarf, sitting on a crude throne of stone. She is {@condition blinded||blind}, and speaks exclusively in the {@language Khuzdul|TLotRR|Dwarven speech}, almost whispering\u2014her daughter, Ilmi, leans over to hear what she says, and translates. Her guard stands by, old, grizzled Dwarven warriors armed with axes. Between themselves, they speak using the secret sign-language of the Dwarves.", + { + "type": "inset", + "page": 231, + "id": "384", + "entries": [ + "The meeting with Veiko can be set up using the rules for {@book Councils|TLotRR|4|Council}, considering the audience as open. If the Player-heroes are only asking to be led out of the Dwarven city and nothing else, their request can be considered reasonable (1 success required) if they have lifted the curse, or bold (2 successes required) if they haven't." + ] + }, + "If the council results in a Failure, the Dwarves deny safe passage, and lead the Company to the upper halls again. On a Success with Woe, they allow the Company to pass on a condition\u2014they must yield the stone that was set on Hadirion's crown (it was made by the Dwarves). On a Success, they are allowed safe passage simply on a promise that they will leave the Dwarves alone. They add that they want to be forgotten.", + "The Player-heroes are led out by secret passages, still blindfolded, until they emerge on the surface once again, at a safe distance from the entrance, where the brigands lay in wait.", + { + "type": "inset", + "name": "Veiko's Tales", + "page": 231, + "id": "385", + "entries": [ + "The following information can be used by the Loremaster in the course of the {@book Interaction|TLotRR|4|3. Interaction} stage of the council.", + "Veiko and her folk are among those who decided not to go to Khazad-dûm when Thangorodrim was broken, and chose to remain in the Ered Luin. But Veiko is so old she fought at Azanulbizar, and saw many Dwarves of her kin die in vain. If asked about their treachery, Veiko confesses with a broken voice that long ago a misguided Dwarf belonging to their kin helped the Witch-king, but was betrayed himself. For centuries, they have waited for the day when the curse would be lifted from the upper halls, so that they could reclaim them." + ] + } + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Credits", + "id": "386", + "entries": [ + "Based on {@i The One Ring Roleplaying Game} by Francesco Nepitello and Marco Maggi", + { + "type": "list", + "style": "list-hang-notitle", + "columns": 2, + "items": [ + { + "type": "item", + "name": "Lead Writer:", + "entry": "Francesco Nepitello" + }, + { + "type": "item", + "name": "5e Conversion:", + "entry": "Michele Garbuggio" + }, + { + "type": "item", + "name": "Additional Rules Development:", + "entry": "Jacob Rodgers" + }, + { + "type": "item", + "name": "Additional Writing:", + "entry": "James Michael Spahn, Jason Durall" + }, + { + "type": "item", + "name": "Concept Art:", + "entry": "Alvaro Tapia" + }, + { + "type": "item", + "name": "Cover Art:", + "entry": "Antonio De Luca" + }, + { + "type": "item", + "name": "Other Art:", + "entry": "Alvaro Tapia, Martin Grip, Jan Pospíšil, Niklas Brandt, Henrik Rosenborg, Antonio De Luca, Federica Costantini, Luca Sotgiu, Daniele Sorrentino, Melissa Spandri, Giuditta Betti" + }, + { + "type": "item", + "name": "Graphic Design:", + "entry": "Christian Granath, Dan Algstrand, Niklas Brandt,Michele Paroli - Mana Project Studio" + }, + { + "type": "item", + "name": "Maps:", + "entry": "Francesco Mattioli, Niklas Brandt" + }, + { + "type": "item", + "name": "Editors:", + "entry": "Michele Garbuggio, John Marron, Jacob Rodgers" + }, + { + "type": "item", + "name": "Brand Manager:", + "entry": "Robert Hyde - Sophisticated Games" + }, + { + "type": "item", + "name": "Project Managers:", + "entry": "Francesco Nepitello, Martin Takaichi, Tomas Härenstam" + }, + { + "type": "item", + "name": "Event Manager:", + "entry": "Anna Westerling" + }, + { + "type": "item", + "name": "PR Manager:", + "entry": "Boel Bermann" + }, + { + "type": "item", + "name": "Streaming:", + "entry": "Doug Shute, Matthew Jowett" + }, + { + "type": "item", + "name": "5e Playtesting:", + "entry": "Michele Garbuggio, Emanuele