diff --git a/collection/Paper Minitures; Jarlaxle's Bag of Everything.json b/collection/Paper Minitures; Jarlaxle's Bag of Everything.json index a54088eae0..fff86a83fb 100644 --- a/collection/Paper Minitures; Jarlaxle's Bag of Everything.json +++ b/collection/Paper Minitures; Jarlaxle's Bag of Everything.json @@ -43,7857 +43,1537 @@ "subclass" ], "dateAdded": 1691188952, - "dateLastModified": 1697341736, + "dateLastModified": 1697412537, "_dateLastModifiedHash": "d7aca4b9d4" }, - "background": [ + "class": [ { - "name": "Web-Weaver", + "name": "Artificer (Expanded)", "source": "JBoE", - "skillProficiencies": [ - { - "nature": true, - "survival": true - } + "page": 6, + "hd": { + "number": 1, + "faces": 8 + }, + "proficiency": [ + "con", + "int" ], - "languageProficiencies": [ - { - "undercommon": true - } + "spellcastingAbility": "int", + "casterProgression": "artificer", + "preparedSpells": "<$level$> / 2 + <$int_mod$>", + "cantripProgression": [ + 2, + 2, + 2, + 2, + 2, + 2, + 2, + 2, + 2, + 3, + 3, + 3, + 3, + 4, + 4, + 4, + 4, + 4, + 4, + 4 ], - "toolProficiencies": [ + "classSpells": [ { - "weaver's tools": true + "className": "Artificer", + "classSource": "TCE" } ], - "startingEquipment": [ + "optionalfeatureProgression": [ { - "_": [ - { - "special": "common clothes" - }, - { - "item": "weaver's tools" - }, - { - "special": "fine spider-silk bags", - "quantity": 5 - }, - { - "special": "pouch", - "containsValue": 1500 - } + "name": "Infusions", + "featureType": [ + "AI" + ], + "progression": [ + 0, + 4, + 4, + 4, + 4, + 6, + 6, + 6, + 6, + 8, + 8, + 8, + 8, + 10, + 10, + 10, + 10, + 12, + 12, + 12 ] } ], - "entries": [ - "You are a part of a tradition that goes back for generations in areas with large concentrations of spiders. Whether you are from an infested wood, live near an abandoned spider-infested castle, or call the Underdark your home, you have been a weaver of the silken strands for many years. Your craftsmanship is excellent, and you have learned to use your skills to make exceptionally durable creations.", - "Your profession comes with no small amount of danger with regards to harvesting the necessary materials, and as such, you are no stranger to the wilds. People may whisper behind the back of a weaver, telling stories that far surpass the actual dangers you have faced. Though they respect your craft, many fear you or consider you foolhardy for taking the risks necessary to achieve excellence.", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Skill Proficiencies", - "entry": "{@skill Nature}, {@skill Survival}" - }, - { - "type": "item", - "name": "Tool Proficiencies", - "entry": "{@item Weaver's Tools|PHB}" - }, - { - "type": "item", - "name": "Language", - "entry": "{@language Undercommon}" - }, - { - "type": "item", - "name": "Equipment", - "entry": "A set of common clothes, a set of weaver's tools, five fine spider-silk bags, and a pouch containing 15 gp." + "startingProficiencies": { + "armor": [ + "light", + "medium", + "{@item shield|phb|shields}" + ], + "weapons": [ + "simple", + { + "proficiency": "firearms", + "optional": true + } + ], + "tools": [ + "{@item thieves' tools|PHB}", + "{@item tinker's tools|PHB}", + "one type of {@item artisan's tools|PHB} of your choice" + ], + "toolProficiencies": [ + { + "thieves' tools": true, + "tinker's tools": true, + "anyArtisansTool": 1 + } + ], + "skills": [ + { + "choose": { + "from": [ + "arcana", + "history", + "investigation", + "medicine", + "nature", + "perception", + "sleight of hand" + ], + "count": 2 } - ] + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "default": [ + "any two {@filter simple weapons|items|source=phb|category=basic|type=simple weapon} of your choice", + "a {@item light crossbow|phb} and {@item crossbow bolts (20)|phb|20 bolts}", + "(a) {@item studded leather armor|phb} or (b) {@item scale mail|phb}", + "{@item thieves' tools|phb} and a {@item dungeoneer's pack|phb}" + ], + "goldAlternative": "{@dice 5d4 × 10|5d4 × 10|Starting Gold}", + "defaultData": [ + { + "_": [ + { + "equipmentType": "weaponSimple", + "quantity": 2 + } + ] + }, + { + "_": [ + "light crossbow|phb", + "crossbow bolts (20)|phb" + ] + }, + { + "a": [ + "studded leather armor|phb" + ], + "b": [ + "scale mail|phb" + ] + }, + { + "_": [ + "thieves' tools|phb", + "dungeoneer's pack|phb" + ] + } + ] + }, + "multiclassing": { + "requirements": { + "int": 13 }, - { - "name": "Favored Silks", - "type": "entries", - "entries": [ - "Every weaver prefers different silks, taken from very specific kinds of spiders or spiderlike creatures. Roll or choose a favored silk from the Favored Silks table below.", + "proficienciesGained": { + "armor": [ + "light", + "medium", + "{@item shield|phb|shields}" + ], + "tools": [ + "{@item thieves' tools|PHB}", + "{@item tinker's tools|PHB}" + ], + "toolProficiencies": [ { - "type": "table", - "caption": "Favored Silks", - "colLabels": [ - "{@dice d4}", - "Silk" - ], - "colStyles": [ - "col-2 text-center", - "col-10 text-left" - ], - "rows": [ - [ - "1", - "Giant Wolf Spider silk" - ], - [ - "2", - "Giant Spider silk" - ], - [ - "3", - "Ettercap silk" - ], - [ - "4", - "Phase Spider silk" - ] - ] + "thieves' tools": true, + "tinker's tools": true } ] - }, + } + }, + "classTableGroups": [ { - "name": "Feature: Weaver's Craft", - "type": "entries", - "entries": [ - "Your reputation both as a craftsman and a fighter precedes you. People are generally curious about you and your unusual occupation. You can secure free lodging for yourself and your companions provided you spend time regaling the other guests with stories of your exploits." + "colLabels": [ + "{@filter Infusions Known|optionalfeatures|source=tce;jboe|feature type=ai}", + "Infused Items", + "{@filter Cantrips Known|spells|level=0|class=artificer}" ], - "data": { - "isFeature": true - } + "rows": [ + [ + 0, + 0, + 2 + ], + [ + 4, + 2, + 2 + ], + [ + 4, + 2, + 2 + ], + [ + 4, + 2, + 2 + ], + [ + 4, + 2, + 2 + ], + [ + 6, + 3, + 2 + ], + [ + 6, + 3, + 2 + ], + [ + 6, + 3, + 2 + ], + [ + 6, + 3, + 2 + ], + [ + 8, + 4, + 3 + ], + [ + 8, + 4, + 3 + ], + [ + 8, + 4, + 3 + ], + [ + 8, + 4, + 3 + ], + [ + 10, + 5, + 4 + ], + [ + 10, + 5, + 4 + ], + [ + 10, + 5, + 4 + ], + [ + 10, + 5, + 4 + ], + [ + 12, + 6, + 4 + ], + [ + 12, + 6, + 4 + ], + [ + 12, + 6, + 4 + ] + ] }, { - "name": "Suggested Characteristics", - "type": "entries", - "entries": [ - "Weavers tend to keep to themselves and are often more at home in the wilds while harvesting components for their craft than they are in the company of others. They tend to be recluses, and may find being in the spotlight less than desirable. Roll or choose one characteristic on each of the following tables.", - { - "type": "table", - "colLabels": [ - "{@dice d8}", - "Personality Trait" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "I am more at home in the wilds than in \"civilized\" lands." - ], - [ - "2", - "I prefer not to speak unless absolutely necessary." - ], - [ - "3", - "I will eat almost anything, often to the surprise and horror of those around me." - ], - [ - "4", - "I am keenly aware of tiny details I notice and tend to make mention of them constantly." - ], - [ - "5", - "I have no regard for personal space." - ], - [ - "6", - "I can't stand braggarts. One's work and actions should speak for themselves." - ], - [ - "7", - "I can't help but explore every nook and cranny I find in the wild." - ], - [ - "8", - "I name every spider I take silk from." - ] - ] - }, - { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Ideal" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "Craftsmanship. I will show the world what a master can accomplish. (Any)" - ], - [ - "2", - "Creativity. My life and work are expressions of my emotions. (Chaotic)" - ], - [ - "3", - "Beauty. I want my efforts to inspire those who benefit from them. (Good)" - ], - [ - "4", - "Knowledge. I will unlock all the secrets held by the creatures of this world. (Any)" - ], - [ - "5", - "Exploitation. Nature is a tool that only the most wise and powerful can wield effectively. (Evil)" - ], - [ - "6", - "Functionality. I don't really care about the accolades; I just want to create functional goods that get the job done. (Neutral)" - ] - ] - }, - { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Bond" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "My rival bested me in a contest of craft. I will not rest until I can prove myself the superior artist." - ], - [ - "2", - "I can't help but improve upon the lackluster quality of items that are poorly made." - ], - [ - "3", - "I can get lost studying the intricacies of another's work for hours on end." - ], - [ - "4", - "I stole trade secrets from a rival who has vowed revenge." - ], - [ - "5", - "An experiment gone wrong cost my mentor their life." - ], - [ - "6", - "I wagered my life's work on a game of chance and lost. Now I must find a way to earn it back." - ] - ] - }, - { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Flaw" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "I am constantly pointing out the inadequacies in other people's work or actions." - ], - [ - "2", - "I find it nearly impossible to forgive an insult." - ], - [ - "3", - "No matter how useful an item or tool may be, I will not use it if it is ugly" - ], - [ - "4", - "I am easily duped by those promising knowledge or secrets." - ], - [ - "5", - "I never turn down a chance to humiliate an inferior person." - ], - [ - "6", - "If it's not my plan, it's not a good plan." - ] - ] - } + "title": "Spell Slots per Spell Level", + "colLabels": [ + "{@filter 1st|spells|level=1|class=Artificer}", + "{@filter 2nd|spells|level=2|class=Artificer}", + "{@filter 3rd|spells|level=3|class=Artificer}", + "{@filter 4th|spells|level=4|class=Artificer}", + "{@filter 5th|spells|level=5|class=Artificer}" + ], + "rowsSpellProgression": [ + [ + 2, + 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 + ] ] } - ] - }, - { - "name": "Bounty Hunter", - "source": "JBoE", - "skillProficiencies": [ - { - "intimidation": true, - "perception": true - } ], - "languageProficiencies": [ + "classFeatures": [ + "Optional Rule: Firearm Proficiency|Artificer|TCE|1", + "Magical Tinkering|Artificer|TCE|1", + "Spellcasting|Artificer|TCE|1", + "Infuse Item|Artificer|TCE|2", { - "undercommon": true - } - ], - "toolProficiencies": [ + "classFeature": "Artificer Specialist|Artificer|TCE|3", + "gainSubclassFeature": true + }, + "The Right Tool for the Job|Artificer|TCE|3", + "Ability Score Improvement|Artificer|TCE|4", + "Proficiency Versatility|Artificer|TCE|4|UAClassFeatureVariants", + "Reconize Craftmanship|Artificer (Expanded)|JBoE|4", { - "vehicles (land)": true - } - ], - "startingEquipment": [ + "classFeature": "Artificer Specialist Feature|Artificer|TCE|5", + "gainSubclassFeature": true + }, + "Tool Expertise|Artificer|TCE|6", + "Reverse Engineering|Artificer (Expanded)|JBoE|6", + "Flash of Genius|Artificer|TCE|7", + "Ability Score Improvement|Artificer|TCE|8", + "Proficiency Versatility|Artificer|TCE|8|UAClassFeatureVariants", { - "_": [ - { - "special": "dark common clothes" - }, - { - "special": "compass" - }, - { - "special": "incomplete bounty", - "quantity": 2 - }, - { - "special": "souvenir from your latest hunt" - }, - { - "special": "pouch", - "containsValue": 1500 - } - ] - } + "classFeature": "Artificer Specialist Feature|Artificer|TCE|9", + "gainSubclassFeature": true + }, + "Magic Item Adept|Artificer|TCE|10", + "Spell-Storing Item|Artificer|TCE|11", + "Ability Score Improvement|Artificer|TCE|12", + "Proficiency Versatility|Artificer|TCE|12|UAClassFeatureVariants", + "Magic Item Savant|Artificer|TCE|14", + { + "classFeature": "Artificer Specialist Feature|Artificer|TCE|15", + "gainSubclassFeature": true + }, + "Ability Score Improvement|Artificer|TCE|16", + "Proficiency Versatility|Artificer|TCE|16|UAClassFeatureVariants", + "Magic Item Master|Artificer|TCE|18", + "Ability Score Improvement|Artificer|TCE|19", + "Proficiency Versatility|Artificer|TCE|19|UAClassFeatureVariants", + "Soul of Artifice|Artificer|TCE|20" ], - "entries": [ - "You have spent most of your life chasing down those who are running from the powers of the world. Whether hunting slaves in the Underdark, searching for escaped criminals, or taking out poachers, you hunt people the way others hunt animals. Others may see you as cold-hearted or even sadistic, but in truth, you are simply very, very good at what you do.", + "subclassTitle": "Artificer Specialist", + "fluff": [ { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Skill Proficiencies", - "entry": "{@skill Perception}, {@skill Intimidation}" - }, + "name": "Artificer", + "type": "section", + "entries": [ + "Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections. Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.", { - "type": "item", - "name": "Tool Proficiencies", - "entry": "Land Vehicles" - }, - { - "type": "item", - "name": "Language", - "entry": "{@language Undercommon}" - }, - { - "type": "item", - "name": "Equipment", - "entry": "A set of dark common clothes, a compass, two incomplete bounties, a souvenir from your latest hunt, and a pouch containing 15 gp." - } - ] - }, - { - "name": "Favored Target", - "type": "entries", - "entries": [ - "There are as many targets as there are hunters, and you have a particular fondness for one particular type of prey. Roll or choose a favored target from the Favored Target table below.", - { - "type": "table", - "caption": "Favored Targets", - "colLabels": [ - "{@dice d6}", - "Target" - ], - "colStyles": [ - "col-2 text-center", - "col-10 text-left" - ], - "rows": [ - [ - "1", - "Escaped Slave" - ], - [ - "2", - "Poacher" - ], - [ - "3", - "War Criminal" - ], - [ - "4", - "Parole Breaker" - ], - [ - "5", - "Expatriate" - ], - [ - "6", - "Pirate" - ] + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Artificers in Many Worlds", + "entries": [ + "Throughout the D&D multiverse, artificers create inventions and magic items of peace and war. Many lives have been brightened or saved because of the work of kind artificers, but countless lives have also been lost because of the mass destruction unleashed by certain artificers' creations.", + "In the Forgotten Realms, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class. The strange technologies in the Barrier Peaks of the world of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships and other wondrous devices operational.", + "Artificers in the City of Sigil share discoveries from throughout the multiverse, and from there, the gnome artificer Vi runs a cosmos-spanning business that hires adventurers to fix problems that others deem unfixable. In Vi's home world, Eberron, magic is harnessed as a form of science and deployed throughout society, largely as a result of the wondrous ingenuity of artificers." + ] + }, + { + "type": "entries", + "name": "Creating an Artificer", + "entries": [ + "To create an artificer, consult the subsections which give you hit points, proficiencies, and starting equipment. Then look at the Artificer table to see which features you get at each level. The descriptions of those features appear below." + ] + }, + { + "type": "quote", + "entries": [ + "Artificers invent cutting-edge problems, then try to solve them-loudly and often with collateral damage." + ], + "by": "Tasha" + }, + { + "type": "entries", + "name": "Multiclassing and the Artificer", + "entries": [ + "If your group uses the optional rule on multiclassing in the {@book Player's Handbook|PHB}, here's what you need to know if you choose artificer as one of your classes.", + { + "type": "entries", + "name": "Ability Score Minimum", + "entries": [ + "As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already an artificer." + ] + }, + { + "type": "entries", + "name": "Proficiencies Gained", + "entries": [ + "If artificer isn't your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, {@item thieves' tools|PHB}, {@item tinker's tools|PHB}." + ] + }, + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots." + ] + } + ] + } ] } - ] - }, - { - "name": "Feature: Sense for Trouble", - "type": "entries", - "entries": [ - "People tend to give you a wide berth, but you have a sense for those who are particularly disturbed by your presence. If you spend an evening in a town or city, you know about one person (if there is one) who is especially {@condition frightened} of you and others of your occupation." ], - "data": { - "isFeature": true - } + "source": "TCE" }, { - "name": "Suggested Characteristics", - "type": "entries", + "name": "Artificer", + "type": "section", "entries": [ - "Bounty hunters are often separated from those who they seek only by the rule of law. Their ruthlessness and efficiency is often seen as cruelty, but they are typically on the right side of those in power. Many hunters have personal codes they follow regarding their prey. Roll or choose one characteristic on each of the following tables.", - { - "type": "table", - "colLabels": [ - "{@dice d8}", - "Personality Trait" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "I always have a backup plan." - ], - [ - "2", - "I only speak when spoken to." - ], - [ - "3", - "There is nothing I enjoy more than a tankard of ale at the end of a long day." - ], - [ - "4", - "I enjoy pain in both myself and others." - ], - [ - "5", - "Deep down, I really