Bedin, Francesco Raniero, Mattia Ventura, Vasco Sbalchiero, Jacob Rodgers" + }, + { + "type": "item", + "name": "ISBN:", + "entry": "978-91-89143-77-7" + }, + { + "type": "item", + "name": "Print:", + "entry": "Standart Impressa UAB" + } + ] + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/TLotRR/book/124-10-01.lor-cover.webp" + }, + "width": 1700, + "height": 1455, + "credit": "Antonio De Luca" + }, + { + "type": "inset", + "id": "387", + "entries": [ + "Product Identity Notice: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: all trademarks, proper names (characters, place names, etc.), new rules, classes, callings, items, virtues, backgrounds, places, characters, artwork, sidebars, and trade dress. Open Game Content: The Open content in this book includes material taken from the Systems Reference Document. No other portion of this work may be reproduced in any form without permission.", + "{@i The Lord of the Rings, The One Ring, Middle-earth, and the characters, items, events and places therein are trademarks or registered trademarks of Middle-earth Enterprises, LLC and are used under license by Sophisticated Games Ltd and their respective licensees.© 2023 Middle-earth Enterprises, LLC & Sophisticated Games Ltd}", + "{@i First published in 2023 by Fria Ligan AB}", + "{@i Text and illustrations © 2023 Fria Ligan AB}" + ] + } + ] + }, + { + "type": "section", + "name": "Character Sheet PDF", + "page": 233, + "entries": [ + "{@link Download PDF|https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/pdf/TLotRR/lotrr-character-sheet.pdf}" + ], + "id": "0a3" + } + ] + } + ], + "makebrewCreatureTrait": [ + { + "name": "Hatred (subject) (Recharges after a Short or Long Rest)", + "source": "TLotRR", + "entries": [ + "As a bonus action, the creature can gain advantage on attack rolls against the subject of its hatred until the start of its next turn." + ] + } + ] +} From 670614411b64e878252a023da1347abc3053fb78 Mon Sep 17 00:00:00 2001 From: TheGiddyLimit Date: Sun, 8 Dec 2024 21:20:50 +0000 Subject: [PATCH 36/40] chore: clean --- _generated/index-adventure-book-ids.json | 2 +- _generated/index-meta.json | 2 +- _generated/index-props.json | 2 +- _generated/index-sources.json | 2 +- _generated/index-timestamps.json | 2 +- collection/Various; Lyra's Legendarium.json | 2 +- 6 files changed, 6 insertions(+), 6 deletions(-) diff --git a/_generated/index-adventure-book-ids.json b/_generated/index-adventure-book-ids.json index 4a48d483c..df09f1973 100644 --- a/_generated/index-adventure-book-ids.json +++ b/_generated/index-adventure-book-ids.json @@ -1 +1 @@ -{"ttnsp":{"name":"Tigtone & the Never-Stopping Prophecy","source":"TTNSP","id":"TTNSP"},"ddex1-01":{"name":"Defiance in Phlan","source":"DDEX1-01","id":"DDEX1-01"},"ddex1-02":{"name":"Secrets of Sokol Keep","source":"DDEX1-02","id":"DDEX1-02"},"ddex1-03":{"name":"Shadows Over the Moonsea","source":"DDEX1-03","id":"DDEX1-03"},"ddex1-04":{"name":"Dues for the Dead","source":"DDEX1-04","id":"DDEX1-04"},"al-rkm":{"name":"Rrakkma","source":"AL-RKM","id":"AL-RKM"},"sosm":{"name":"Shipwreck of the Sea Mephit","source":"SoSM","id":"SoSM"},"tcodh":{"name":"The Curse of Dusk Hollow","source":"TCoDH","id":"TCoDH"},"tdkfd":{"name":"The Dueling Knight's Fungeon Dungeon","source":"TDKFD","id":"TDKFD"},"tfoz":{"name":"The Fangs of Zengar","source":"TFoZ","id":"TFoZ"},"wotdl":{"name":"Wrath of the Pit Lord","source":"WotDL","id":"WotDL"},"tbha":{"name":"The Blood Hunter Adventure","source":"TBHA","id":"TBHA"},"thedeliantomb":{"name":"The Delian Tomb","source":"TheDelianTomb","id":"TheDelianTomb"},"arcanumworldsodysseyofthedragonlords":{"name":"Odyssey of the Dragonlords","source":"ArcanumWorldsOdysseyoftheDragonlords","id":"ArcanumWorldsOdysseyoftheDragonlords"},"dsv":{"name":"Don't Say Vecna!","source":"DontSayVecna","id":"DSV"},"firstblush":{"name":"First Blush","source":"FirstBlush","id":"FirstBlush"},"secondglance":{"name":"Second Glance","source":"SecondGlance","id":"SecondGlance"},"thirdtimesthecharm":{"name":"Third Time's the Charm","source":"ThirdTimesTheCharm","id":"ThirdTimesTheCharm"},"aoq":{"name":"Assault on Quabus","source":"AoQ","id":"AoQ"},"row":{"name":"Rats of Waterdeep","source":"RatsofWaterdeep","id":"RoW"},"kg":{"name":"Kraken's Gamble","source":"KG","id":"KG"},"tfm":{"name":"The Flying Misfortune","source":"TheFlyingMisfortune","id":"TFM"},"planettarrasques":{"name":"Invasion from the Planet of Tarrasques","source":"PlanetTarrasques","id":"PlanetTarrasques"},"callfromthedeep":{"name":"Call from the Deep","source":"CallfromtheDeep","id":"CallfromtheDeep"},"totbc":{"name":"Temple of the Basilisk Cult","source":"TotBC","id":"TotBC"},"tssl":{"name":"The Secrets of Skyhorn Lighthouse","source":"TSSL","id":"TSSL"},"bookoflairs":{"name":"Book of 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Grim Hollow Player's Guide.json b/book/Ghostfire Gaming; Grim Hollow Player's Guide.json index 2de7588d9..4f84c5ad6 100644 --- a/book/Ghostfire Gaming; Grim Hollow Player's Guide.json +++ b/book/Ghostfire Gaming; Grim Hollow Player's Guide.json @@ -19,7 +19,7 @@ } ], "dateAdded": 1620477826, - "dateLastModified": 1729630006, + "dateLastModified": 1733315669, "optionalFeatureTypes": { "AdvT": "Adventurer's Talents", "LC:C": "Living Crucible: Compounds", @@ -47,7 +47,7 @@ "BGT:P": "Background Talent; Pauper & Pit Fighter", "BGT:S": "Background Talent; Seafarer" }, - "_dateLastModifiedHash": "a70bde7367", + "_dateLastModifiedHash": "eefc00b2bf", "edition": "classic" }, "book": [ diff --git a/book/MCDM Productions; Arcadia Issue 2.json b/book/MCDM Productions; Arcadia Issue 2.json index 60bcc6238..86733acf5 100644 --- a/book/MCDM Productions; Arcadia Issue 2.json +++ b/book/MCDM Productions; Arcadia Issue 2.json @@ -32,8 +32,8 @@ "edition": "classic", "status": "ready", "dateAdded": 1615457594, - "dateLastModified": 1732488243, - "_dateLastModifiedHash": "cf4d04c7cc" + "dateLastModified": 1733692673, + "_dateLastModifiedHash": "e68d056e6f" }, "subclass": [ { diff --git a/book/MCDM Productions; Arcadia Issue 3.json b/book/MCDM Productions; Arcadia Issue 3.json index 25d6ece8f..0ba48c64f 100644 --- a/book/MCDM Productions; Arcadia Issue 3.json +++ b/book/MCDM Productions; Arcadia Issue 3.json @@ -30,8 +30,8 @@ "edition": "classic", "status": "ready", "dateAdded": 1620088248, - "dateLastModified": 1732050890, - "_dateLastModifiedHash": "db2b00abcc" + "dateLastModified": 1733692673, + "_dateLastModifiedHash": "5c27980013" }, "race": [ { diff --git a/book/MCDM Productions; Arcadia Issue 5.json b/book/MCDM Productions; Arcadia Issue 5.json index e1cac7691..ecbe63c05 100644 --- a/book/MCDM Productions; Arcadia Issue 5.json +++ b/book/MCDM Productions; Arcadia Issue 5.json @@ -29,8 +29,8 @@ "edition": "classic", "status": "ready", "dateAdded": 1626427893, - "dateLastModified": 1732488047, - "_dateLastModifiedHash": "58fac1ca52" + "dateLastModified": 1733692673, + "_dateLastModifiedHash": "f0c6d8aebb" }, "subclass": [ { diff --git a/book/MCDM Productions; Arcadia Issue 6.json b/book/MCDM Productions; Arcadia Issue 6.json index 9a20adf58..257e76c63 100644 --- a/book/MCDM Productions; Arcadia Issue 6.json +++ b/book/MCDM Productions; Arcadia Issue 6.json @@ -36,8 +36,8 @@ "edition": "classic", "status": "ready", "dateAdded": 1629652942, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "4b08788058" + "dateLastModified": 1733692673, + "_dateLastModifiedHash": "e4f6584e7a" }, "item": [ { diff --git a/book/MCDM Productions; Arcadia Issue 7.json b/book/MCDM Productions; Arcadia Issue 7.json index 1a26c232b..2de0d0344 100644 --- a/book/MCDM Productions; Arcadia Issue 7.json +++ b/book/MCDM Productions; Arcadia Issue 7.json @@ -29,8 +29,8 @@ }, "status": "ready", "dateAdded": 1678274581, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "7c998f2356", + "dateLastModified": 1733692673, + "_dateLastModifiedHash": "253b313d24", "edition": "classic" }, "reward": [ diff --git a/book/grzart; Planshifted Guide to Kamigawa.json b/book/grzart; Planshifted Guide to Kamigawa.json index 167e4a6a9..da6170eb5 100644 --- a/book/grzart; Planshifted Guide to Kamigawa.json +++ b/book/grzart; Planshifted Guide to Kamigawa.json @@ -20,8 +20,8 @@ "ProgressEngine": "https://rawcdn.githack.com/TheGiddyLimit/homebrew/41eafec44a50d7ca462e80a37e3f797e1f3e2822/_font/PlaneShiftKamigawa/ProgressEngine.otf" }, "dateAdded": 