want friends." - ], - [ - "6", - "I am exceptionally stubborn." - ], - [ - "7", - "I like animals better than people." - ], - [ - "8", - "I love trying new cuisines from the places I visit." - ] - ] - }, + "Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to channel arcane power, crafting magical objects. To cast a spell, an artificer could use {@item alchemist's supplies|PHB} to create a potent elixir, {@item calligrapher's supplies|PHB} to inscribe a sigil of power on an ally's armor, or {@item tinker's tools|PHB} to craft a temporary charm. The magic of artificers is tied to their tools and their talents.", { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Ideal" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "Order. Those who break the law must face its punishment, as is just. (Lawful)" - ], - [ - "2", - "Mercy. I hope that somehow, my work can save people from themselves. (Good)" - ], - [ - "3", - "Punishment. The people I hunt will be made to pay dearly for their crimes. (Evil)" - ], - [ - "4", - "Money. This is a job like any other. It just happens to be a bit more lucrative. (Any)" - ], - [ - "5", - "Revenge. Someone from among those I hunt has wronged me. I will have my revenge. (Any)" - ], - [ - "6", - "Pain. I would hurt people just for fun. If the powers that be will pay me to do it, all the better. (Evil)" - ] + "type": "entries", + "name": "Arcane Science", + "entries": [ + "In the world of Eberron, arcane magic has been harnessed as a form of science and deployed throughout society. Artificers reflect this development. Their knowledge of magical devices, and their ability to infuse mundane items with magic, allows Eberron's most miraculous projects to continue.", + "During the Last War, artificers were marshaled on a massive scale. Many lives were saved because of the inventions of brave artificers, but countless lives were also lost because of the mass destruction unleashed by their creations." ] }, { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Bond" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "I have a family member who I allowed to escape from justice." - ], - [ - "2", - "I killed a man, only to find out later that he was innocent." - ], - [ - "3", - "I went too far on one job and won the ire of my employer by killing a target he needed alive." - ], - [ - "4", - "I owe my life to my employer and will do anything they ask of me." - ], - [ - "5", - "I have a strong sense of fair play and will never attack an unarmed opponent." - ], - [ - "6", - "I have been hunting one target for years, but they somehow keep evading me." - ] + "type": "entries", + "name": "Seekers of New Lore", + "entries": [ + "Nothing excites an artificer quite like uncovering a new metal or discovering a source of elemental energy. In artificer circles, new inventions and strange discoveries create the most excitement. Artificers who wish to make their mark must innovate, creating something fresh, rather than iterating on familiar designs.", + "This drive for novelty pushes artificers to become adventurers. Eberron's main travel routes and populated regions have long since been explored. Thus, artificers seek the frontiers of civilization in hopes of making the next great discovery in arcane research." ] }, { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Flaw" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "I don't believe that people can change." - ], - [ - "2", - "I'm too nice for this job\u2014I can be easily convinced that my employer, and not my target, is in the wrong." - ], - [ - "3", - "I jump into battle quickly and without preparation the moment I see an opponent." - ], - [ - "4", - "Every man has a price, and mine is onegold piece more than my next best offer." - ], - [ - "5", - "I really, {@i really} don't take criticism well." - ], - [ - "6", - "If my target is attractive, I always go easy on them." - ] + "type": "entries", + "name": "Creating an Artificer", + "entries": [ + "When creating an artificer, think about your character's relationship with the artisan who taught them their craft. Does the character have a rival? Talk to your DM about the role played by artificers in the campaign and the sort of organizations you might have ties to.", + { + "type": "inset", + "name": "Artificers in Other Worlds", + "entries": [ + "Eberron is the world most associated with artificers, yet the class can be found throughout the D&D multiverse. In the Forgotten Realms, for example, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class. The strange technologies in the Barrier Peaks of the World of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships and other wondrous devices operational. In the City of Sigil, artificers share discoveries from throughout the cosmos, and one in particular\u2014the gnome inventor Vi\u2014has run a multiverse-spanning business from there since leaving the world of her birth, Eberron. In the world-city Ravnica, the Izzet League trains numerous artificers, the destructiveness of whom is unparalleled in other worlds\u2014except, perhaps, by the tinker gnomes of Krynn." + ] + }, + { + "type": "entries", + "name": "Quick Build", + "entries": [ + "You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the {@background guild artisan} background." + ] + }, + { + "type": "entries", + "name": "Optional Rule: Multiclassing", + "entries": [ + "If your group uses the optional rule on multiclassing in the {@book Player's Handbook|PHB}, here's what you need to know if you choose artificer as one of your classes.", + { + "type": "entries", + "name": "Ability Score Minimum", + "entries": [ + "As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already an artificer." + ] + }, + { + "type": "entries", + "name": "Proficiencies Gained", + "entries": [ + "If artificer isn't your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, {@item thieves' tools|PHB}, {@item tinker's tools|PHB}." + ] + }, + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots." + ] + } + ] + } ] } - ] + ], + "source": "ERLW", + "page": 54 } ] }, { - "name": "Heretic", + "name": "Barbarian (Expanded)", "source": "JBoE", - "skillProficiencies": [ - { - "investigation": true, - "religion": true - } - ], - "toolProficiencies": [ - { - "anyMusicalInstrument": 1, - "calligrapher's supplies": true - } + "page": 10, + "hd": { + "number": 1, + "faces": 12 + }, + "proficiency": [ + "str", + "con" ], - "startingEquipment": [ - { - "_": [ - { - "special": "satchel" - }, - { - "special": "religious scrolls", - "quantity": 5 - }, - { - "special": "common clothes" - }, - { - "special": "list of grievances from a disgruntled acolyte" - }, - { - "special": "pouch", - "containsValue": 1000 + "startingProficiencies": { + "armor": [ + "light", + "medium", + "{@item shield|phb|shields}" + ], + "weapons": [ + "simple", + "martial" + ], + "skills": [ + { + "choose": { + "from": [ + "animal handling", + "athletics", + "intimidation", + "nature", + "perception", + "survival" + ], + "count": 2 } + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "default": [ + "(a) a {@item greataxe|phb} or (b) any {@filter martial melee weapon|items|source=phb|category=basic|type=martial weapon;melee weapon=u~u~sand}", + "(a) two {@item handaxe|phb|handaxes} or (b) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}", + "An {@item explorer's pack|phb}, and four {@item javelin|phb|javelins}" + ], + "goldAlternative": "{@dice 2d4 × 10|2d4 × 10|Starting Gold}", + "defaultData": [ + { + "a": [ + "greataxe|phb" + ], + "b": [ + { + "equipmentType": "weaponMartialMelee" + } + ] + }, + { + "a": [ + { + "item": "handaxe|phb", + "quantity": 2 + } + ], + "b": [ + { + "equipmentType": "weaponSimple" + } + ] + }, + { + "_": [ + "explorer's pack|phb", + { + "item": "javelin|phb", + "quantity": 4 + } + ] + } + ] + }, + "multiclassing": { + "requirements": { + "str": 13 + }, + "proficienciesGained": { + "armor": [ + "{@item shield|phb|shields}" + ], + "weapons": [ + "simple", + "martial" ] } - ], - "entries": [ - "You spent many years in a convent or other religious order, but after discovering a terrible truth or experiencing a brutal betrayal, you have abandoned their views and renounced their ways. You may have found another religious conviction, or perhaps you've even abandoned worship altogether. Whatever the case, you've been branded a heretic and a disturber of their order. Those of that religious persuasion are particularly hostile towards you, and their adherents have made it their personal goal to ruin your reputation wherever you go. Some believe them, others simply see you as a curiosity, and a few others might seek you out as someone to whom they can express their own doubts.", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Skill Proficiencies", - "entry": "{@skill Religion}, {@skill Investigation}" - }, - { - "type": "item", - "name": "Tool Proficiencies", - "entry": "One type of musical instrument, Calligrapher's supplies" - }, - { - "type": "item", - "name": "Equipment", - "entry": "A satchel containing five religious scrolls, a set of common clothes, a list of grievances you received from a disgruntled acolyte, and a pouch containing 10 gp." - } - ] - }, + }, + "classTableGroups": [ { - "name": "New Purpose", - "type": "entries", - "entries": [ - "There are as many targets as there are hunters, and you have a particular fondness for one particular type of prey. Roll or choose a favored target from the Favored Target table below.", - { - "type": "table", - "caption": "New Purpose", - "colLabels": [ - "{@dice d6}", - "Purpose" - ], - "colStyles": [ - "col-2 text-center", - "col-10 text-left" - ], - "rows": [ - [ - "1", - "I just wish to live in peace." - ], - [ - "2", - "I must expose my former order." - ], - [ - "3", - "I will do all I can to help those in need." - ], - [ - "4", - "I will strive to live faithfully to my new religion." - ], - [ - "5", - "I hope to convince my former order to change and seek reconciliation." - ], - [ - "6", - "I will stand against all religious piety and its rampant hypocrisy." - ] - ] - } + "colLabels": [ + "Rages", + "Rage Damage" + ], + "rows": [ + [ + "2", + { + "type": "bonus", + "value": 2 + } + ], + [ + "2", + { + "type": "bonus", + "value": 2 + } + ], + [ + "3", + { + "type": "bonus", + "value": 2 + } + ], + [ + "3", + { + "type": "bonus", + "value": 2 + } + ], + [ + "3", + { + "type": "bonus", + "value": 2 + } + ], + [ + "4", + { + "type": "bonus", + "value": 2 + } + ], + [ + "4", + { + "type": "bonus", + "value": 2 + } + ], + [ + "4", + { + "type": "bonus", + "value": 2 + } + ], + [ + "4", + { + "type": "bonus", + "value": 3 + } + ], + [ + "4", + { + "type": "bonus", + "value": 3 + } + ], + [ + "4", + { + "type": "bonus", + "value": 3 + } + ], + [ + "5", + { + "type": "bonus", + "value": 3 + } + ], + [ + "5", + { + "type": "bonus", + "value": 3 + } + ], + [ + "5", + { + "type": "bonus", + "value": 3 + } + ], + [ + "5", + { + "type": "bonus", + "value": 3 + } + ], + [ + "5", + { + "type": "bonus", + "value": 4 + } + ], + [ + "6", + { + "type": "bonus", + "value": 4 + } + ], + [ + "6", + { + "type": "bonus", + "value": 4 + } + ], + [ + "6", + { + "type": "bonus", + "value": 4 + } + ], + [ + "Unlimited", + { + "type": "bonus", + "value": 4 + } + ] ] + } + ], + "classFeatures": [ + "Rage|Barbarian||1", + "Unarmored Defense|Barbarian||1", + "Danger Sense|Barbarian||2", + "Survival Instincts|Barbarian||2|UAClassFeatureVariants", + "Reckless Attack|Barbarian||2", + { + "classFeature": "Primal Path|Barbarian||3", + "gainSubclassFeature": true }, + "Primal Knowledge|Barbarian||3|TCE", + "Ability Score Improvement|Barbarian||4", + "Proficiency Versatility|Barbarian||4|UAClassFeatureVariants", + "Extra Attack|Barbarian||5", + "Fast Movement|Barbarian||5", + "Instinctive Pounce|Barbarian||5|UAClassFeatureVariants", { - "name": "Feature: Partners in Exile", - "type": "entries", + "classFeature": "Path Feature|Barbarian||6", + "gainSubclassFeature": true + }, + "Intensified Instigation|Barbarian (Expanded)|JBoE|6", + "Feral Instinct|Barbarian||7", + "Instinctive Pounce|Barbarian||7|TCE", + "Ability Score Improvement|Barbarian||8", + "Proficiency Versatility|Barbarian||8|UAClassFeatureVariants", + "Brutal Critical (1 die)|Barbarian||9", + { + "classFeature": "Path feature|Barbarian||10", + "gainSubclassFeature": true + }, + "Relentless Rage|Barbarian||11", + "Ability Score Improvement|Barbarian||12", + "Proficiency Versatility|Barbarian||12|UAClassFeatureVariants", + "Cull the Weak|Barbarian (Expanded)|JBoE|12", + "Brutal Critical (2 dice)|Barbarian||13", + { + "classFeature": "Path feature|Barbarian||14", + "gainSubclassFeature": true + }, + "Persistent Rage|Barbarian||15", + "Ability Score Improvement|Barbarian||16", + "Proficiency Versatility|Barbarian||16|UAClassFeatureVariants", + "Brutal Critical (3 dice)|Barbarian||17", + "Indomitable Might|Barbarian||18", + "Ability Score Improvement|Barbarian||19", + "Proficiency Versatility|Barbarian||19|UAClassFeatureVariants", + "Primal Champion|Barbarian||20" + ], + "subclassTitle": "Primal Path", + "fluff": [ + { + "name": "Barbarian", + "type": "section", "entries": [ - "Though naysayers like yourself are few and far between, there are always one or two everywhere you go. You know how to seek out these fellow exiles, and they will do all that they can, in some cases even risking their own lives, to help you in your pursuits." + "A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people's elk herd.", + "A half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.", + "Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another.", + "These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.", + "For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.", + { + "type": "entries", + "name": "Primal Instinct", + "entries": [ + "People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature\u2014keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.", + "Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise." + ] + }, + { + "type": "entries", + "name": "A Life of Danger", + "entries": [ + "Not every member of the tribes deemed \"barbarians\" by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don't have to.", + "Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties." + ] + }, + { + "type": "entries", + "name": "Creating a Barbarian", + "entries": [ + "When creating a barbarian character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where barbarians are common?", + "What led you to take up the adventuring life? Were you lured to settled lands by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to \"civilized\" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority.", + { + "type": "entries", + "name": "Quick Build", + "entries": [ + "You can make a barbarian quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the {@background outlander} background." + ] + } + ] + } ], - "data": { - "isFeature": true - } + "source": "PHB", + "page": 46 }, { - "name": "Suggested Characteristics", - "type": "entries", + "type": "section", "entries": [ - "Heretics are often bitter and vengeful, feeling as if they have been betrayed or lied to by their former friends and teachers. Many will fight against their former religious beliefs with vigor, while others are content to fade into obscurity and forget they were ever associated with their order. Still fewer may be revolutionaries hoping to see their former friends make the necessary changes to allow their religion to become what it was always meant to be. Roll or choose one characteristic on each of the following tables.", { - "type": "table", - "colLabels": [ - "{@dice d8}", - "Personality Trait" - ], - "colStyles": [ - "col-1 text-center", - "col-11" + "type": "quote", + "entries": [ + "I have witnessed the indomitable performance of barbarians on the field of battle, and it makes me wonder what force lies at the heart of their rage." ], - "rows": [ - [ - "1", - "I tend to assume everyone hates me." - ], - [ - "2", - "I speak carefully, ensuring that I am understood." - ], - [ - "3", - "I have an annoyingly optimistic approach to even the worst of situations." - ], - [ - "4", - "I can spend hours studying a single line of religious text." - ], - [ - "5", - "I share my findings and ideas with anyone who will listen." - ], - [ - "6", - "I tend to get louder and louder the longer I argue with someone." - ], - [ - "7", - "I love learning about new cultures, religions, and ideas." - ], - [ - "8", - "I quote religious texts and gurus regularly." - ] + "by": "Seret, archwizard" + }, + "The anger felt by a normal person resembles the rage of a barbarian in the same way that a gentle breeze is akin to a furious thunderstorm. The barbarian's driving force comes from a place that transcends mere emotion, making its manifestation all the more terrible. Whether the impetus for the fury comes entirely from within or from forging a link with a spirit animal, a raging barbarian becomes able to perform supernatural feats of strength and endurance. The outburst is temporary, but while it lasts, it takes over body and mind, driving the barbarian on despite peril and injury, until the last enemy falls.", + "It can be tempting to play a barbarian character that is a straightforward application of the classic archetype\u2014a brute, and usually a dimwitted one at that, who rushes in where others fear to