1697590116, - "dateLastModified": 1733169901, - "_dateLastModifiedHash": "3070486aa5", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "b1f01abade", "edition": "classic" }, "vehicle": [ diff --git a/class/Arcane Athenaeum; Swordmage, A True Arcane Half-Caster.json b/class/Arcane Athenaeum; Swordmage, A True Arcane Half-Caster.json index d559a2e66..9035e872c 100644 --- a/class/Arcane Athenaeum; Swordmage, A True Arcane Half-Caster.json +++ b/class/Arcane Athenaeum; Swordmage, A True Arcane Half-Caster.json @@ -17,8 +17,8 @@ } ], "dateAdded": 1580934477, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "884c671ec3", + "dateLastModified": 1733261906, + "_dateLastModifiedHash": "eea1b1bc82", "edition": "classic" }, "class": [ diff --git a/class/LaserLlama; Alternate Blood Hunter.json b/class/LaserLlama; Alternate Blood Hunter.json index a9364af35..86d35b490 100644 --- a/class/LaserLlama; Alternate Blood Hunter.json +++ b/class/LaserLlama; Alternate Blood Hunter.json @@ -30,8 +30,8 @@ ] }, "dateAdded": 1657295680, - "dateLastModified": 1732487823, - "_dateLastModifiedHash": "93d33c50a3", + "dateLastModified": 1733261906, + "_dateLastModifiedHash": "2f110ce74e", "edition": "classic" }, "class": [ diff --git a/class/LaserLlama; Alternate Fighter.json b/class/LaserLlama; Alternate Fighter.json index 1b71bad63..8c21670b9 100644 --- a/class/LaserLlama; Alternate Fighter.json +++ b/class/LaserLlama; Alternate Fighter.json @@ -59,8 +59,8 @@ ] }, "dateAdded": 1627694791, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "025c17faa8", + "dateLastModified": 1733261906, + "_dateLastModifiedHash": "4a67cba1ac", "edition": "classic" }, "variantrule": [ diff --git a/class/LaserLlama; Commoner.json b/class/LaserLlama; Commoner.json index 9759c86cb..4c0a74c6b 100644 --- a/class/LaserLlama; Commoner.json +++ b/class/LaserLlama; Commoner.json @@ -21,8 +21,8 @@ "LLC:TT": "Commoner; Tall Tales" }, "dateAdded": 1649267890, - "dateLastModified": 1729807863, - "_dateLastModifiedHash": "2145331d96", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "3191b1d8cd", "edition": "classic" }, "class": [ diff --git a/class/LaserLlama; Warlord.json b/class/LaserLlama; Warlord.json index c61a6a83a..0d7a06115 100644 --- a/class/LaserLlama; Warlord.json +++ b/class/LaserLlama; Warlord.json @@ -46,8 +46,8 @@ ] }, "dateAdded": 1657295680, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "20d948a4ae", + "dateLastModified": 1733261906, + "_dateLastModifiedHash": "bfd41dbfa3", "edition": "classic" }, "class": [ diff --git a/class/MisterThr33; Creature Cohorts, the Beholder.json b/class/MisterThr33; Creature Cohorts, the Beholder.json index b601a904a..c9724d88e 100644 --- a/class/MisterThr33; Creature Cohorts, the Beholder.json +++ b/class/MisterThr33; Creature Cohorts, the Beholder.json @@ -18,8 +18,8 @@ } ], "dateAdded": 1549715846, - "dateLastModified": 1729807863, - "_dateLastModifiedHash": "9ad6826737", + "dateLastModified": 1733261906, + "_dateLastModifiedHash": "fa4f99894d", "edition": "classic" }, "race": [ diff --git a/class/Tortoxicion; The Vessel.json b/class/Tortoxicion; The Vessel.json index 72a7bef8e..49ba4e823 100644 --- a/class/Tortoxicion; The Vessel.json +++ b/class/Tortoxicion; The Vessel.json @@ -16,8 +16,8 @@ } ], "dateAdded": 0, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "ca0b5062f1", + "dateLastModified": 1733261906, + "_dateLastModifiedHash": "a2a8152ba3", "edition": "classic" }, "class": [ diff --git a/class/morethanwordscansay; Zoologist.json b/class/morethanwordscansay; Zoologist.json index 179b6c1af..b861564be 100644 --- a/class/morethanwordscansay; Zoologist.json +++ b/class/morethanwordscansay; Zoologist.json @@ -16,8 +16,8 @@ } ], "dateAdded": 0, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "3d40c75464", + "dateLastModified": 1733261906, + "_dateLastModifiedHash": "6c6f958942", "edition": "classic" }, "class": [ diff --git a/collection/Adam Cohen; Shovel Knight, Shovels & Shields.json b/collection/Adam Cohen; Shovel Knight, Shovels & Shields.json index 97adf6fae..ffc94505a 100644 --- a/collection/Adam Cohen; Shovel Knight, Shovels & Shields.json +++ b/collection/Adam Cohen; Shovel Knight, Shovels & Shields.json @@ -23,8 +23,8 @@ "REL": "Knight: Relic" }, "dateAdded": 1613582781, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "d17db3b067", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "ea111d90ef", "edition": "classic" }, "class": [ diff --git a/collection/Aeron Drake; Modern Handbook.json b/collection/Aeron Drake; Modern Handbook.json index 59352c67e..ee39823f8 100644 --- a/collection/Aeron Drake; Modern Handbook.json +++ b/collection/Aeron Drake; Modern Handbook.json @@ -35,8 +35,8 @@ "edition": "classic", "status": "ready", "dateAdded": 1672352860, - "dateLastModified": 1731886430, - "_dateLastModifiedHash": "a044f32297" + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "ad3098c38f" }, "subclass": [ { diff --git a/collection/Ashley May; Festival, Feats, and Fairs.json b/collection/Ashley May; Festival, Feats, and Fairs.json index f1dc6cb52..a4c114bc3 100644 --- a/collection/Ashley May; Festival, Feats, and Fairs.json +++ b/collection/Ashley May; Festival, Feats, and Fairs.json @@ -17,8 +17,8 @@ } ], "dateAdded": 1549715846, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "9452ae8df9", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "d8b50b8f30", "edition": "classic" }, "book": [ diff --git a/collection/DMsGuild; Rashemen.json b/collection/DMsGuild; Rashemen.json index c9efb1333..bdc4b3c90 100644 --- a/collection/DMsGuild; Rashemen.json +++ b/collection/DMsGuild; Rashemen.json @@ -27,8 +27,8 @@ } ], "dateAdded": 1652374503, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "333d19c9b3", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "22044e5672", "edition": "classic" }, "background": [ diff --git a/collection/Free League; The Lord of the Rings Roleplaying.json b/collection/Free League; The Lord of the Rings Roleplaying.json index 0a76d48de..b551a2bdd 100644 --- a/collection/Free League; The Lord of the Rings Roleplaying.json +++ b/collection/Free League; The Lord of the Rings Roleplaying.json @@ -61,8 +61,8 @@ }, "edition": "classic", "dateAdded": 1732983778, - "dateLastModified": 1732983778, - "_dateLastModifiedHash": "aaaaaaaaaa" + "dateLastModified": 1733692740, + "_dateLastModifiedHash": "c970d988ad" }, "class": [ { diff --git a/collection/Griffin Macaulay; The Griffon's Saddlebag, Book 1.json b/collection/Griffin Macaulay; The Griffon's Saddlebag, Book 1.json index 55901e6c7..457a7c9d5 100644 --- a/collection/Griffin Macaulay; The Griffon's Saddlebag, Book 1.json +++ b/collection/Griffin Macaulay; The Griffon's Saddlebag, Book 1.json @@ -23,8 +23,8 @@ "Eaves": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/font/tgs1/Mr%20Eaves%20Small%20Caps.otf" }, "dateAdded": 1593429293, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "58bf5190c2", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "df236310ed", "edition": "classic" }, "book": [ diff --git a/collection/Grimley533; Player's Guide to Insectopia.json b/collection/Grimley533; Player's Guide to Insectopia.json index aaa1ddff1..a76808067 100644 --- a/collection/Grimley533; Player's Guide to Insectopia.json +++ b/collection/Grimley533; Player's Guide to Insectopia.json @@ -19,12 +19,12 @@ } ], "dateAdded": 1549715846, - "dateLastModified": 1729630006, + "dateLastModified": 1733315669, "optionalFeatureTypes": { "GT": "Gust Techniques", "PoM": "Pact of the Maw" }, - "_dateLastModifiedHash": "f1ed5f8b30", + "_dateLastModifiedHash": "d90c92f967", "edition": "classic" }, "race": [ diff --git a/collection/Jasmine Yang; Hamund's Harvesting Handbook I.json b/collection/Jasmine Yang; Hamund's Harvesting Handbook I.json index bad3cb9b9..14d20ceb7 100644 --- a/collection/Jasmine Yang; Hamund's Harvesting Handbook I.json +++ b/collection/Jasmine Yang; Hamund's Harvesting Handbook I.json @@ -24,8 +24,8 @@ "edition": "classic", "status": "ready", "dateAdded": 1659988014, - "dateLastModified": 1731886430, - "_dateLastModifiedHash": "b04f976ad8" + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "4b2a2948f1" }, "optionalfeature": [ { diff --git a/collection/Jasmine Yang; Hamund's Harvesting Handbook III.json b/collection/Jasmine Yang; Hamund's Harvesting Handbook III.json index 20f64ac40..fbc98703c 100644 --- a/collection/Jasmine Yang; Hamund's Harvesting Handbook III.json +++ b/collection/Jasmine Yang; Hamund's Harvesting Handbook III.json @@ -25,8 +25,8 @@ "edition": "classic", "status": "ready", "dateAdded": 1665076023, - "dateLastModified": 1731886430, - "_dateLastModifiedHash": "7ae40a246d" + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "c5ddc1af4e" }, "subclass": [ { diff --git a/collection/JasonNewby; Durnan's Guide to Tavernkeeping.json b/collection/JasonNewby; Durnan's Guide to Tavernkeeping.json index 070af4bb8..5709b2b89 100644 --- a/collection/JasonNewby; Durnan's Guide to Tavernkeeping.json +++ b/collection/JasonNewby; Durnan's Guide to Tavernkeeping.json @@ -24,8 +24,8 @@ } ], "dateAdded": 1551657158, - "dateLastModified": 1733169901, - "_dateLastModifiedHash": "7cb3039cc5", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "3f136a3537", "edition": "classic" }, "book": [ diff --git a/collection/Jonoman3000; Blazing Dawn Player's Companion.json b/collection/Jonoman3000; Blazing Dawn Player's Companion.json index ae58c9404..297dd4bc0 100644 --- a/collection/Jonoman3000; Blazing Dawn Player's Companion.json +++ b/collection/Jonoman3000; Blazing Dawn Player's Companion.json @@ -33,8 +33,8 @@ "edition": "classic", "status": "ready", "dateAdded": 1605032410, - "dateLastModified": 1731886430, - "_dateLastModifiedHash": "50b3c5cb40" + "dateLastModified": 1733438857, + "_dateLastModifiedHash": "cb97d83f0a" }, "subclass": [ { diff --git a/collection/Keith Baker; Morgrave Miscellany.json b/collection/Keith Baker; Morgrave Miscellany.json index e906cfe47..b901f702f 100644 --- a/collection/Keith Baker; Morgrave Miscellany.json +++ b/collection/Keith Baker; Morgrave Miscellany.json @@ -19,8 +19,8 @@ } ], "dateAdded": 1584381600, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "91f722a699", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "70228fcb59", "edition": "classic" }, "subclass": [ diff --git a/collection/Kobold Press; Deep Magic.json b/collection/Kobold Press; Deep Magic.json index 598f647de..8fa040b57 100644 --- a/collection/Kobold Press; Deep Magic.json +++ b/collection/Kobold Press; Deep Magic.json @@ -51,8 +51,8 @@ }, "status": "ready", "dateAdded": 1614875938, - "dateLastModified": 1732050890, - "_dateLastModifiedHash": "6c4197f61c", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "c24dfbd77c", "edition": "classic" }, "monsterFluff": [ diff --git a/collection/Kobold Press; Tome of Heroes.json b/collection/Kobold Press; Tome of Heroes.json index f54ae981e..8161ea669 100644 --- a/collection/Kobold Press; Tome of Heroes.json +++ b/collection/Kobold Press; Tome of Heroes.json @@ -23,8 +23,8 @@ }, "status": "ready", "dateAdded": 1689979881, - "dateLastModified": 1733169901, - "_dateLastModifiedHash": "1c9b6abd6d", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "f1867480e1", "edition": "classic" }, "variantrule": [ diff --git a/collection/Mage Hand Press; Dark Matter.json b/collection/Mage Hand Press; Dark Matter.json index ae9c1881a..fb9c11022 100644 --- a/collection/Mage Hand Press; Dark Matter.json +++ b/collection/Mage Hand Press; Dark Matter.json @@ -19,11 +19,11 @@ } ], "dateAdded": 1630837790, - "dateLastModified": 1733169901, + "dateLastModified": 1733315669, "optionalFeatureTypes": { "T:WM": "Warmage Trick" }, - "_dateLastModifiedHash": "bca587b169", + "_dateLastModifiedHash": "20aca3414c", "edition": "classic" }, "sense": [ diff --git a/collection/Modnar; Modnars Multitudinous Merriments (Games and Gambling).json b/collection/Modnar; Modnars Multitudinous Merriments (Games and Gambling).json index 30596347f..45921e99b 100644 --- a/collection/Modnar; Modnars Multitudinous Merriments (Games and Gambling).json +++ b/collection/Modnar; Modnars Multitudinous Merriments (Games and Gambling).json @@ -274,8 +274,8 @@ } ], "dateAdded": 1580686794, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "50432fd029", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "1747d1675f", "edition": "classic" }, "book": [ diff --git a/collection/Mogrit; The Technomancer's Textbook.json b/collection/Mogrit; The Technomancer's Textbook.json index 6e40e6388..f5270fc05 100644 --- a/collection/Mogrit; The Technomancer's Textbook.json +++ b/collection/Mogrit; The