tread. But not all the barbarians in the world are cut from that cloth, so you can certainly put your own spin on things. Either way, consider adding some flourishes to make your barbarian stand out from all others; see the following sections for some ideas.", + { + "type": "entries", + "name": "Personal Totems", + "entries": [ + "Barbarians tend to travel light, carrying little in the way of personal effects or other unnecessary gear. The few possessions they do carry often include small items that have special significance. A personal totem is significant because it has a mystical origin or is tied to an important moment in the character's life\u2014perhaps a remembrance from the barbarian's past or a harbinger of what lies ahead.", + "A personal totem of this sort might be associated with a barbarian's spirit animal, or might actually be the totem object for the animal, but such a connection is not essential. One who has a bear totem spirit, for instance, could still carry an eagle's feather as a personal totem.", + "Consider creating one or more personal totems for your character\u2014objects that hold a special link to your character's past or future. Think about how a totem might affect your character's actions.", + { + "type": "table", + "caption": "Personal Totems", + "colLabels": [ + "{@dice d6}", + "Totem" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + } + }, + "A tuft of fur from a solitary wolf that you befriended during a hunt" + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + } + }, + "Three eagle feathers given to you by a wise shaman, who told you they would play a role in determining your fate" + ], + [ + { + "type": "cell", + "roll": { + "exact": 3 + } + }, + "A necklace made from the claws of a young cave bear that you slew singlehandedly as a child" + ], + [ + { + "type": "cell", + "roll": { + "exact": 4 + } + }, + "A small leather pouch holding three stones that represent your ancestors" + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + } + }, + "A few small bones from the first beast you killed, tied together with colored wool" + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + } + }, + "An egg-sized stone in the shape of your spirit animal that appeared one day in your belt pouch" + ] + ] + } ] }, { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Ideal" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "Truth. I want to make sure people understand the true nature of things. (Good)" - ], - [ - "2", - "Retribution. My order should pay for lying to me and the rest of their followers. (Evil)" - ], - [ - "3", - "Reconciliation. I want to help people and organizations make changes and forgive one another. (Good)" - ], - [ - "4", - "Recognition. My heresies have received the attention of some of the great minds of my time. I want to publish more and be recognized as a masterful thinker. (Any)" - ], - [ - "5", - "Freedom. People should be free to believe and act how they want, without being told what to do. (Chaotic)" - ], - [ - "6", - "Faith. I have found a new faith and trust my new deity wholeheartedly. (Lawful)" - ] + "type": "entries", + "name": "Tattoos", + "entries": [ + "The members of many barbarian clans decorate their bodies with tattoos, each of which represents a significant moment in the life of the bearer or the bearer's ancestors, or which symbolizes a feeling or an attitude. As with personal totems, a barbarian's tattoos might or might not be related to an animal spirit.", + "Each tattoo a barbarian displays contributes to that individual's identity. If your character wears tattoos, what do they look like, and what do they represent?", + { + "type": "table", + "caption": "Tattoos", + "colLabels": [ + "{@dice d6}", + "Tattoo" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + } + }, + "The wings of an eagle are spread wide across your upper back." + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + } + }, + "Etched on the backs of your hands are the paws of a cave bear." + ], + [ + { + "type": "cell", + "roll": { + "exact": 3 + } + }, + "The symbols of your clan are displayed in viny patterns along your arms." + ], + [ + { + "type": "cell", + "roll": { + "exact": 4 + } + }, + "The antlers of an elk are inked across your back." + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + } + }, + "Images of your spirit animal are tattooed along your weapon arm and hand." + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + } + }, + "The eyes of a wolf are marked on your back to help you see and ward off evil spirits." + ] + ] + } ] }, { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Bond" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "When I left my order, my parents disowned me, but I still care for and worry about them." - ], - [ - "2", - "I broke into a forbidden archive of my order and stole a sacred text. They are still looking for it, and for me." - ], - [ - "3", - "I left someone I care deeply about behind when I left my order. I believe they are trapped and need to be rescued." - ], - [ - "4", - "Though I speak strongly against my former order, we parted over philosophical differences, not a difference in faith. I still worship their deity in secret." - ], - [ - "5", - "I haven't actually read the sacred texts I spend most of my time criticizing." - ], - [ - "6", - "My former mentor gave me most of my radical ideas. He was cast out at the same time as me and I still go to him for advice." - ] - ] - }, - { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Flaw" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "I resort to personal attacks when my logic fails to convince my opponents they are wrong." - ], - [ - "2", - "I am always hostile towards followers of a specific deity, regardless of their actions towards me." - ], - [ - "3", - "I cannot fathom the idea that I could be wrong." - ], - [ - "4", - "After giving up my life of self-denial, I have no self-control when seeking carnal pleasures." - ], - [ - "5", - "I never forget a slight, no matter how small." - ], - [ - "6", - "I expect people to follow their religions exactly and perfectly." - ] + "type": "entries", + "name": "Superstitions", + "entries": [ + "Barbarians vary widely in how they understand life. Some follow gods and look for guidance from those deities in the cycles of nature and the animals they encounter. These barbarians believe that spirits inhabit the plants and animals of the world, and the barbarians look to them for omens and power.", + "Other barbarians trust only in the blood that runs in their veins and the steel they hold in their hands. They have no use for the invisible world, instead relying on their senses to hunt and survive like the wild beasts they emulate.", + "Both of these attitudes can give rise to superstitions. These beliefs are often passed down within a family or shared among the members of a clan or a hunting group.", + "If your barbarian character has any superstitions, were they ingrained in you by your family, or are they the result of personal experience?", + { + "type": "table", + "caption": "Superstition", + "colLabels": [ + "{@dice d6}", + "Superstition" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + } + }, + "If you disturb the bones of the dead, you inherit all the troubles that plagued them in life." + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + } + }, + "Never trust a wizard. They're all devils in disguise, especially the friendly ones." + ], + [ + { + "type": "cell", + "roll": { + "exact": 3 + } + }, + "Dwarves have lost their spirits, and are almost like the undead. That's why they live underground." + ], + [ + { + "type": "cell", + "roll": { + "exact": 4 + } + }, + "Magical things bring trouble. Never sleep with a magic object within ten feet of you." + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + } + }, + "When you walk through a graveyard, be sure to wear silver, or a ghost might jump into your body." + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + } + }, + "If an elf looks you in the eyes, she's trying to read your thoughts." + ] + ] + } ] } - ] + ], + "source": "XGE", + "page": 8 } ] }, { - "name": "Slave", + "name": "Bard (Expanded)", "source": "JBoE", - "skillProficiencies": [ - { - "insight": true, - "sleight of hand": true - } + "page": 12, + "hd": { + "number": 1, + "faces": 8 + }, + "proficiency": [ + "dex", + "cha" ], - "toolProficiencies": [ + "spellcastingAbility": "cha", + "casterProgression": "full", + "cantripProgression": [ + 2, + 2, + 2, + 3, + 3, + 3, + 3, + 3, + 3, + 4, + 4, + 4, + 4, + 4, + 4, + 4, + 4, + 4, + 4, + 4 + ], + "spellsKnownProgression": [ + 4, + 5, + 6, + 7, + 8, + 9, + 10, + 11, + 12, + 14, + 15, + 15, + 16, + 18, + 19, + 19, + 20, + 22, + 22, + 22 + ], + "additionalSpells": [ { - "any": 2 + "name": "Magical Secrets", + "known": { + "10": [ + { + "choose": "level=0;1;2;3;4;5" + }, + { + "choose": "level=0;1;2;3;4;5" + } + ], + "14": [ + { + "choose": "level=0;1;2;3;4;5;6;7" + }, + { + "choose": "level=0;1;2;3;4;5;6;7" + } + ], + "18": [ + { + "choose": "" + }, + { + "choose": "" + } + ] + } } ], - "startingEquipment": [ + "classSpells": [ { - "_": [ - { - "special": "tools of your choice", - "quantity": 2 - }, - { - "special": "common clothes" - }, - { - "special": "small bauble taken from your former master's home" - }, - { - "special": "pouch", - "containsValue": 500 - } - ] + "className": "Bard", + "classSource": "PHB" } ], - "entries": [ - "You spent a sizable portion of your life as a slave or servant, living as nothing but a piece of property. Whether you were freed after years of faithful service, escaped, or were set free by outside forces, you've finally found yourself the master of your own fate.", - "With your freedom comes a host of new opportunities, but plenty of new fears to go along with them. You are unfamiliar with the way the world works and often make mistakes. Still, even the worst day of freedom is better than what you left behind. You face each day with a gratitude and optimism that those who haven't experienced your hardships simply can't understand.", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Skill Proficiencies", - "entry": "{@skill Insight}, {@skill Sleight of Hand}" - }, - { - "type": "item", - "name": "Tool Proficiencies", - "entry": "Any two tools" - }, - { - "type": "item", - "name": "Equipment", - "entry": "Two tools of your choice, a set of common clothes, a small bauble taken from your former master's home, and a pouch containing 5 gp." - } - ] - }, - { - "name": "Feature: Out of Sight, Out of Mind", - "type": "entries", - "entries": [ - "During your time as a slave, you learned to remain beneath the perception of your overseers. Being noticed meant being punished. Even though you have gained your freedom, you are still very good at avoiding attention. When someone who has met you, but does not know you well, tries to recall information about you, they only vaguely recall you." - ], - "data": { - "isFeature": true + "startingProficiencies": { + "armor": [ + "light" + ], + "weapons": [ + "simple", + "{@item hand crossbow|phb|hand crossbows}", + "{@item longsword|phb|longswords}", + "{@item rapier|phb|rapiers}", + "{@item shortsword|phb|shortswords}" + ], + "tools": [ + "three {@item musical instrument|PHB|musical instruments} of your choice" + ], + "toolProficiencies": [ + { + "anyMusicalInstrument": 3 + } + ], + "skills": [ + { + "any": 3 + } + ] + }, + "startingEquipment": { + "additionalFromBackground": true, + "default": [ + "(a) a {@item rapier|phb}, (b) a {@item longsword|phb}, or (c) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}", + "(a) a {@item diplomat's pack|phb} or (b) an {@item entertainer's pack|phb}", + "(a) a {@item lute|phb} or (b) any other {@filter musical instrument|items|miscellaneous=mundane|type=instrument}", + "{@item Leather armor|phb}, and a {@item dagger|phb}" + ], + "goldAlternative": "{@dice 5d4 × 10|5d4 × 10|Starting Gold}", + "defaultData": [ + { + "a": [ + "rapier|phb" + ], + "b": [ + "longsword|phb" + ], + "c": [ + { + "equipmentType": "weaponSimple" + } + ] + }, + { + "a": [ + "diplomat's pack|phb" + ], + "b": [ + "entertainer's pack|phb" + ] + }, + { + "a": [ + "lute|phb" + ], + "b": [ + { + "equipmentType": "instrumentMusical" + } + ] + }, + { + "_": [ + "Leather armor|phb", + "dagger|phb" + ] } + ] + }, + "multiclassing": { + "requirements": { + "cha": 13 }, - { - "name": "Suggested Characteristics", - "type": "entries", - "entries": [ - "Slaves are typically accustomed to long days of grueling work, so many freed slaves are still exceptionally hard-working, and in some cases, don't know what to do with their spare time, having never had that luxury before. They often have a greater appreciation for the freedom they've gained and the world around them than others. Some are bitter and want revenge for their years of slavery, or for friends and family they may have lost or been separated from during their servitude. Roll or choose one characteristic on each of the following tables.", - { - "type": "table", - "colLabels": [ - "{@dice d8}", - "Personality Trait" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "I always speak quietly, and only when spoken to." - ], - [ - "2", - "I always keep my eyes down, never looking at those to whom I speak." - ], - [ - "3", - "I love good food, and I will always avail myself of the opportunity to sample something new." - ], - [ - "4", - "I can't stand bullies." - ], - [ - "5", - "I eat quickly, and I always store anything I can't eat away for later." - ], - [ - "6", - "When someone gives me an order, I feel rage welling up inside of me." - ], - [ - "7", - "I never raise my voice in an argument or discussion." - ], - [ - "8", - "I am loud and rambunctious, availing myself of every opportunity I missed during my servitude." - ] - ] - }, - { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Ideal" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "Freedom. All people should be free to do and be what they want. (Chaotic)" - ], - [ - "2", - "Safety. I want to make the world a place where everyone feels safe. (Good)" - ], - [ - "3", - "Retribution. My captors, my masters, and their families will suffer for what I had to endure. (Evil)" - ], - [ - "4", - "Adventure. The world and everything it has to offer are mine for the taking if I'm brave enough! (Chaotic)" - ], - [ - "5", - "Solitude. I want to live alone, far away from the people who made my life a living hell. (Neutral)" - ], - [ - "6", - "Redress. Slavery is just one of many foul (and illegal) practices, and those who pursue any of them must be brought to justice. (Lawful)" - ] - ] - }, + "proficienciesGained": { + "armor": [ + "light" + ], + "skills": [ { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Bond" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "I never learned how to read, but I have a book that is precious to me that I always keep with me." - ], - [ - "2", - "I killed my former master, and his family are still seeking revenge." - ], - [ - "3", - "I sacrificed the lives of other slaves to secure my escape. I'll never forgive myself." - ], - [ - "4", - "I can't sit idly by and let the strong prey on the weak." - ], - [ - "5", - "I will never trust a Drow (or another race, depending on your slavers)" + "choose": { + "from": [ + "athletics", + "acrobatics", + "sleight of hand", + "stealth", + "arcana", + "history", + "investigation", + "nature", + "religion", + "animal handling", + "insight", + "medicine", + "perception", + "survival", + "deception", + "intimidation", + "performance", + "persuasion" ], - [ - "6", - "I have a horrible brand, marking me as property. Despite my being set free, many people mistake me for a slave because of it." - ] - ] - }, + "count": 1 + } + } + ], + "tools": [ + "one {@item musical instrument|PHB} of your choice" + ], + "toolProficiencies": [ { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Flaw" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "I'm so used to taking orders that I'll still usually do what people tell me to do, forgetting I can refuse." - ], - [ - "2", - "I will refuse almost every order or request that I receive, simply because I can." - ], - [ - "3", - "I treat those below me in station the same way I used to be treated." - ], - [ - "4", - "My hatred for my slavers transcends all reasonable thought." - ], - [ - "5", - "I never stand up for myself." - ], - [ - "6", - "I always think someone is out to get me." - ] - ] - } - ] - } - ] - }, - { - "name": "Miner", - "source": "JBoE", - "skillProficiencies": [ - { - "athletics": true, - "survival": true - } - ], - "toolProficiencies": [ - { - "mason's tools": true, - "smith's tools": true - } - ], - "startingEquipment": [ - { - "_": [ - { - "special": "common clothes" - }, - { - "special": "small gem", - "worthValue": 3000 - }, - { - "special": "pickaxe" - }, - { - "special": "pouch", - "containsValue": 1000 + "anyMusicalInstrument": 1 } ] } - ], - "entries": [ - "You have spent countless hours in caverns and tunnels, excavating and searching for rare minerals, ores, and gems. You not only know how to identify the most valuable of substances, but you are also familiar with surviving cave-ins and other potential catastrophes.", - "Your work is simple but rewarding. You're confident in your abilities and your experience sets those around you at ease. Perhaps