Technomancer's Textbook.json @@ -18,11 +18,11 @@ } ], "dateAdded": 1549715846, - "dateLastModified": 1733169901, + "dateLastModified": 1733315669, "optionalFeatureTypes": { "Prgm": "Program" }, - "_dateLastModifiedHash": "9a5a82447f", + "_dateLastModifiedHash": "44a14ebac5", "edition": "classic" }, "skill": [ diff --git a/collection/MonkeyDM; Northern Lights Compendium.json b/collection/MonkeyDM; Northern Lights Compendium.json index c81799fef..ff68cc943 100644 --- a/collection/MonkeyDM; Northern Lights Compendium.json +++ b/collection/MonkeyDM; Northern Lights Compendium.json @@ -18,11 +18,11 @@ } ], "dateAdded": 1549715846, - "dateLastModified": 1729630006, + "dateLastModified": 1733315669, "optionalFeatureTypes": { "HOC": "Half Orcish Consecration" }, - "_dateLastModifiedHash": "745cbae793", + "_dateLastModifiedHash": "63e79492df", "edition": "classic" }, "race": [ diff --git a/collection/MonkeyDM; Steinhardt's Guide to the Eldritch Hunt.json b/collection/MonkeyDM; Steinhardt's Guide to the Eldritch Hunt.json index 6c7fe642b..fe946134e 100644 --- a/collection/MonkeyDM; Steinhardt's Guide to the Eldritch Hunt.json +++ b/collection/MonkeyDM; Steinhardt's Guide to the Eldritch Hunt.json @@ -48,8 +48,8 @@ "edition": "classic", "status": "ready", "dateAdded": 1711491440, - "dateLastModified": 1731886430, - "_dateLastModifiedHash": "c303c11781" + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "f636134420" }, "class": [ { diff --git a/collection/Niels de Jong; Legacy of the Dragon.json b/collection/Niels de Jong; Legacy of the Dragon.json index c7f59ed51..49c0d1c83 100644 --- a/collection/Niels de Jong; Legacy of the Dragon.json +++ b/collection/Niels de Jong; Legacy of the Dragon.json @@ -24,8 +24,8 @@ "OF:LEGDRAG:DS": "Dragon Student" }, "dateAdded": 1604252046, - "dateLastModified": 1733169901, - "_dateLastModifiedHash": "a212909dbf", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "3e16c202b2", "edition": "classic" }, "legendaryGroup": [ diff --git a/collection/Nord Games; Treacherous Traps.json b/collection/Nord Games; Treacherous Traps.json index c26c27c07..d1998acfa 100644 --- a/collection/Nord Games; Treacherous Traps.json +++ b/collection/Nord Games; Treacherous Traps.json @@ -22,8 +22,8 @@ ], "status": "wip", "dateAdded": 1584497865, - "dateLastModified": 1731507848, - "_dateLastModifiedHash": "e100fd60d4", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "f8fb50f11f", "edition": "classic" }, "book": [ diff --git a/collection/Sokan; Yastah.json b/collection/Sokan; Yastah.json index bca66596e..85f6eef5e 100644 --- a/collection/Sokan; Yastah.json +++ b/collection/Sokan; Yastah.json @@ -14,8 +14,8 @@ } ], "dateAdded": 1612901649, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "1acc0221d9", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "ba928ceb8b", "edition": "classic" }, "spell": [ diff --git a/collection/Tyler Stokes; Belzor's Magical Manifesto.json b/collection/Tyler Stokes; Belzor's Magical Manifesto.json index 8d2a26268..62726352e 100644 --- a/collection/Tyler Stokes; Belzor's Magical Manifesto.json +++ b/collection/Tyler Stokes; Belzor's Magical Manifesto.json @@ -32,8 +32,8 @@ "SB_A_5th": "Spellblade Aegis Effect; 5th Level" }, "dateAdded": 1579289769, - "dateLastModified": 1733169901, - "_dateLastModifiedHash": "5e7c88603d", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "f110a09b91", "edition": "classic" }, "background": [ diff --git a/collection/Various; Lyra's Legendarium.json b/collection/Various; Lyra's Legendarium.json index 55bef9305..1368f99a8 100644 --- a/collection/Various; Lyra's Legendarium.json +++ b/collection/Various; Lyra's Legendarium.json @@ -44,8 +44,8 @@ "edition": "one", "status": "ready", "dateAdded": 1640194653, - "dateLastModified": 1731886430, - "_dateLastModifiedHash": "0f8c8f2a05" + "dateLastModified": 1733692850, + "_dateLastModifiedHash": "123ca2181f" }, "subclass": [ { diff --git a/collection/Yorviing; Yorviing's Arcane Grimoire.json b/collection/Yorviing; Yorviing's Arcane Grimoire.json index 8a4f0be15..cfb5742bb 100644 --- a/collection/Yorviing; Yorviing's Arcane Grimoire.json +++ b/collection/Yorviing; Yorviing's Arcane Grimoire.json @@ -27,8 +27,8 @@ "WCG": "Witchcraft Grand Crafts" }, "dateAdded": 1638801788, - "dateLastModified": 1733169901, - "_dateLastModifiedHash": "8d3057407a", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "a9f2925ade", "edition": "classic" }, "book": [ diff --git a/race/PoinyHat; The Felis.json b/race/PoinyHat; The Felis.json index 9ca802735..b812ca40e 100644 --- a/race/PoinyHat; The Felis.json +++ b/race/PoinyHat; The Felis.json @@ -19,8 +19,8 @@ ], "status": "wip", "dateAdded": 1726091033, - "dateLastModified": 1729630006, - "_dateLastModifiedHash": "a242d1a70a", + "dateLastModified": 1733315669, + "_dateLastModifiedHash": "eae7b78b03", "edition": "classic" }, "race": [ From 6971e32c04961360b7870c1a22e94fc43c97d36b Mon Sep 17 00:00:00 2001 From: "Lyra [he/him]" <52298102+revilowaldow@users.noreply.github.com> Date: Sun, 8 Dec 2024 21:50:48 +0000 Subject: [PATCH 38/40] Update Free League; The Lord of the Rings Roleplaying.json (#2311) --- collection/Free League; The Lord of the Rings Roleplaying.json | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/collection/Free League; The Lord of the Rings Roleplaying.json b/collection/Free League; The Lord of the Rings Roleplaying.json index b551a2bdd..999b6632b 100644 --- a/collection/Free League; The Lord of the Rings Roleplaying.json +++ b/collection/Free League; The Lord of the Rings Roleplaying.json @@ -26,7 +26,8 @@ "raceFluff", "itemFluff", "race", - "monster" + "monster", + "subrace" ], "featCategories": { "VtCom": "Common Virtues", From 7e7b5979952a0ff33c13be9ffa0c31b099f6c3bc Mon Sep 17 00:00:00 2001 From: TheGiddyLimit Date: Sun, 8 Dec 2024 21:52:53 +0000 Subject: [PATCH 39/40] chore: timestamp/index --- _generated/index-timestamps.json | 2 +- .../Free League; The Lord of the Rings Roleplaying.json | 4 ++-- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/_generated/index-timestamps.json b/_generated/index-timestamps.json index f8909eb9d..ce1cfe988 100644 --- a/_generated/index-timestamps.json +++ b/_generated/index-timestamps.json @@ -1 +1 @@ -{"action/Sample - Giddy; 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Stealth Rules.json":{"a":1537874753,"m":1729630006},"variantrule/Modnar; Modnars Mission Mandates.json":{"a":0,"m":1729630006},"variantrule/Pwines; Aerial Combat.json":{"a":1537874753,"m":1729630006},"variantrule/RedCeramicFryPan; Staff Creation Rules.json":{"a":1537874753,"m":1729630006},"variantrule/Rhinemann; Group Spellcasting.json":{"a":1616954142,"m":1729630006},"variantrule/Sample - Giddy; Houserules.json":{"a":0,"m":1731886430},"variantrule/VaranSL; Brewer's Supplies.json":{"a":1630940312,"m":1729630006},"variantrule/Web Community; Community Homebrew Variant Rules.json":{"a":1604252046,"m":1729630006},"vehicle/Sample - Giddy; Coracle.json":{"a":0,"m":1731886430}} \ No newline at end of file diff --git a/collection/Free League; The Lord of the Rings Roleplaying.json b/collection/Free League; The Lord of the Rings Roleplaying.json index 999b6632b..687a303d1 100644 --- a/collection/Free League; The Lord of the Rings Roleplaying.json +++ b/collection/Free League; The Lord of the Rings Roleplaying.json @@ -62,8 +62,8 @@ }, "edition": "classic", "dateAdded": 1732983778, - "dateLastModified": 1733692740, - "_dateLastModifiedHash": "c970d988ad" + "dateLastModified": 1733694648, + "_dateLastModifiedHash": "90f0e98cdf" }, "class": [ { From 69a520069d9351b2ff92a3b8720b2a76c50ba444 Mon Sep 17 00:00:00 2001 From: TheGiddyLimit Date: Tue, 10 Dec 2024 09:37:47 +0000 Subject: [PATCH 40/40] fix: typo --- class/Middle Finger of Vecna; Binder (Foundry Friendly).json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/class/Middle Finger of Vecna; Binder (Foundry Friendly).json b/class/Middle Finger of Vecna; Binder (Foundry Friendly).json index 197db56bd..785bf0d7a 100644 --- a/class/Middle Finger of Vecna; Binder (Foundry Friendly).json +++ b/class/Middle Finger of Vecna; Binder (Foundry Friendly).json @@ -7244,7 +7244,7 @@ "entries": [ { "type": "refOptionalfeature", - "optionalfeature": "Two-Weapon Fighting|MFoVBinderFoundry" + "optionalfeature": "Fighting Style: Two-Weapon Fighting|MFoVBinderFoundry" } ], "type": "entries"

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