you always wanted this life, perhaps it's something you learned to love, or maybe you're just waiting for the chance to do something, anything, else.", + }, + "classTableGroups": [ { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Skill Proficiencies", - "entry": "{@skill Athletics}, {@skill Survival}" - }, - { - "type": "item", - "name": "Tool Proficiencies", - "entry": "{@item Mason's tools}, {@item Smith's tools}" - }, - { - "type": "item", - "name": "Equipment", - "entry": "A set of common clothes, a small gem worth 30 gp, a pickaxe, and a pouch containing 10 gp." - } + "colLabels": [ + "{@filter Cantrips Known|spells|level=0|class=bard}", + "{@filter Spells Known|spells|class=bard}" + ], + "rows": [ + [ + 2, + 4 + ], + [ + 2, + 5 + ], + [ + 2, + 6 + ], + [ + 3, + 7 + ], + [ + 3, + 8 + ], + [ + 3, + 9 + ], + [ + 3, + 10 + ], + [ + 3, + 11 + ], + [ + 3, + 12 + ], + [ + 4, + 14 + ], + [ + 4, + 15 + ], + [ + 4, + 15 + ], + [ + 4, + 16 + ], + [ + 4, + 18 + ], + [ + 4, + 19 + ], + [ + 4, + 19 + ], + [ + 4, + 20 + ], + [ + 4, + 22 + ], + [ + 4, + 22 + ], + [ + 4, + 22 + ] ] }, { - "name": "Feature: Stomecutter's Eye", - "type": "entries", - "entries": [ - "Your eye for value is useful not only in the mines, but also in your interactions with others. Whenever you interact with others, you know which visible possession that they carry has the most value." - ], - "data": { - "isFeature": true - } - }, - { - "name": "Suggested Characteristics", - "type": "entries", - "entries": [ - "The personalities of miners vary widely. Roll or choose one characteristic on each of the following tables.", - { - "type": "table", - "colLabels": [ - "{@dice d8}", - "Personality Trait" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "I can instantly set others at ease with a calm smile and a few simple words." - ], - [ - "2", - "I like a good working song almost as much as I like a good drinking song." - ], - [ - "3", - "I whistle when I'm nervous." - ], - [ - "4", - "I am extremely superstitious." - ], - [ - "5", - "I have a pet rock... and I'd kill someone if anything happened to it." - ], - [ - "6", - "I hate being alone." - ], - [ - "7", - "Unexpected loud noises frighten me." - ], - [ - "8", - "I always have another mining story to tell." - ] - ] - }, - { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Ideal" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "Camaraderie. My friends are the most important thing in the world to me. (Any)" - ], - [ - "2", - "Safety. Everything I do, I do to keep others safe. (Good)" - ], - [ - "3", - "Wealth. I will find the motherload one day, and when I do, I'll be able to buy anything I want! (Any)" - ], - [ - "4", - "Recognition. I have big ideas, and someday they'll help me revolutionize the industry and gain the recognition I deserve. (Any)" - ], - [ - "5", - "Power. Wealth is the path to power. (Evil)" - ], - [ - "6", - "Tradition. My family has mined the same mountain for generations, and I'm not going to be the one who breaks that chain. (Any)" - ] - ] - }, - { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Bond" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "I found the motherload, but it was blocked off by a cave-in, and I've spent years searching to find it again." - ], - [ - "2", - "I barely escaped a cave-in with my life, but my best friend wasn't so lucky." - ], - [ - "3", - "My forefathers were all miners, and they expect me to live and die as one too." - ], - [ - "4", - "I can't bring myself to enter a particular tunnel where we lost a group of miners a few years back." - ], - [ - "5", - "I have a rivalry with another miner to see who can consistently find the best valuables." - ], - [ - "6", - "I can't actually mine very well \u2013 I met a friendly creature that I trained to do it for me." - ] - ] - }, - { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Flaw" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - "1", - "I smuggle liquor into the caves and spend my mining days drunk." - ], - [ - "2", - "I have no concept of personal hygiene" - ], - [ - "3", - "I pretend the blasting has damaged my hearing so I can eavesdrop on other people's conversations." - ], - [ - "4", - "In almost every circumstance, I can make an analogy to mining...and they're all terrible." - ], - [ - "5", - "I spend money as fast as I make it." - ], - [ - "6", - "I'll go without food or sleep for days when I find a new vein." - ] - ] - } - ] - } - ] - } - ], - "book": [ - { - "name": "Jarlaxle's Bag of Everything", - "id": "JBoE", - "coverUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Cover.webp", - "source": "JBoE", - "contents": [ - { - "name": "Credits" - }, - { - "name": "Using This Book" - }, - { - "name": "Character Options", - "headers": [ - "Artificer", - "Barbarian", - "Bard", - "Cleric", - "Druid", - "Fighter", - "Monk", - "Paladin", - "Ranger", - "Rogue", - "Sorcerer", - "Warlock", - "Wizard", - "Backgrounds", - "Feats" - ], - "ordinal": { - "type": "chapter", - "identifier": 1 - } - }, - { - "name": "Lineages", - "ordinal": { - "type": "chapter", - "identifier": 2 - } - }, - { - "name": "Magical Miscellany", - "headers": [ - "Magical Phenomena", - { - "depth": 1, - "header": "Faerzress and the Underdark" - }, - { - "depth": 1, - "header": "Node Magic" - }, - { - "depth": 1, - "header": "Portals" - }, - "Spells", - "Magic Items", - { - "depth": 1, - "header": "Magic Item Descriptions" - } - ], - "ordinal": { - "type": "chapter", - "identifier": 3 - } - }, - { - "name": "Dungeon Master's Tools", - "ordinal": { - "type": "chapter", - "identifier": 4 - }, - "headers": [ - "Geology & Environments", - { - "depth": 1, - "header": "Topography" - }, - { - "depth": 1, - "header": "Rocks & Rock Formations" - }, - "The Underdark Environment", - { - "depth": 1, - "header": "Light" - }, - { - "depth": 1, - "header": "Air" - }, - { - "depth": 1, - "header": "Climate" - }, - { - "depth": 1, - "header": "Ecology" - }, - { - "depth": 1, - "header": "Underdark Hazards" - }, - "Spelunking", - { - "depth": 1, - "header": "Cramped Spaces" - }, - { - "depth": 1, - "header": "Getting Lost" - }, - { - "depth": 1, - "header": "Navigation" - }, - { - "depth": 1, - "header": "Foraging" - }, - "Underdark Regions", - { - "depth": 1, - "header": "The Upperdark" - }, - { - "depth": 1, - "header": "The Middledark" - }, - { - "depth": 1, - "header": "The Lowerdark" - }, - "Underdark Encounters", - { - "depth": 1, - "header": "1. A Friend in Need" - }, - { - "depth": 1, - "header": "2. Back from the Hunt" - }, - { - "depth": 1, - "header": "3. Belgos' Cabin" - }, - { - "depth": 1, - "header": "4. Chattering Nook" - }, - { - "depth": 1, - "header": "5. Corrupted Ancestry" - }, - { - "depth": 1, - "header": "6. Deification" - }, - { - "depth": 1, - "header": "7. Exhausted Mine" - }, - { - "depth": 1, - "header": "8. Eyes in the Dark" - }, - { - "depth": 1, - "header": "9. Face-Huggers" - }, - { - "depth": 1, - "header": "10. Fungal Forest" - }, - { - "depth": 1, - "header": "11. Guano-Filled Cave" - }, - { - "depth": 1, - "header": "12. Hunting Party" - }, - { - "depth": 1, - "header": "13. Lights in the Tunnel" - }, - { - "depth": 1, - "header": "14. Little Escapees" - }, - { - "depth": 1, - "header": "15. Lizard Den" - }, - { - "depth": 1, - "header": "16. Minotaur Bridge Sentry" - }, - { - "depth": 1, - "header": "17. Oily Platform" - }, - { - "depth": 1, - "header": "18. Putrid Mineshaft" - }, - { - "depth": 1, - "header": "19. Rotting River" - }, - { - "depth": 1, - "header": "20. Screeching Shaft" - }, - { - "depth": 1, - "header": "21. Skittering Shadows" - }, - { - "depth": 1, - "header": "22. Slave Shipment" - }, - { - "depth": 1, - "header": "23. Stalactite Cavern" - }, - { - "depth": 1, - "header": "24. Stirge Feeding-Ground" - }, - { - "depth": 1, - "header": "25. The Eternal Battlefield" - }, - { - "depth": 1, - "header": "26. The Restless" - }, - { - "depth": 1, - "header": "27. Toadpool" - }, - { - "depth": 1, - "header": "28. Underbears" - }, - { - "depth": 1, - "header": "29. Walking on Eggshells" - }, - { - "depth": 1, - "header": "30. Writhing Pit" - } - ] - } - ], - "published": "2022-01-01", - "group": "homebrew" - } - ], - "bookData": [ - { - "id": "JBoE", - "source": "JBoE", - "data": [ - { - "type": "section", - "name": "Credits", - "entries": [ - "{@b Lead Designer:} Gary Simpson", - "{@b Art Director:} Gary Simpson", - "{@b Design:} Sean Burns, Andrew Brown, Andrés Alexander González, Garet Handy, Doruk Kaptan, David Pencil, Gary Simpson, Victor M. Solish, Nathan Turley", - "{@b Rules Development:} David Pencil, Gary Simpson", - "{@b Editing:} David Pencil, Nathan Turley, Gary Simpson", - "{@b Graphic Designer:} Gary Simpson", - "{@b Cover Illustrator:} Gary Simpson", - "{@b Interior Illustrators:} Fukamihb, Gary Simpson, Matt Morrow, Mihailo147" - ] - }, - { - "type": "section", - "name": "Using This Book", - "page": 4, - "entries": [ - "{@i Jarlaxle's Bag of Everything} offers a host of new options for Dungeons & Dragons, and our journey through those options is accompanied by the notes of the rogue himself, Jarlaxle.", - "The dandy Jarlaxle, whose words easily work past his ill reputation, has gathered a deep understanding of others during his, let's say, illustrious career as a mercenary leader. He was one of a small number of male udadrow who actually had significant power in a Lolth-worshiping city, although he increasingly spent little time in the city itself as he adventured abroad in the Underdark and the Lands Above. Charismatic and cunning, he opens his bag of tricks to those who are like-minded in their pursuit of hidden knowledge and power.", - " Written for players and Dungeon Masters alike, this book offers options to enhance characters and campaigns in any D&D world, whether you're adventuring in Greyhawk, another official D&D setting, or a world of your own creation.", - { - "type": "section", - "name": "What You'll Find Within", - "page": 4, - "entries": [ - "{@book Chapter 1|JBoE|1} brims with new features and subclasses for the classes in the {@book Player's Handbook|PHB}, and it presents the general tone of an Underdark campaign. The chapter also offers new backgrounds and feats for groups that use them.", - "{@book Chapter 2|JBoE|2} contains lineages of Underdark denizens, each with its own perks and history of survival.", - "{@book Chapter 3|JBoE|3} glimmers with new magical options, including spells, magical items, node magic, ancient portals, and magical phenomena - available for both player characters and monsters to use.", - "{@book Chapter 4|JBoE|4} holds various rules that a DM may incorporate into an Underdark campaign, including rules on exploring, navigating, and surviving treacherous sunless environments. The chapter ends with a collection of encounters ready to be deployed in any adventure that the DM would like to spice up with minimal prep work." - ] - }, - { - "type": "section", - "name": "It's All Optional", - "page": 4, - "entries": [ - "Everything in this book is optional. Each group, guided by the DM, decides which of these options, if any, to incorporate into a campaign. You can use some, all, or none of them. We encourage you to choose the ones that fit best with your campaign's story and with your group's style of play.", - " Whatever options you choose to use, this book relies on the rules in the {@book Player's Handbook|PHB}, {@book Monster Manual|MM}, and {@book Dungeon Master's Guide|DMG}, and it can be paired with the options in {@book Xanathar's Guide to Everything|XGE}, {@book Tasha's Cauldron of Everything|TCE}, and other D&D books." - ] - }, - { - "type": "section", - "name": "Ten Rules to Remember", - "page": 4, - "entries": [ - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "1. The DM Adjudicates the Rules", - "page": 4, - "entries": [ - "The rules of D&D cover many of the twists and turns that come up in play, but the possibilities are so vast that the rules can't cover everything. When you encounter something that the rules don't cover or if you're unsure how to interpret a rule, the DM decides how to proceed, aiming for a course that brings the most enjoyment to your whole group." - ] - }, - { - "type": "entries", - "name": "2. Exceptions Supersede General Rules", - "page": 4, - "entries": [ - "General rules govern each part of the game. For example, the combat rules tell you that melee weapon attacks use Strength and ranged weapon attacks use Dexterity. That's a general rule, and a general rule is in effect as long as something in the game doesn't explicitly say otherwise.", - " The game also includes elements\u2014class features, spells, magic items, monster abilities, and the like\u2014that sometimes contradict a general rule. When an exception and a general rule disagree, the exception wins. For example, if a feature says you can make melee weapon attacks using your Charisma, you can do so, even though that statement disagrees with the general rule." - ] - }, - { - "type": "entries", - "name": "3. Advantage and Disadvantage", - "page": 5, - "entries": [ - "Even if more than one factor gives you advantage or disadvantage on a roll, you have it only once, and if you have advantage and disadvantage on the same roll, they cancel each other." - ] - }, - { - "type": "entries", - "name": "4. Reaction Timing", - "page": 5, - "entries": [ - "Certain game features let you take a special action, called a reaction, in response to an event. Making opportunity attacks and casting the {@spell shield} spell are two typical uses of reactions. If you're unsure when a reaction occurs in relation to its trigger, here's the rule: the reaction happens after its trigger, unless the description of the reaction explicitly says otherwise. Once you take a reaction, you can't take another one until the start of your next turn." - ] - }, - { - "type": "entries", - "name": "5. Proficiency Bonus", - "page": 5, - "entries": [ - "If your proficiency bonus applies to a roll, you can add the bonus only once to the roll, even if multiple things in the game say your bonus applies. Moreover, if more than one thing tells you to double or halve your bonus, you double it only once or halve it only once before applying it. Whether multiplied, divided, or left at its normal value, the bonus can be used only once per roll." - ] - }, - { - "type": "entries", - "name": "6. Bonus Action Spells", - "page": 5, - "entries": [ - "If you want to cast a spell that has a casting time of 1 bonus action, remember that you can't cast any other spells before or after it on the same turn, except for cantrips with a casting time of 1 action." - ] - }, - { - "type": "entries", - "name": "7. Concentration", - "page": 5, - "entries": [ - "As soon as you start casting a spell or using a special ability that requires concentration, your concentration on another effect ends instantly." - ] - }, - { - "type": "entries", - "name": "8. Temporary Hit Points", - "page": 5, - "entries": [ - "Temporary hit points aren't cumulative. If you have temporary hit points and receive more of them, you don't add them together, unless a game feature says you can. Instead, you decide which temporary hit points to keep." - ] - }, - { - "type": "entries", - "name": "9. Round Down", - "page": 5, - "entries": [ - "Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater." - ] - }, - { - "type": "entries", - "name": "10. Have Fun", - "page": 5, - "entries": [ - "You don't need to know every rule to enjoy D&D, and each group has its own style\u2014different ways it likes to tell stories and to use the rules. Embrace what your group enjoys most. In short, follow your bliss!", - { - "type": "inset", - "entries": [ - { - "type": "quote", - "entries": [ - "Tavern tales across Faerûn's sunlit lands whisper of the Underdark, a lightless, subterranean realm that is home to fabled races and ancient, unspeakable evil. It is a domain of primeval mysteries and unending war, a hidden world of cruel masters and hopeless slaves, filled with monstrous races that were old before humans were born. It is a dank, dismal place of fungus, rot, and slime. It is a land where a few lucky merchants have found a lucrative trade, but where many more have been slain (or worse) for their effrontery. So dire is the reputation of the Underdark and its denizens that mothers caution their children to behave, lest the dark elves steal them away. read on and learn where some of us called home." - ], - "by": "Jarlaxle" - } - ] - } - ] - } - ] - } - ] - } - ] - }, - { - "type": "section", - "name": "Character Options", - "page": 6, - "entries": [ - "When you make your D&D character, you have an array of options in the {@book Player's Handbook|PHB} to create the sort of adventurer you want.", - "This chapter adds to those options, making it possible to realize even more character concepts. If you combine these options with those in {@book Xanathar's Guide to Everything|XGE} and {@book Tasha's Cauldron of Everything|TCE}, the possibilities for your characters become vast.", - "Here are the options featured in this chapter:", - { - "type": "list", - "items": [ - "Optional Class features for each class in the {@book Player's Handbook|PHB} and the Artificer from {@book Tasha's Cauldron of Everything|TCE}.", - "Subclasses for each class in the {@book Player's Handbook|PHB} and the Artificer from {@book Tasha's Cauldron of Everything|TCE}.", - "Backgrounds and suggested characteristics to help tailor your character's backstory", - "Feats for anyone who uses that optional rule" - ] - }, - { - "type": "section", - "name": "Artificer", - "page": 6, - "entries": [ - "The artificer class receives new features and subclasses in this section.", - { - "type": "entries", - "name": "Optional Class Features", - "page": 6, - "entries": [ - "You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. This section offers additional features that you can gain as an artificer.", - "Unlike the features in the {@book Player's Handbook|PHB}, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.", - { - "type": "entries", - "name": "Additional Artificer Infusions", - "page": 6, - "entries": [ - "{@i 2nd-level artificer feature}", - "The following infusions expand the artificer infusions list in {@book Tasha's Cauldron of Everything}. The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement.", - "Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.", - "Unless an infusion's description says otherwise, you can't learn an infusion more than once. The infusions are organized by their level prerequisites.", - { - "type": "list", - "columns": 4, - "items": [ - "{@optfeature Excruciating Ring|JBoE}", - "{@optfeature House Insignia|JBoE}", - "{@optfeature Trackless Boots|JBoE}", - "{@optfeature Death Weapon|JBoE}", - "{@optfeature Mask of the Matriarch|JBoE}", - "{@optfeature Piwafwi|JBoE}" - ] - } - ] - }, - { - "type": "entries", - "name": "Additional Artificer Spells", - "page": 30, - "entries": [ - "{@i 3rd-level artificer feature}", - "The spells in the following list expand the artificer spell list in Tasha's Cauldron of Everything. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - "Cantrip (0 level): {@spell Minor Telekinesis|JBoE}, {@spell Soul Bolts|JBoE}, {@spell Sudden Swarm|JBoE}, {@spell Wind Slash|JBoE}", - "1st level: {@spell Necrotic Glow|JBoE}, {@spell Watery Spear|JBoE}", - "2nd level: {@spell Magical Backlash|JBoE}" - ] - } - ] - }, - "{@classFeature Reconize Craftmanship|Artificer (Expanded)|JBoE|4|JBoE} ({@i 4th-level artificer feature})", - "{@classFeature Reverse Engineering|Artificer (Expanded)|JBoE|6|JBoE} ({@i 6th-level artificer feature})" - ] - }, - { - "type": "entries", - "name": "Artificer Specialist", - "page": 8, - "entries": [ - "At 3rd level, an artificer gains the Artificer Specialist feature, which offers you the choice of a subclass. The following option is available to you when making that choice: Drowcrafter", - { - "type": "list", - "items": [ - "{@class Artificer|TCE|Drowcrafter|Drowcrafter|JBoE}" - ] - } - ] - }, - { - "type": "gallery", - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Artificer-Drowcrafter.jpg" - }, - "title": "Drowcrafter Artificer" - } - ] - } - ] - }, - { - "type": "section", - "name": "Barbarian", - "page": 10, - "entries": [ - "The barbarian class receives new features and subclasses in this section.", - { - "type": "entries", - "name": "Optional Class Features", - "page": 10, - "entries": [ - "You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. This section offers additional features that you can gain as a barbarian.", - "Unlike the features in the {@book Player's Handbook|PHB}, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.", - "{@classFeature Intensified Instigation|Barbarian (Expanded)|JBoE|6|JBoE} ({@i 6th-level barbarian feature})", - "{@classFeature Cull the Weak|Barbarian (Expanded)|JBoE|12|JBoE} ({@i 12th-level barbarian feature})" - ] - }, - { - "type": "entries", - "name": "Primal Paths", - "page": 10, - "entries": [ - "At 3rd level, a barbarian gains the Primal Path feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Path of the Cavelord and Path of the Exiled.", - { - "type": "list", - "columns": 2, - "items": [ - "{@class Barbarian||Path of the Cavelord|Cavelord|JBoE}", - "{@class Barbarian||Path of the Exiled|Exiled|JBoE}" - ] - } - ] - }, - { - "type": "gallery", - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Barbarian-Cavelord.jpg" - }, - "title": "Path of the Cavelord Barbarian" - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Barbarian-Exiled.jpg" - }, - "title": "Path of the Exiled Barbarian" - } - ] - } - ] - }, - { - "type": "section", - "name": "Bard", - "page": 13, - "entries": [ - "The bard class receives new features and subclasses in this section.", - { - "type": "entries", - "name": "Optional Class Features", - "page": 13, - "entries": [ - "You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. This section offers additional features that you can gain as a bard.", - "Unlike the features in the {@book Player's Handbook|PHB}, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.", - { - "type": "entries", - "name": "Additional Bard Spells", - "page": 30, - "entries": [ - "{@i 3rd-level bard feature}", - "The spells in the following list expand the bard spell list in the {@book Player's Handbook|PHB}. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - "Cantrip (0 level): {@spell Minor Telepathy|JBoE}, {@spell Shatter Captivity|JBoE}", - "1st level: {@spell Insightful Deceiver|JBoE}, {@spell Pickpocketeer|JBoE}", - "2nd level: {@spell Impostor|JBoE}, {@spell Magical Backlash|JBoE}, {@spell Skillful Servant|JBoE}", - "3rd level: {@spell Portal View|JBoE}, {@spell Thieving Step|JBoE}" - ] - } - ] - }, - "{@classFeature Stylish Slip-Up|Bard (Expanded)|JBoE|2|JBoE} ({@i 2nd-level bard feature})", - "{@classFeature Sticks and Stones|Bard (Expanded)|JBoE|7|JBoE} ({@i 7th-level bard feature})", - "{@classFeature Insult to Injury|Bard (Expanded)|JBoE|11|JBoE} ({@i 11th-level bard feature})" - ] - }, - { - "type": "entries", - "name": "Bard Colleges", - "page": 13, - "entries": [ - "At 3rd level, a bard gains the Bard College feature, which offers you the choice of a subclass. The following options are available to you when making that choice: College of Echoes and College of Fangs.", - { - "type": "list", - "columns": 2, - "items": [ - "{@class Bard||College of Echoes|Echoes|JBoE}", - "{@class Bard||College of Fangs|Fangs|JBoE}" - ] - } - ] - }, - { - "type": "gallery", - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Bard-Echoes.jpg" - }, - "title": "College of Echoes Bard" - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Bard-Fangs.jpg" - }, - "title": "College of Fangs Bard" - } - ] - } - ] - }, - { - "type": "section", - "name": "Cleric", - "page": 16, - "entries": [ - "The cleric class receives new features and subclasses in this section.", - { - "type": "entries", - "name": "Optional Class Features", - "page": 16, - "entries": [ - "You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. This section offers additional features that you can gain as a cleric.", - "Unlike the features in the {@book Player's Handbook|PHB}, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.", - { - "type": "entries", - "name": "Additional Cleric Spells", - "page": 30, - "entries": [ - "{@i 3rd-level cleric feature}", - "The spells in the following list expand the cleric spell list in the {@book Player's Handbook|PHB}. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - "Cantrip (0 level): {@spell Water barrier|JBoE}", - "1st level: {@spell Stone Tell|JBoE}, {@spell Watery Spear|JBoE}", - "2nd level: {@spell Locate Node|JBoE}, {@spell Obsidian Stare|JBoE}", - "3rd level: {@spell Clarity of Mind|JBoE}, {@spell Conjure Swarm|JBoE}, {@spell Death-Strikes|JBoE}, {@spell Life from Death|JBoE}, {@spell Portal View|JBoE}, {@spell Rushing Waters|JBoE}, {@spell Spiderform|JBoE}", - "4th level: {@spell Driderform|JBoE}, {@spell Mark of the Outcast|JBoE}", - "5th level: {@spell Portal Barricade|JBoE}, {@spell Tidal Bolts|JBoE}", - "6th level: {@spell Dehydrate|JBoE}, {@spell Portal Redirection|JBoE}" - ] - } - ] - }, - "{@classFeature Channel Divinity: Master of Vermin|Cleric (Expanded)|JBoE|2|JBoE} ({@i 2nd-level cleric feature (replaces Channel Divinity: Turn Undead and Destroy Undead features)})", - "{@classFeature Empathic Healing|Cleric (Expanded)|JBoE|3|JBoE} ({@i 3rd-level cleric feature})", - "{@classFeature Bolster Resolve|Cleric (Expanded)|JBoE|7|JBoE} ({@i 7th-level cleric feature})" - ] - }, - { - "type": "entries", - "name": "Divine Domains", - "page": 17, - "entries": [ - "At 1st level, a cleric gains the Divine Domain feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Balance Domain, Eilistraee Domain, Lolth Domain, Portal Domain, and Watery Death Domain.", - { - "type": "list", - "columns": 3, - "items": [ - "{@class Cleric||Balance Domain|Balance|JBoE}", - "{@class Cleric||Eilistraee Domain|Eilistraee|JBoE}", - "{@class Cleric||Lolth Domain|Lolth|JBoE}", - "{@class Cleric||Portal Domain|Portal|JBoE}", - "{@class Cleric||Watery Death Domain|Watery Death|JBoE}" - ] - } - ] - }, - { - "type": "gallery", - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Cleric-Balance.jpg" - }, - "title": "Balance Domain Cleric" - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Cleric-Eilistraee.jpg" - }, - "title": "Eilistraee Domain Cleric" - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Cleric-Lolth.jpg" - }, - "title": "Lolth Domain Cleric" - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Cleric-Watery-Death.jpg" - }, - "title": "Watery Death Domain Cleric" - } - ] - } - ] - }, - { - "type": "section", - "name": "Druid", - "page": 27, - "entries": [ - "The druid class receives new features and subclasses in this section.", - { - "type": "entries", - "name": "Optional Class Features", - "page": 27, - "entries": [ - "You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. This section offers additional features that you can gain as a druid.", - "Unlike the features in the {@book Player's Handbook|PHB}, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.", - { - "type": "entries", - "name": "Additional Druid Spells", - "page": 30, - "entries": [ - "{@i 3rd-level druid feature}", - "The spells in the following list expand the druid spell list in the {@book Player's Handbook|PHB}. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - "1st level: {@spell Camouflage|JBoE}, {@spell Oozing Wall|JBoE}, {@spell Spore Stream|JBoE}, {@spell Stone Tell|JBoE}", - "2nd level: {@spell Blindsight|JBoE}, {@spell Burrow|JBoE}, {@spell Locate Node|JBoE}, {@spell Root Wall|JBoE}", - "3rd level: {@spell Amorphous Form|JBoE}, {@spell Conjure Swarm|JBoE}, {@spell Node Door|JBoE}, {@spell Rushing Waters|JBoE}", - "4th level: {@spell Mark of the Outcast|JBoE}", - "5th level: {@spell Tidal Bolts|JBoE}" - ] - } - ] - }, - "{@classFeature Speech of the Wild|Druid (Expanded)|JBoE|3|JBoE} ({@i 3rd-level druid feature})", - "{@classFeature Aura of Growth|Druid (Expanded)|JBoE|7|JBoE} ({@i 7th-level druid feature})" - ] - }, - { - "type": "entries", - "name": "Druid Circles", - "page": 27, - "entries": [ - "At 2nd level, a druid gains the Druid Circle feature which offers you the choice of a subclass. The following options are available to you when making that choice: Circle of the Dredge and Circle of the Moonlit Song.", - { - "type": "list", - "columns": 2, - "items": [ - "{@class Druid||Circle of the Dredge|Dredge|JBoE}", - "{@class Druid||Circle of the Moonlit Song|Moonlit Song|JBoE}" - ] - } - ] - }, - { - "type": "gallery", - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Druid-Dredge.jpg" - }, - "title": "Circle of the Dredge Druid" - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Druid-Moonlit-Song.jpg" - }, - "title": "Circle of the Moonlit Song" - } - ] - } - ] - }, - { - "type": "section", - "name": "Fighter", - "page": 30, - "entries": [ - "The fighter class receives new features and subclasses in this section.", - { - "type": "entries", - "name": "Optional Class Features", - "page": 30, - "entries": [ - "You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. This section offers additional features that you can gain as a fighter.", - "Unlike the features in the {@book Player's Handbook|PHB}, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.", - "{@classFeature Combat Training|Fighter (Expanded)|JBoE|3|JBoE} ({@i 3rd-level fighter feature})", - "{@classFeature Follow-Up Attack|Fighter (Expanded)|JBoE|6|JBoE} ({@i 6th-level fighter feature})" - ] - }, - { - "type": "entries", - "name": "Martial Archetypes", - "page": 30, - "entries": [ - "At 3rd level, a fighter gains the Martial Archetype feature, which offers you the choice of a subclass. The following option is available to you when making that choice: Gladiator Slave.", - { - "type": "list", - "items": [ - "{@class Fighter||Gladiator Slave|Gladiator Slave|JBoE}" - ] - } - ] - }, - { - "type": "gallery", - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Fighter-Gladiator-Slave.jpg" - }, - "title": "Gladiator Slave Fighter" - } - ] - } - ] - }, - { - "type": "section", - "name": "Monk", - "page": 32, - "entries": [ - "The monk class receives new features and subclasses in this section.", - { - "type": "entries", - "name": "Optional Class Features", - "page": 34, - "entries": [ - "You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. This section offers additional features that you can gain as a monk.", - "Unlike the features in the {@book Player's Handbook|PHB}, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.", - "{@classFeature Reactive Movement|Monk (Expanded)|JBoE|3|JBoE} ({@i 3rd-level monk feature})", - "{@classFeature Weakening Strikes|Monk (Expanded)|JBoE|6|JBoE} ({@i 6th-level monk feature})" - ] - }, - { - "type": "entries", - "name": "Sacred Oaths", - "page": 32, - "entries": [ - "At 3rd level, a monk gains the Monastic Tradition feature, which offers you the choice of a subclass. The following option is available to you when making that choice: Way of the Sea Mother.", - { - "type": "list", - "items": [ - "{@class Monk||Way of the Sea Mother|Sea Mother|JBoE}" - ] - } - ] - } - ] - }, - { - "type": "section", - "name": "Paladin", - "page": 34, - "entries": [ - "The paladin class receives new features and subclasses in this section.", - { - "type": "entries", - "name": "Optional Class Features", - "page": 34, - "entries": [ - "You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. This section offers additional features that you can gain as a paladin.", - "Unlike the features in the {@book Player's Handbook|PHB}, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.", - { - "type": "entries", - "name": "Additional Paladin Spells", - "page": 30, - "entries": [ - "{@i 3rd-level paladin feature}", - "The spells in the following list expand the paladin spell list in the {@book Player's Handbook|PHB}. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - "2nd level: {@spell Obsidian Stare|JBoE}", - "3rd level: {@spell Clarity of Mind|JBoE}, {@spell Death-Strikes|JBoE}", - "4th level: {@spell Mark of the Outcast|JBoE}" - ] - } - ] - }, - "{@classFeature Divine Resilience|Paladin (Expanded)|JBoE|3|JBoE} ({@i 3rd-level paladin feature})", - "{@classFeature Reactionary Healer|Paladin (Expanded)|JBoE|7|JBoE} ({@i 7th-level paladin feature})" - ] - }, - { - "type": "entries", - "name": "Sacred Oaths", - "page": 34, - "entries": [ - "At 3rd level, a paladin gains the Sacred Oath feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Oath of the Silverhair and Oath of Tyranny.", - { - "type": "list", - "columns": 2, - "items": [ - "{@class Paladin||Oath of the Silverhair|Silverhair|JBoE}", - "{@class Paladin||Oath of Tyranny|Tyranny|JBoE}" - ] - } - ] - }, - { - "type": "gallery", - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Paladin-Silverhair.jpg" - }, - "title": "Oath of the Silverhair Paladin" - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Paladin-Tyranny.jpg" - }, - "title": "Oath of Tyranny Paladin" - } - ] - } - ] - }, - { - "type": "section", - "name": "Ranger", - "page": 38, - "entries": [ - "The ranger class receives new features and subclasses in this section.", - { - "type": "entries", - "name": "Optional Class Features", - "page": 38, - "entries": [ - "You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. This section offers additional features that you can gain as a ranger.", - "Unlike the features in the {@book Player's Handbook|PHB}, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.", - { - "type": "entries", - "name": "Additional Ranger Spells", - "page": 30, - "entries": [ - "{@i 3rd-level ranger feature}", - "The spells in the following list expand the ranger spell list in the {@book Player's Handbook|PHB}. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - "Cantrip (0 level): {@spell Spectral Dagger|JBoE}", - "1st level: {@spell Camouflage|JBoE}, {@spell Spore Stream|JBoE}, {@spell Stone Tell|JBoE}", - "2nd level: {@spell Blindsight|JBoE}, {@spell Burrow|JBoE}, {@spell Root Wall|JBoE}", - "3rd level: {@spell Clarity of Mind|JBoE}" - ] - } - ] - }, - "{@classFeature Expert Tracker|Ranger (Expanded)|JBoE|3|JBoE} ({@i 3rd-level ranger feature})", - "{@classFeature Sharpened Senses|Ranger (Expanded)|JBoE|6|JBoE} ({@i 6th-level ranger feature})" - ] - }, - { - "type": "entries", - "name": "Ranger Archetypes", - "page": 38, - "entries": [ - "At 3rd level, a ranger gains the Ranger Archetype feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Bounty Hunter and Darksong Knight.", - { - "type": "list", - "columns": 2, - "items": [ - "{@class Ranger||Bounty Hunter|Bounty Hunter|JBoE}", - "{@class Ranger||Darksong Knight|Darksong Knight|JBoE}" - ] - } - ] - }, - { - "type": "gallery", - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Ranger-Bounty-Hunter.jpg" - }, - "title": "Bounty Hunter Ranger" - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Ranger-Darksong-Knight.jpg" - }, - "title": "Darksong Knight Ranger" - } - ] - } - ] - }, - { - "type": "section", - "name": "Rogue", - "page": 42, - "entries": [ - "The rogue class receives new features and subclasses in this section.", - { - "type": "entries", - "name": "Optional Class Features", - "page": 42, - "entries": [ - "You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. This section offers additional features that you can gain as a rogue.", - "Unlike the features in the {@book Player's Handbook|PHB}, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.", - "{@classFeature Expert's Speed|Rogue (Expanded)|JBoE|3|JBoE} ({@i 3rd-level rogue feature})", - "{@classFeature Exceptional Acrobat|Rogue (Expanded)|JBoE|7|JBoE} ({@i 7th-level rogue feature})" - ] - }, - { - "type": "entries", - "name": "Roguish Archetypes", - "page": 42, - "entries": [ - "At 3rd level, a rogue gains the Roguish Archetype feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Infiltrator and Vengeance Taker.", - { - "type": "list", - "columns": 2, - "items": [ - "{@class Rogue||Infiltrator|Infiltrator|JBoE}", - "{@class Rogue||The Vengeance Taker|Vengeance Taker|JBoE}" - ] - } - ] - }, - { - "type": "gallery", - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Rogue-Infiltrator.jpg" - }, - "title": "Infiltrator Rogue" - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Rogue-Vengeance-Taker.jpg" - }, - "title": "Vengeance Taker Rogue" - } - ] - } - ] - }, - { - "type": "section", - "name": "Sorcerer", - "page": 45, - "entries": [ - "The sorcerer class receives new features and subclasses in this section.", - { - "type": "entries", - "name": "Optional Class Features", - "page": 45, - "entries": [ - "You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. This section offers additional features that you can gain as a sorcerer.", - "Unlike the features in the {@book Player's Handbook|PHB}, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.", - { - "type": "entries", - "name": "Additional Sorcerer Spells", - "page": 30, - "entries": [ - "{@i 3rd-level sorcerer feature}", - "The spells in the following list expand the sorcerer spell list in the {@book Player's Handbook|PHB}. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - "Cantrip (0 level): {@spell Minor Telekinesis|JBoE}, {@spell Minor Telepathy|JBoE}, {@spell Shatter Captivity|JBoE}, {@spell Soul Bolts|JBoE}, {@spell Spectral Dagger|JBoE}, {@spell Sudden Swarm|JBoE}, {@spell Water Barrier|JBoE}, {@spell Wind Slash|JBoE}", - "1st level: {@spell Insightful Deceiver|JBoE}, {@spell Necrotic Glow|JBoE}, {@spell Pickpocketeer|JBoE}", - "2nd level: {@spell Impostor|JBoE}, {@spell Skillful Servant|JBoE}", - "3rd level: {@spell Amorphous Form|JBoE}, {@spell Life from Death|JBoE}, {@spell Node Door|JBoE}, {@spell Spiderform|JBoE}, {@spell Thieving Step|JBoE}", - "4th level: {@spell Driderform|JBoE}", - "6th level: {@spell Dehydrate|JBoE}", - "8th level: {@spell Excavate|JBoE}" - ] - } - ] - }, - "{@classFeature Soothing Sorcery|Sorcerer (Expanded)|JBoE|3|JBoE} ({@i 3rd-level sorcerer feature})", - "{@classFeature Empath|Sorcerer (Expanded)|JBoE|7|JBoE} ({@i 7th-level sorcerer feature})" - ] - }, - { - "type": "entries", - "name": "Sorcerous Origins", - "page": 45, - "entries": [ - "At 1st level, a Sorcerer gains a Sorcerous Origin feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Deep Diviner and Lolth's Blessed", - { - "type": "list", - "columns": 2, - "items": [ - "{@class Sorcerer||Deep Diviner|Deep Diviner|JBoE}", - "{@class Sorcerer||Lolth's Blessed|Lolth's Blessed|JBoE}" - ] - } - ] - }, - { - "type": "gallery", - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Sorcerer-Deep-Diviner.jpg" - }, - "title": "Deep Diviner Sorcerer" - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Sorcerer-Lolth's-Blessed.jpg" - }, - "title": "Lolth's Blessed Sorcerer" - } - ] - } - ] - }, - { - "type": "section", - "name": "Warlock", - "page": 49, - "entries": [ - "The warlock class receives new features and subclasses in this section.", - { - "type": "entries", - "name": "Optional Class Features", - "page": 49, - "entries": [ - "You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. This section offers additional features that you can gain as a warlock.", - "Unlike the features in the {@book Player's Handbook|PHB}, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.", - { - "type": "entries", - "name": "Additional Warlock Spells", - "page": 30, - "entries": [ - "{@i 3rd-level warlock feature}", - "The spells in the following list expand the warlock spell list in the {@book Player's Handbook|PHB}. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - "Cantrip (0 level): {@spell Minor Telekinesis|JBoE}, {@spell Minor Telepathy|JBoE}, {@spell Shatter Captivity|JBoE}, {@spell Soul Bolts|JBoE}, {@spell Spectral Dagger|JBoE}, {@spell Sudden Swarm|JBoE}, {@spell Water Barrier|JBoE}, {@spell Wind Slash|JBoE}", - "1st level: {@spell Insightful Deceiver|JBoE}, {@spell Necrotic Glow|JBoE}, {@spell Oozing Wall|JBoE}, {@spell Pickpocketeer|JBoE}", - "2nd level: {@spell Blindsight|JBoE}, {@spell Burrow|JBoE}, {@spell Impostor|JBoE}, {@spell Locate Node|JBoE}, {@spell Magical Backlash|JBoE}, {@spell Node Lock|JBoE}, {@spell Skillful Servant|JBoE}", - "3rd level: {@spell Amorphous Form|JBoE}, {@spell Life from Death|JBoE}, {@spell Node Door|JBoE}, {@spell Portal View|JBoE}, {@spell Spiderform|JBoE}, {@spell Thieving Step|JBoE}", - "4th level: {@spell Driderform|JBoE}", - "5th level: {@spell Portal Barricade|JBoE}", - "6th level: {@spell Dehydrate|JBoE}, {@spell Gate Seal|JBoE}, {@spell Portal Redirection|JBoE}", - "8th level: {@spell Excavate|JBoE}" - ] - } - ] - }, - "{@classFeature Pact Negotiation|Warlock (Expanded)|JBoE|3|JBoE} ({@i 3rd-level warlock feature})", - "{@classFeature Additional Invocation|Warlock (Expanded)|JBoE|7|JBoE} ({@i 7th-level warlock feature})" - ] - }, - { - "type": "entries", - "name": "Otherworldly Patrons", - "page": 50, - "entries": [ - "At 1st level, a warlock gains the Otherworldly Patron feature, which offers you the choice of a subclass. The following options are available to you when making that choice: the Dark Maiden and the Spider Queen.", - { - "type": "list", - "columns": 2, - "items": [ - "{@class Warlock||The Dark Maiden|Dark Maiden|JBoE}", - "{@class Warlock||The Spider Queen|Spider Queen|JBoE}" - ] - } - ] - }, - { - "type": "gallery", - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Warlock-Dark-Maiden.jpg" - }, - "title": "Dark Maiden Warlock" - }, - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Warlock-Spider-Queen.jpg" - }, - "title": "Spider Queen Warlock" - } - ] - } - ] - }, - { - "type": "section", - "name": "Wizard", - "page": 54, - "entries": [ - "The wizard class receives new features and subclasses in this section.", - { - "type": "entries", - "name": "Optional Class Features", - "page": 54, - "entries": [ - "You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. This section offers additional features that you can gain as a wizard.", - "Unlike the features in the {@book Player's Handbook|PHB}, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.", - { - "type": "entries", - "name": "Additional Wizard Spells", - "page": 30, - "entries": [ - "{@i 3rd-level wizard feature}", - "The spells in the following list expand the wizard spell list in the {@book Player's Handbook|PHB}. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - "Cantrip (0 level): {@spell Minor Telekinesis|JBoE}, {@spell Minor Telepathy|JBoE}, {@spell Shatter Captivity|JBoE}, {@spell Soul Bolts|JBoE}, {@spell Spectral Dagger|JBoE}, {@spell Sudden Swarm|JBoE}, {@spell Water Barrier|JBoE}, {@spell Wind Slash|JBoE}", - "1st level: {@spell Insightful Deceiver|JBoE}, {@spell Necrotic Glow|JBoE}, {@spell Oozing Wall|JBoE}, {@spell Pickpocketeer|JBoE}, {@spell Quickening|JBoE}, {@spell Stone Tell|JBoE}, {@spell Watery Spear|JBoE}", - "2nd level: {@spell Blindsight|JBoE}, {@spell Burrow|JBoE}, {@spell Impostor|JBoE}, {@spell Locate Node|JBoE}, {@spell Magical Backlash|JBoE}, {@spell Node Lock|JBoE}, {@spell Skillful Servant|JBoE}", - "3rd level: {@spell Amorphous Form|JBoE}, {@spell Life from Death|JBoE}, {@spell Node Door|JBoE}, {@spell Portal View|JBoE}, {@spell Rushing Waters|JBoE}, {@spell Spiderform|JBoE}, {@spell Thieving Step|JBoE}", - "4th level: {@spell Driderform|JBoE}", - "5th level: {@spell Portal Barricade|JBoE}, {@spell Tidal Bolts|JBoE}", - "6th level: {@spell Dehydrate|JBoE}, {@spell Gate Seal|JBoE}, {@spell Portal Redirection|JBoE}", - "8th level: {@spell Excavate|JBoE}" - ] - } - ] - }, - "{@classFeature Eye for Detail|Wizard (Expanded)|JBoE|3|JBoE} ({@i 3rd-level wizard feature})", - "{@classFeature Experimental Spellcasting|Wizard (Expanded)|JBoE|6|JBoE} ({@i 6th-level wizard feature})" - ] - }, - { - "type": "entries", - "name": "Arcane Traditions", - "page": 55, - "entries": [ - "At 2nd level, a wizard gains the Arcane Tradition feature, which offers you the choice of a subclass. The following option is available to you when making that choice: School of Demesne.", - { - "type": "list", - "items": [ - "{@class Wizard||School of Demesne|Demesne|JBoE}" - ] - } - ] - }, - { - "type": "gallery", - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Wizard-Demesne.jpg" - }, - "title": "School of Demesne Wizard" - } - ] - } - ] - }, - { - "type": "section", - "name": "Backgrounds", - "page": 58, - "entries": [ - "New backgrounds are presented here in alphabetical order for groups that use them.", - { - "type": "list", - "columns": 4, - "items": [ - "{@background Bounty Hunter|JBoE}", - "{@background Heretic|JBoE}", - "{@background Miner|JBoE}", - "{@background Slave|JBoE}", - "{@background Web-Weaver|JBoE}" - ] - } - ] - }, - { - "type": "section", - "name": "Feats", - "page": 68, - "entries": [ - "New feats are presented here in alphabetical order for groups that use them.", - { - "type": "list", - "columns": 4, - "items": [ - "{@feat Adhesive Adaptation|JBoE}", - "{@feat Axeshield|JBoE}", - "{@feat Blend into Shadows|JBoE}", - "{@feat Cantrip Combinor|JBoE}", - "{@feat Caustic Adaptation|JBoE}", - "{@feat Careful Attack|JBoE}", - "{@feat Chosen Enemy|JBoE}", - "{@feat Earthen Shield|JBoE}", - "{@feat Elfhunter|JBoE}", - "{@feat Enhanced Spell: Absorb Elements|JBoE}", - "{@feat Enhanced Spell: Blindness/Deafness|JBoE}", - "{@feat Enhanced Spell: Command|JBoE}", - "{@feat Enhanced Spell: Darkness|JBoE}", - "{@feat Enhanced Spell: Faerie Fire|JBoE}", - "{@feat Enhanced Spell: Favorite Spell|JBoE}", - "{@feat Enhanced Spell: Levitate|JBoE}", - "{@feat Enhanced Spell: Ray of Sickness|JBoE}", - "{@feat Enhanced Spell: Witch Bolt|JBoE}", - "{@feat Extra Wild Shape|JBoE}", - "{@feat Frighting Power|JBoE}", - "{@feat Gift of the Spider Queen|JBoE}", - "{@feat Crossbow Focus|JBoE}", - "{@feat Highborn Dorw|JBoE}", - "{@feat Ki Adept|JBoE}", - "{@feat Knight of Lolth|JBoE}", - "{@feat Lolth's Meat|JBoE}", - "{@feat Node Spellcasting|JBoE}", - "{@feat Sadistic Reward|JBoE}", - "{@feat Spiderfriend Magic|JBoE}", - "{@feat Spilt Arrow|JBoE}", - "{@feat Staggering Critical|JBoE}", - "{@feat Stalwart Guardian|JBoE}", - "{@feat Stone Soul|JBoE}", - "{@feat Strong Mind|JBoE}", - "{@feat Surprising Riposte|JBoE}", - "{@feat Tunnelfighter|JBoE}", - "{@feat Tunnelrunner|JBoE}", - "{@feat Unspeakable Vow|JBoE}", - "{@feat Versatile Combatant|JBoE}", - "{@feat Wisdom Breeds Caution|JBoE}" - ] - } - ] - } - ] - }, - { - "type": "section", - "name": "Lineages", - "page": 59, - "entries": [ - "This section details Underdark lineages for groups that use them. It features a number of denizens native to the Underdark, including reclusive drow, the stealthy gloamings, the deep imaskari, the fierce grimlocks, the inexplicable kuo-toas, and the bizarre slyths. These lineages are suitable for use as both player characters and nonplayer characters.", - { - "type": "list", - "columns": 4, - "items": [ - "{@race Aevendrow|JBoE}", - "{@race Deep Imaskari|JBoE}", - "{@race Gloamings|JBoE}", - "{@race Grimlock|JBoE}", - "{@race Kuo-Toa|JBoE}", - "{@race Lorendrow|JBoE}", - "{@race Slyths|JBoE}", - "{@race Udadrow|JBoE}" - ] - } - ] - }, - { - "type": "section", - "name": "Magical Miscellany", - "page": 92, - "entries": [ - "Magic is everywhere in D&D, especially in the Underdark. Many creatures in the sunless realms exist solely because of the influence of magic and magical radiation. This chapter is all about two things: spells and magic items.", - "The chapter first presents the magical phenomena pervading the Realms Below along with suggestions on using this material in your Underdark game. After that is a section of new spells for player characters and monsters to use. Those spells are followed by a selection of new magic items, including oddities and wonderments unique to the Underdark.", - "The DM decides how the options in this chapter appear in a campaign and may choose to use some, all, or none of them, so make sure to let your DM know which options you'd most like to use in play.", - { - "type": "section", - "name": "Magical Phenomena", - "page": 92, - "entries": [ - { - "type": "quote", - "entries": [ - "Underdark magic is a mix of fortune and misfortune \u2013 and its greatest peril is the face that it takes." - ], - "by": "Jarlaxle" - }, - "Though the surface world is full of mysteries and power to spare, the sheer amount of both originating in the Underdark far surpasses anything that most \"top-dwellers\" ever experience. After all, these deep caverns are home to terrifying creatures and clans such as the udadrow clerics of Lolth, the mind flayers, and lesser known but just as sinister aboleths and deep imaskari. Of course, there are some creatures, such as the slyths, that seem at least marginally amicable. Couple that with the promises of power, particularly that which emanates from the nodes of earth deep in the Underdark, and you have a frightening landscape with tempting possibilities that has lured many an adventurer to their doom.", - { - "type": "entries", - "name": "Faerzress and the Underdark", - "page": 92, - "entries": [ - "The depths of the Underdark are often suffused with powerful magical radiation, called {@i faerzress} by the udadrow. {@i Faerzress} is a remnant of ancient and powerful magics, particularly the spellcraft responsible for the creation of the Underdark itself. This radiation often interferes with newer forms of magic, distorting or empowering spells from a newer age. These effects are typically unknown to surface-dwellers, and are one of the great dangers of the Realms Below. The udadrow often build their cities in areas surrounded by {@i faerzress}, allowing them to hide their presence from divination magic, and assisting them in their efforts to create powerful magical items with additional effects from the {@i faerzress} itself.", - "The unstable nature of the {@i faerzress} causes all areas radiated with to be illuminated with dim light, as well as disrupting and distorting magic with some unpredictable results:", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Casting Spells", - "entries": [ - "Whenever a creature casts a spell within 5 feet of an area of {@i faerzress}, roll a {@dice d20}. If they roll a 1, their magic is distorted by the unpredictable radiation creating a Wild Magic effect. Roll on the {@table Wild Magic Surge|PHB|Wild Magic} table in the {@book Player's Handbook|PHB} to see the results.", - "Whenever a character attempts to cast a spell in the Underdark, the DM may allow them to make a DC 17 Intelligence ({@skill Arcana}) check, successfully becoming aware of the dangers of doing so on a successful roll. If a spell is cast in an area suffused with {@i faerzress}, additional effects may occur, and are detailed below." - ] - }, - { - "type": "entries", - "name": "Teleportation", - "entries": [ - "Spells that involve teleportation do not work reliably over distances greater than 1 mile when either the origin or the destination is within an area affected by {@i faerzress}. A character that casts a teleportation spell or uses an ability or item that has a teleportation effect that moves a creature or creatures more than one mile while in an area of {@i faerzress} must make a DC 20 Intelligence ({@skill Arcana}) check. On a successful save, the spell or ability functions normally. On a failed save, each creature targeted by the spell or ability must roll on the Teleportation table listed under the {@spell teleport} spell in the {@book Player's Handbook|PHB}, using the {@i Viewed once} familiarity level." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Node Magic", - "page": 93, - "entries": [ - "Node magic is a powerful class of spellcasting that draws power from naturally occurring pools of magical energy that collect deep beneath the earth's surface. It is a form of magic that requires intense concentration and magical prowess to unlock, but offers exceptional boons to the caster's power. Those who can use this form of magic seek to find earth nodes, collection points where this power gathers. These nodes can increase the power of spells and other magical effects in their area, and while those that know they have found an earth node guard the discovery jealously, many nodes remain undiscovered or unnoticed by the creatures that live near them.", - { - "type": "entries", - "name": "Detecting Earth Nodes", - "page": 93, - "entries": [ - "The boundaries of an earth node are not visible to the naked eye, but they can be detected. Any creature that comes within 30 feet of the outermost layer of an earth node may make a DC 15 Intelligence ({@skill Arcana}) check, revealing the source and direction of a concentration of nodal power on a successful check. Nodes can exist in any place, and are not limited in their reach or location by solid stone, minerals, open space, or any other form of terrain. Some nodes are in open passageways, while others are entrenched in solid stone. In some cases, the power of these nodes extends far enough upwards that it reaches the surface." - ] - }, - { - "type": "entries", - "name": "Earth Node Class and Size", - "page": 93, - "entries": [ - "An earth node's strength is typically defined on a class scale from 1 to 5, with class five earth nodes being the most powerful. The more powerful an earth node, the less common it is. About half of the nodes in existence are class 1 nodes, about a fourth are class 2, and almost all that remain fall into classes 3 and 4. Finding a class 5 node is so rare that such a discovery often heralds great changes for the discoverers, and often a bitter struggle to maintain control as various factions fight over the powerful node. Entire cities or cultures are often built around powerful nodes. A node with a high class rating is actually a series of nodal shells with strength increasing by 1 class for each layer further in, with the innermost shell having the highest node rating. For instance, a class 3 node is actually a class 1 node, surrounding a class 2 node, which surrounds a class 3 node at the center. Often, the size of a node is an indication of its class, though this isn't always the case." - ] - }, - { - "type": "entries", - "name": "Earth Node Powers", - "page": 93, - "entries": [ - "Earth nodes may be used by spellcasters as they attempt to augment their powers. Those who are more familiar with earth nodes may have some advantages when using these nodes, as determined by the DM.", - { - "type": "entries", - "name": "Enhanced Spellcasting", - "entries": [ - "If you cast a spell of 1st level or higher while within the area of a node, you can make a skill check using your spellcasting modifier against a DC equal to 10 + the spell's level + the node's class value. If you are proficient with the {@skill Arcana} skill, you can make an Intelligence ({@skill Arcana}) check instead of using your spellcasting modifier. On a successful check, you can choose to enhance the spell in one of the following ways:", - { - "type": "list", - "items": [ - "You can add the node value to the attack roll of the spell.", - "You can add the node value to the DC of the spell.", - "You can increase the damage of the spell by a number of damage dice used by the spell equal to the node value." - ] - } - ] - }, - { - "type": "entries", - "name": "Granted Spells", - "entries": [ - "Earth nodes not only contain vast stores of magical energy, but also resonate with particular schools of magic. Over time, certain spells may become stored in nodes, and can be accessed by capable spellcasters.", - "If you have the Spellcasting of Pact Magic feature, and finish a long rest within the area of a node, you can attempt to draw some of the magic of the node into yourself by making a skill check using your spellcasting modifier against a DC equal to 15 + the node's class value. If you are proficient with the {@skill Arcana} skill, you can make an Intelligence ({@skill Arcana}) check instead of using your spellcasting modifier. On a successful check, you gain the ability to cast one spell determined by the DM once, without expending a spell slot or requiring any material components, before you complete your next long rest.", - "To determine the spell you receive, the DM can choose any spell up to two levels higher than the class of the node you rested near, or the spell can be determined randomly by first assigning the node an affinity to a particular school of magic (see the Node Affinity table below) and then rolling on the Node Spells table associated with the school of magic that matches the node's affinity. When rolling on the Node Spells table, the DM adds the value of the node's class as a bonus to the roll.", - { - "type": "table", - "caption": "Node Affinity", - "colLabels": [ - "d8", - "School of Magic" - ], - "colStyles": [ - "col-4 text-center", - "col 8" - ], - "rows": [ - [ - "1", - "{@i Abjuration}" - ], - [ - "2", - "{@i Conjuration}" - ], - [ - "3", - "{@i Divination}" - ], - [ - "4", - "{@i Enchantment}" - ], - [ - "5", - "{@i Evocation}" - ], - [ - "6", - "{@i Illusion}" - ], - [ - "7", - "{@i Necromancy}" - ], - [ - "8", - "{@i Transmutation}" - ] - ] - }, - { - "type": "table", - "caption": "Node Spells - Abjuration", - "colLabels": [ - "d6 + node class", - "Spells" - ], - "colStyles": [ - "col-4 text-center", - "col 8" - ], - "rows": [ - [ - { - "type": "cell", - "roll": { - "min": 2, - "max": 3 - } - }, - "{@spell Armor of Agathys}" - ], - [ - { - "type": "cell", - "roll": { - "min": 4, - "max": 5 - } - }, - "{@spell Aid}, or {@spell Node Lock|JBoE}*" - ], - [ - { - "type": "cell", - "roll": { - "min": 6, - "max": 7 - } - }, - "{@spell Magic circle}" - ], - [ - { - "type": "cell", - "roll": { - "min": 8, - "max": 9 - } - }, - "{@spell Death ward}" - ], - [ - { - "type": "cell", - "roll": { - "min": 10, - "max": 11 - } - }, - "{@spell Greater Restoration}" - ] - ] - }, - { - "type": "table", - "caption": "Node Spells - Conjuration", - "colLabels": [ - "d6 + node class", - "Spells" - ], - "colStyles": [ - "col-4 text-center", - "col 8" - ], - "rows": [ - [ - { - "type": "cell", - "roll": { - "min": 2, - "max": 3 - } - }, - "{@spell Find Familiar}" - ], - [ - { - "type": "cell", - "roll": { - "min": 4, - "max": 5 - } - }, - "{@spell Summon Beast|TCE}" - ], - [ - { - "type": "cell", - "roll": { - "min": 6, - "max": 7 - } - }, - "{@spell Summon shadowspawn|TCE}, or {@spell Node Door|JBoE}*" - ], - [ - { - "type": "cell", - "roll": { - "min": 8, - "max": 9 - } - }, - "{@spell Summon aberration|TCE}" - ], - [ - { - "type": "cell", - "roll": { - "min": 10, - "max": 11 - } - }, - "{@spell Summon celestial|TCE}" - ] - ] - }, - { - "type": "table", - "caption": "Node Spells - Divination", - "colLabels": [ - "d6 + node class", - "Spells" - ], - "colStyles": [ - "col-4 text-center", - "col 8" - ], - "rows": [ - [ - { - "type": "cell", - "roll": { - "min": 2, - "max": 3 - } - }, - "{@spell Detect evil and good}, or {@spell Stone tell|JBoE}*" - ], - [ - { - "type": "cell", - "roll": { - "min": 4, - "max": 5 - } - }, - "{@spell Detect thoughts}" - ], - [ - { - "type": "cell", - "roll": { - "min": 6, - "max": 7 - } - }, - "{@spell Clairvoyance}" - ], - [ - { - "type": "cell", - "roll": { - "min": 8, - "max": 9 - } - }, - "{@spell Locate creature}" - ], - [ - { - "type": "cell", - "roll": { - "min": 10, - "max": 11 - } - }, - "{@spell Scrying}" - ] - ] - }, - { - "type": "table", - "caption": "Node Spells - Enchantment", - "colLabels": [ - "d6 + node class", - "Spells" - ], - "colStyles": [ - "col-4 text-center", - "col 8" - ], - "rows": [ - [ - { - "type": "cell", - "roll": { - "min": 2, - "max": 3 - } - }, - "{@spell Charm person}, or {@spell Insightful deceiver|JBoE}*" - ], - [ - { - "type": "cell", - "roll": { - "min": 4, - "max": 5 - } - }, - "{@spell Hold person}" - ], - [ - { - "type": "cell", - "roll": { - "min": 6, - "max": 7 - } - }, - "{@spell Enemies abound|XGE}" - ], - [ - { - "type": "cell", - "roll": { - "min": 8, - "max": 9 - } - }, - "{@spell Charm monster|XGE}" - ], - [ - { - "type": "cell", - "roll": { - "min": 10, - "max": 11 - } - }, - "{@spell Hold monster}" - ] - ] - }, - { - "type": "table", - "caption": "Node Spells - Evocation", - "colLabels": [ - "d6 + node class", - "Spells" - ], - "colStyles": [ - "col-4 text-center", - "col 8" - ], - "rows": [ - [ - { - "type": "cell", - "roll": { - "min": 2, - "max": 3 - } - }, - "{@spell Faerie fire}" - ], - [ - { - "type": "cell", - "roll": { - "min": 4, - "max": 5 - } - }, - "{@spell Darkness}" - ], - [ - { - "type": "cell", - "roll": { - "min": 6, - "max": 7 - } - }, - "{@spell Fireball}" - ], - [ - { - "type": "cell", - "roll": { - "min": 8, - "max": 9 - } - }, - "{@spell Fire shield}" - ], - [ - { - "type": "cell", - "roll": { - "min": 10, - "max": 11 - } - }, - "{@spell Wall of stone}, or {@spell Tidal bolts|JBoE}*" - ] - ] - }, - { - "type": "table", - "caption": "Node Spells - Illusion", - "colLabels": [ - "d6 + node class", - "Spells" - ], - "colStyles": [ - "col-4 text-center", - "col 8" - ], - "rows": [ - [ - { - "type": "cell", - "roll": { - "min": 2, - "max": 3 - } - }, - "{@spell Silent image}" - ], - [ - { - "type": "cell", - "roll": { - "min": 4, - "max": 5 - } - }, - "{@spell Invisibility}, or {@spell Impostor|JBoE}*" - ], - [ - { - "type": "cell", - "roll": { - "min": 6, - "max": 7 - } - }, - "{@spell Hypnotic pattern}" - ], - [ - { - "type": "cell", - "roll": { - "min": 8, - "max": 9 - } - }, - "{@spell Greater invisibility}" - ], - [ - { - "type": "cell", - "roll": { - "min": 10, - "max": 11 - } - }, - "{@spell Mislead}" - ] - ] - }, - { - "type": "table", - "caption": "Node Spells - Necromancy", - "colLabels": [ - "d6 + node class", - "Spells" - ], - "colStyles": [ - "col-4 text-center", - "col 8" - ], - "rows": [ - [ - { - "type": "cell", - "roll": { - "min": 2, - "max": 3 - } - }, - "{@spell False life}" - ], - [ - { - "type": "cell", - "roll": { - "min": 4, - "max": 5 - } - }, - "{@spell Blindness/deafness}" - ], - [ - { - "type": "cell", - "roll": { - "min": 6, - "max": 7 - } - }, - "{@spell Revivify}, or {@spell Life from death|JBoE}*" - ], - [ - { - "type": "cell", - "roll": { - "min": 8, - "max": 9 - } - }, - "{@spell Blight}" - ], - [ - { - "type": "cell", - "roll": { - "min": 10, - "max": 11 - } - }, - "{@spell Raise dead}" - ] - ] - }, - { - "type": "table", - "caption": "Node Spells - Transmutation", - "colLabels": [ - "d6 + node class", - "Spells" - ], - "colStyles": [ - "col-4 text-center", - "col 8" - ], - "rows": [ - [ - { - "type": "cell", - "roll": { - "min": 2, - "max": 3 - } - }, - "{@spell Longstrider}" - ], - [ - { - "type": "cell", - "roll": { - "min": 4, - "max": 5 - } - }, - "{@spell Levitate}" - ], - [ - { - "type": "cell", - "roll": { - "min": 6, - "max": 7 - } - }, - "{@spell Fly}, or {@spell Amorphous form|JBoE}*" - ], - [ - { - "type": "cell", - "roll": { - "min": 8, - "max": 9 - } - }, - "{@spell Polymorph}" - ], - [ - { - "type": "cell", - "roll": { - "min": 10, - "max": 11 - } - }, - "{@spell Passwall}" - ] - ] - } - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Portals", - "page": 95, - "entries": [ - "Portals are an exceptionally common means of travel within, out of, and into the Underdark. Many caravans of experienced Underdark citizens use portals as a means of avoiding treacherous areas, or to bypass obstacles. That said, portals are not always safe. Many portals lead to strange and dangerous planes of existence before connecting to others that lead to its travelers' intended destination. The reason for these detours is known only to the long-passed creators of the portals. Major portals are often marked, but lesser-known portals also exist, often adorned with nothing but cryptic graffiti that provides small clues about the portal's destination and the inhabitants on the other side.", - { - "type": "entries", - "name": "Qualities of Portals", - "page": 95, - "entries": [ - "Hundreds of archmages, high priests, secret circles, monstrous races, and dark cabals have had a hand in creating the multitude of hidden doorways riddling Faerûn. Magic of this sort is unusually durable, and often survives for centuries-or millennia - after its creators have vanished into history or lost any use for their handiwork. Accordingly the workings of portals are often mysterious and unpredictable.", - "Most portals share some common features and qualities.", - { - "type": "entries", - "name": "Accessibility", - "entries": [ - "The many cultures and races of the Underdark have learned to use portals to fulfill their needs. The few lightloving inhabitants of the Underdark craft or live near portals that open to sunny climes on the surface, allowing the sunlight itself to filter through the portal, while protecting the inhabitants from the heat that often accompanies it. Arid areas often have access to a portal to the elemental plane of water, serving as an oasis in the underground desert. Whatever the case, portals very rarely go unnoticed for long, so a portal typically means civilization is somewhere nearby." - ] - }, - { - "type": "entries", - "name": "Detection", - "entries": [ - "An archway or frame of some kind usually marks a portal's location, so it can be found when needed and so that creatures don't blunder into it accidentally. A {@spell detect magic} spell can reveal a portal's magical aura. If a detected portal is currently functioning (ready to transport creatures), it has a strong aura. If a detected portal is not currently able to transport creatures (usually because it has a limited number of uses, which are currently expended), it has a weak aura. Strong or weak, a portal radiates transmutation magic." - ] - }, - { - "type": "entries", - "name": "Fixture", - "entries": [ - "Once created, a portal can't be moved." - ] - }, - { - "type": "entries", - "name": "Keys", - "entries": [ - "Portal builders often restrict access to their creations by setting conditions for their use. Special conditions for triggering a portal can be based on the possession of a portal key, a specific attribute (race, alignment, etc.) of the creature attempting to use the portal, casting a spell that targets the portal, or other conditions (such as the time of day) that the DM determines.", - "When a portal is activated, it remains open for 1 round. Any creature can pass through the portal during that round." - ] - }, - { - "type": "entries", - "name": "Linkage", - "entries": [ - "Portals can be either unidirectional, bidirectional, or multidirectional.", - "A unidirectional portal has a single entrance point and a single exit point. The portal can only be entered through the entrance point. After a creature exits the portal, the exit point vanishes until the next time a creature passes through the portal from the entrance point.", - "A bidirectional portal is like a door. A creature can enter or exit from either end of the portal's destinations.", - "A multi-directional portal is similar to a bidirectional portal, in that when a creature passes through the portal, they exit from a portal that itself can be entered. However, the destination when passing back through the portal will be different than where the creature originally came from. For example, if a creature enters portal A and exits at portal B, portal B will not take the creature back to portal A, like a bidirectional portal, but instead takes the creature to portal C. It is also possible for one of the portals in a multidirectional portal chain to loop back to the first portal or to terminate in a unidirectional" - ] - }, - { - "type": "entries", - "name": "Operations", - "entries": [ - "Creatures who touch or pass through the area of the portal are instantly teleported to the location the portal's builder has specified. It is not possible to poke one's head through a portal to see what's on the other side. A portal can only transport creatures that can fit through the portal's physical dimensions.", - "If a solid object blocks the destination, the portal does not function. A creature that is standing in the space of a portal's exit is shunted to the nearest unoccupied space of the creature's choice when another creature comes through the portal." - ] - }, - { - "type": "entries", - "name": "Sealing", - "entries": [ - "A portal can't be destroyed by physical means or by spell effects that destroy objects (such as a {@spell disintegrate} spell). A successful {@spell dispel magic} spell (DC 20) causes a portal to become non-functional for 1 minute. The spell {@spell gate seal|JBoE}* locks a portal and prevents its operation." - ] - }, - { - "type": "entries", - "name": "Seepage", - "entries": [ - "While newly created portals function exceptionally well, centuries of decay and neglect can lead to portal seepage, the process by which a portal slowly loses some of its magical energy and begins to malfunction. Seepage is typically noticeable as features of the two sides of the portal start to appear at the other end. A portal based in a jungle that leads to a dwarven citadel may be situated on solid, carved stone, while on the other side, ferns adorn the ground inside the fortress. Other effects may occur at the DM's discretion, including the possibility of mishaps occurring when such portals are used, such as those detailed in the {@book Player's Handbook|PHB} under the {@spell teleport} spell." - ] - }, - { - "type": "entries", - "name": "Shape", - "entries": [ - "Portals are two-dimensional areas, usually a circle with a radius of up to 15 feet, bus sometimes square, rectangular, or another shape." - ] - } - ] - }, - { - "type": "entries", - "name": "Unusual Portals", - "page": 96, - "entries": [ - "Things are never certain in the many lands of Faerûn and the Realms Below, and portals are not always entirely reliable. Portal-makers have created, through design or mischance, portals with many insidious and dangerous characteristics.", - { - "type": "entries", - "name": "Creature-Only", - "entries": [ - "These portals transport only the creatures that use them, not the creatures' clothing and equipment. Such portals are often used defensively to render would-be intruders vulnerable after they use the portals. A rare and more difficult variation of this type of portal transports creatures to one area and their equipment to another." - ] - }, - { - "type": "entries", - "name": "Impassable", - "entries": [ - "Impassable portals allow those on either side to see the landscape at the other end of the portal, but do not allow for passage through the portal itself." - ] - }, - { - "type": "entries", - "name": "Malfunctioning", - "entries": [ - "The other types of unusual portals are generally created through careful effort by their makers. Malfunctioning portals, on the other hand, are almost always unintended.", - "Over the centuries, prodigious forces have swept through Toril, profoundly affecting magic. Because of decades, centuries, or millennia of magical wear and tear, rampaging wild magic, or the pervading faerzress to which they have been exposed, many ancient dweomers have gone slowly awry. Portals are no exception.", - "A malfunctioning portal is usually at least a century old, but many are far older. Using one can have many different results. Roll once on the Portal Malfunction table each time a malfunctioning portal is activated. If such a portal functions continuously, the effect lasts {@dice 1d10} rounds and anyone using the portal during that time is subject to the effect.", - { - "type": "table", - "caption": "Portal Malfunction Effects", - "colLabels": [ - "d20", - "Effect" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1", - "The portal does not function, but draws magical power from the user in an attempt to power itself. Any spell on a creature that touches the portal ends." - ], - [ - "2", - "The portal does not function, but draws magical power from the user's items in an attempt to power itself. If a creature touches the portal while carrying any items that contain charges, the creature must roll a {@dice d6} and subtract the rolled number of charges from each of those items." - ], - [ - { - "type": "cell", - "roll": { - "min": 3, - "max": 4 - } - }, - "The portal does not function. The user must succeed on a DC 20 Strength saving throw or be pushed back 15 feet from the portal." - ], - [ - { - "type": "cell", - "roll": { - "min": 5, - "max": 6 - } - }, - "The portal does not function. Instead, a wave of forceful energy pulses from the portal in a 30-foot radius. Each creature within the radius must make a DC 15 Strength saving throw. A creature takes {@damage 3d10} force damage and is knocked {@condition prone} on a failed save. A creature that succeeds on its saving throw takes half the damage and isn't knocked {@condition prone}." - ], - [ - { - "type": "cell", - "roll": { - "min": 7, - "max": 8 - } - }, - "The portal functions, but the user takes {@damage 3d10} force damage and the portal sends them to the wrong destination. To determine where the user ends up, use the table in the teleport spell description as a mishap." - ], - [ - { - "type": "cell", - "roll": { - "min": 9, - "max": 10 - } - }, - "Nothing happens. The portal does not function." - ], - [ - { - "type": "cell", - "roll": { - "min": 11, - "max": 20 - } - }, - "The portal functions normally." - ] - ] - } - ] - }, - { - "type": "entries", - "name": "Nonliving-Only", - "entries": [ - "As the name implies, only non-living matter can pass through these types of portals. These portals are particularly useful for mercantile ventures." - ] - }, - { - "type": "entries", - "name": "Random", - "entries": [ - "These portals can only be activated at random times. They may or may not require a key for activation when they are working. A fairly common random pattern is a portal that works until {@dice 1d6 + 6} creatures use it, and then shuts down for {@dice 1d6} days. Other patterns are also possible." - ] - }, - { - "type": "entries", - "name": "Transparent", - "entries": [ - "Transparent portals are very difficult to find, and are exceptional for covert transportation. These portals are only transparent in one direction, so while creatures on one side of the portal can see what is happening at the other side, creatures on the other side find the portal indistinguishable from a normal doorway. These portals are exceptionally difficult and expensive to create." - ] - }, - { - "type": "entries", - "name": "Variable", - "entries": [ - "These portals are hazardous in the extreme for those who are unfamiliar with their quirks. Creatures using these portals are transported to any one of several preset locations. The destination sequence may follow a set pattern or may be random.", - "Some variable portals have keys that allow users to choose a specific destination served by the portal. Others function by transporting users to a default location-an inescapable dungeon, the innards of a volcano, or some particularly hostile plane of existence - unless the user presents the proper key." - ] - } - ] - } - ] - } - ] - }, - { - "type": "section", - "name": "Spells", - "page": 100, - "entries": [ - "This section contains new spells that the DM may add to a campaign, making them available to player character and monster spellcasters alike. The Spells table lists the new spells, ordering them by level. The table also notes the school of magic of a spell, whether it requires {@status concentration}, whether it bears the ritual tag, and which classes have access to it.", - "If you'd like to use any of these spells, talk to your DM, who may allow some, all, or none of them.", - { - "type": "table", - "colLabels": [ - "Level", - "Spell", - "School", - "Class" - ], - "colStyles": [ - "col-2 text-center", - "col-3", - "col-3", - "col-4" - ], - "rows": [ - [ - "0", - "{@spell Minor Telekinesis|JBoE}", - "Transmutation", - "Artificer, Sorcerer, Warlock, Wizard" - ], - [ - "0", - "{@spell Minor Telepathy|JBoE}", - "Evocation", - "Bard, Sorcerer, Warlock, Wizard" - ], - [ - "0", - "{@spell Shatter Captivity|JBoE}", - "Transmutation", - "Bard, Sorcerer, Warlock, Wizard" - ], - [ - "0", - "{@spell Soul Bolts|JBoE}", - "Evocation", - "Artificer, Sorcerer, Warlock, Wizard" - ], - [ - "0", - "{@spell Spectral Dagger|JBoE}", - "Conjuration", - "Ranger, Sorcerer, Warlock, Wizard" - ], - [ - "0", - "{@spell Sudden Swarm|JBoE}", - "Necromancy", - "Artificer, Sorcerer, Warlock, Wizard" - ], - [ - "0", - "{@spell Water Barrier|JBoE}", - "Abjuration", - "Cleric, Sorcerer, Warlock, Wizard" - ], - [ - "0", - "{@spell Wind Slash|JBoE}", - "Evocation", - "Artificer, Sorcerer, Warlock, Wizard" - ], - [ - "1st", - "{@spell Camouflage|JBoE}", - "Transmutation", - "Druid, Ranger" - ], - [ - "1st", - "{@spell Insightful Deceiver|JBoE}", - "Enchantment", - "Bard, Sorcerer, Warlock, Wizard" - ], - [ - "1st", - "{@spell Necrotic Glow|JBoE}", - "Evocation", - "Artificer, Sorcerer, Warlock, Wizard" - ], - [ - "1st", - "{@spell Oozing Wall|JBoE}", - "Conjuration", - "Druid, Ranger, Warlock, Wizard" - ], - [ - "1st", - "{@spell Pickpocketeer|JBoE}", - "Illusion", - "Bard, Sorcerer, Warlock, Wizard" - ], - [ - "1st", - "{@spell Quickening|JBoE}", - "Transmutation", - "Ranger, Wizard" - ], - [ - "1st", - "{@spell Spore Stream|JBoE}", - "Evocation", - "Druid, Ranger" - ], - [ - "1st", - "{@spell Stone Tell|JBoE}", - "Divination", - "Cleric, Druid, Ranger, Wizard" - ], - [ - "1st", - "{@spell Watery Spear|JBoE}", - "Evocation", - "Artificer, Cleric, Wizard" - ], - [ - "2nd", - "{@spell Blindsight|JBoE}", - "Transmutation", - "Druid, Ranger, Warlock, Wizard" - ], - [ - "2nd", - "{@spell Burrow|JBoE}", - "Transmutation", - "Druid, Ranger, Warlock, Wizard" - ], - [ - "2nd", - "{@spell Impostor|JBoE}", - "Illusion", - "Bard, Sorcerer, Warlock, Wizard" - ], - [ - "2nd", - "{@spell Locate Node|JBoE}", - "Divination", - "Cleric, Druid, Warlock, Wizard" - ], - [ - "2nd", - "{@spell Magical Backlash|JBoE}", - "Abjuration", - "Artificer, Bard, Warlock, Wizard" - ], - [ - "2nd", - "{@spell Node Lock|JBoE}", - "Abjuration", - "Sorcerer, Warlock, Wizard" - ], - [ - "2nd", - "{@spell Obsidian Stare|JBoE}", - "Abjuration", - "Cleric, Paladin" - ], - [ - "2nd", - "{@spell Root Wall|JBoE}", - "Conjuration", - "Druid, Ranger" - ], - [ - "2nd", - "{@spell Skillful Servant|JBoE}", - "Conjuration", - "Bard, Sorcerer, Warlock, Wizard" - ], - [ - "3rd", - "{@spell Amorphous Form|JBoE}", - "Transmutation", - "Druid, Sorcerer, Warlock, Wizard" - ], - [ - "3rd", - "{@spell Clarity of Mind|JBoE}", - "Abjuration", - "Cleric, Ranger, Paladin" - ], - [ - "3rd", - "{@spell Conjure Swarm|JBoE}", - "Conjuration", - "Cleric, Druid, Paladin" - ], - [ - "3rd", - "{@spell Death-Strikes|JBoE}", - "Evocation", - "Cleric, Paladin" - ], - [ - "3rd", - "{@spell Life from Death|JBoE}", - "Necromancy", - "Cleric, Sorcerer, Warlock, Wizard" - ], - [ - "3rd", - "{@spell Node Door|JBoE}", - "Conjuration", - "Druid, Sorcerer, Warlock, Wizard" - ], - [ - "3rd", - "{@spell Portal View|JBoE}", - "Divination", - "Bard, Cleric, Warlock, Wizard" - ], - [ - "3rd", - "{@spell Rushing Waters|JBoE}", - "Evocation", - "Cleric, Druid, Wizard" - ], - [ - "3rd", - "{@spell Spiderform|JBoE}", - "Transmutation", - "Cleric, Sorcerer, Warlock, Wizard" - ], - [ - "3rd", - "{@spell Thieving Step|JBoE}", - "Conjuration", - "Bard, Sorcerer, Warlock, Wizard" - ], - [ - "4th", - "{@spell Driderform|JBoE}", - "Transmutation", - "Cleric, Sorcerer, Warlock, Wizard" - ], - [ - "4th", - "{@spell Mark of the Outcast|JBoE}", - "Necromancy", - "Cleric, Druid, Paladin" - ], - [ - "5th", - "{@spell Portal Barricade|JBoE}", - "Transmutation", - "Cleric, Warlock, Wizard" - ], - [ - "5th", - "{@spell Tidal Bolts|JBoE}", - "Evocation", - "Cleric, Druid, Wizard" - ], - [ - "6th", - "{@spell Dehydrate|JBoE}", - "Necromancy", - "Cleric, Sorcerer, Warlock, Wizard" - ], - [ - "6th", - "{@spell Gate Seal|JBoE}", - "Abjuration", - "Warlock, Wizard" - ], - [ - "6th", - "{@spell Portal Redirection|JBoE}", - "Transmutation", - "Cleric, Warlock, Wizard" - ], - [ - "8th", - "{@spell Excavate|JBoE}", - "Transmutation", - "Sorcerer, Warlock, Wizard" - ] - ] - } - ] - }, - { - "type": "section", - "name": "Magic Items", - "page": 111, - "entries": [ - "This section presents magic items that can be introduced into any campaign, but with a particular highlight to Underdark adventures. Here you'll find items of all rarities and forms.", - "The Magic Items table lists all of the magic items in this chapter and notes the rarity of each one. The table also indicates whether an item requires attunement. All of these items use the magic item rules in the {@book Dungeon Master's Guide|DMG}.", - { - "type": "table", - "colLabels": [ - "Rarity", - "Item", - "Attunement" - ], - "colStyles": [ - "col-3", - "col-6", - "col-3 text-center" - ], - "rows": [ - [ - "Uncommon", - "{@item Boots of the Bulette|JBoE}", - "Yes" - ], - [ - "Uncommon", - "{@item Dress of Impression|JBoE}", - "Yes" - ], - [ - "Uncommon", - "{@item Dungeon Weed|JBoE}", - "Yes" - ], - [ - "Uncommon", - "{@item Glowshroom|JBoE}", - "Yes" - ], - [ - "Uncommon", - "{@item Jar of Sealing|JBoE}", - "Yes" - ], - [ - "Uncommon", - "{@item Jarlaxle's Pearl Earring|JBoE}", - "Yes" - ], - [ - "Uncommon", - "{@item Keycoin|JBoE}", - "Yes" - ], - [ - "Uncommon", - "{@item Myconid Spore|JBoE}", - "Yes" - ], - [ - "Uncommon", - "{@item Pickpocket's Bane|JBoE}", - "Yes" - ], - [ - "Uncommon", - "{@item Ring of Treasure Seeking|JBoE}", - "Yes" - ], - [ - "Uncommon", - "{@item Roper Skin Cloak|JBoE}", - "Yes" - ], - [ - "Uncommon", - "{@item Stealth Rock|JBoE}", - "Yes" - ], - [ - "Uncommon", - "{@item Stone of Flumph Summons|JBoE}", - "Yes" - ], - [ - "Rare", - "{@item Barbed Devil Dagger|JBoE}", - "Yes" - ], - [ - "Rare", - "{@item Basilisk Armor|JBoE}", - "Yes" - ], - [ - "Rare", - "{@item Black Pudding Arrow|JBoE}", - "Yes" - ], - [ - "Rare", - "{@item Bloodsucker's Blade|JBoE}", - "Yes" - ], - [ - "Rare", - "{@item Bottled Night|JBoE}", - "Yes" - ], - [ - "Rare", - "{@item Bottled Wave|JBoE}", - "Yes" - ], - [ - "Rare", - "{@item Clockwork Dagger|JBoE}", - "No" - ], - [ - "Rare", - "{@item Conch of Courage|JBoE}", - "Yes" - ], - [ - "Rare", - "{@item Crook of the Sunken Council|JBoE}", - "Yes" - ], - [ - "Rare", - "{@item Darkmantle Cloak|JBoE}", - "Yes" - ], - [ - "Rare", - "{@item Displacer Beast Armor|JBoE}", - "Yes" - ], - [ - "Rare", - "{@item Extending Oil|JBoE}", - "No" - ], - [ - "Rare", - "{@item Flail Snail Shell Shield|JBoE}", - "Yes" - ], - [ - "Rare", - "{@item Heated Armor Modification|JBoE}", - "Yes" - ], - [ - "Rare", - "{@item Helm of the Hells|JBoE}", - "Yes" - ], - [ - "Rare", - "{@item Illithid Earworm|JBoE}", - "No" - ], - [ - "Rare", - "{@item Item Binding Tattoo|JBoE}", - "Yes" - ], - [ - "Rare", - "{@item Illithid Squidling|JBoE}", - "No" - ], - [ - "Rare", - "{@item Roper Shield|JBoE}", - "Yes" - ], - [ - "Rare", - "{@item Scoundrel Map|JBoE}", - "Yes" - ], - [ - "Rare", - "{@item Spider Mask|JBoE}", - "Yes" - ], - [ - "Rare", - "{@item Staff of the Vast Mind|JBoE}", - "Yes" - ], - [ - "Rare", - "{@item Tiara of Spiders|JBoE}", - "Yes" - ], - [ - "Rare", - "{@item Trapmaster Goggles|JBoE}", - "No" - ], - [ - "Rare", - "{@item Underdark Gem|JBoE}", - "No" - ], - [ - "Rare", - "{@item Umberlee's Unyielding Torment|JBoE}", - "No" - ], - [ - "Rare", - "{@item Wand of the Basilisk|JBoE}", - "Yes" - ], - [ - "Rare", - "{@item Whip of Fangs|JBoE}", - "Yes" - ], - [ - "Very Rare", - "{@item Aboleth Eye|JBoE}", - "Yes" - ], - [ - "Very Rare", - "{@item Beholder Eyestalk|JBoE}", - "Yes" - ], - [ - "Very Rare", - "{@item Gelatinous Cube Armor|JBoE}", - "Yes" - ], - [ - "Very Rare", - "{@item Graviturgic Hammer|JBoE}", - "Yes" - ], - [ - "Very Rare", - "{@item Emblem of Blibdoolpoolp|JBoE}", - "Yes" - ], - [ - "Very Rare", - "{@item Phase Spider Breastplate|JBoE}", - "Yes" - ], - [ - "Very Rare", - "{@item Spidercurse Mask|JBoE}", - "Yes" - ], - [ - "Very Rare", - "{@item Manual to the Underdark|JBoE}", - "Yes" - ], - [ - "Very Rare", - "{@item Umber Hulk Plate|JBoE}", - "Yes" - ], - [ - "Legendary", - "{@item Brain Gem|JBoE}", - "Yes" - ], - [ - "Legendary", - "{@item Mechanical Gauth|JBoE}", - "Yes" - ], - [ - "Legendary", - "{@item Mummified Monk Hand|JBoE}", - "No" - ], - [ - "Legendary", - "{@item Purple Worm Collar|JBoE}", - "Yes" - ], - [ - "Varies", - "{@item Enchanted Mushroom|JBoE}", - "No" - ] - ] - }, - { - "type": "entries", - "name": "Magic Item Descriptions", - "page": 111, - "entries": [ - "The following magic items are presented in alphabetical order.", - { - "type": "list", - "columns": 4, - "items": [ - "{@item Aboleth Eye|JBoE}", - "{@item Barbed Devil Dagger|JBoE}", - "{@item Basilisk Armor|JBoE}", - "{@item Beholder Eyestalk|JBoE}", - "{@item Black Pudding Arrow|JBoE}", - "{@item Bloodsucker's Blade|JBoE}", - "{@item Boots of the Bulette|JBoE}", - "{@item Bottled Night|JBoE}", - "{@item Bottled Wave|JBoE}", - "{@item Brain Gem|JBoE}", - "{@item Clockwork Dagger|JBoE}", - "{@item Conch of Courage|JBoE}", - "{@item Crook of the Sunken Council|JBoE}", - "{@item Darkmantle Cloak|JBoE}", - "{@item Displacer Beast Armor|JBoE}", - "{@item Dress of Impression|JBoE}", - "{@item Dungeon Weed|JBoE}", - "{@item Emblem of Blibdoolpoolp|JBoE}", - "{@item Enchanted Mushroom|JBoE}", - "{@item Extending Oil|JBoE}", - "{@item Flail Snail Shell Shield|JBoE}", - "{@item Gelatinous Cube Armor|JBoE}", - "{@item Glowshroom|JBoE}", - "{@item Graviturgic Hammer|JBoE}", - "{@item Heated Armor Modification|JBoE}", - "{@item Helm of the Hells|JBoE}", - "{@item Illithid Earworm|JBoE}", - "{@item Illithid Squidling|JBoE}", - "{@item Item Binding Tattoo|JBoE}", - "{@item Jar of Sealing|JBoE}", - "{@item Jarlaxle's Pearl Earring|JBoE}", - "{@item Keycoin|JBoE}", - "{@item Manual to the Underdark|JBoE}", - "{@item Mechanical Gauth|JBoE}", - "{@item Mummified Monk Hand|JBoE}", - "{@item Myconid Spore|JBoE}", - "{@item Phase Spider Breastplate|JBoE}", - "{@item Pickpocket's Bane|JBoE}", - "{@item Purple Worm Collar|JBoE}", - "{@item Ring of Treasure Seeking|JBoE}", - "{@item Roper Shield|JBoE}", - "{@item Roper Skin Cloak|JBoE}", - "{@item Scoundrel Map|JBoE}", - "{@item Spider Mask|JBoE}", - "{@item Spidercurse Mask|JBoE}", - "{@item Staff of the Vast Mind|JBoE}", - "{@item Stealth Rock|JBoE}", - "{@item Stone of Flumph Summons|JBoE}", - "{@item Tiara of Spiders|JBoE}", - "{@item Trapmaster Goggles|JBoE}", - "{@item Umber Hulk Plate|JBoE}", - "{@item Umberlee's Unyielding Torment|JBoE}", - "{@item Underdark Gem|JBoE}", - "{@item Wand of the Basilisk|JBoE}", - "{@item Whip of Fangs|JBoE}" - ] - } - ] - } - ] - } - ] - }, - { - "type": "section", - "name": "Dungeon Master's Tools", - "page": 126, - "entries": [ - "The Dungeon Master employs many tools when preparing and running a D&D campaign. As a DM, your tools include your imagination, your ability to discern what entertains your players, your storytelling acumen, your sense of humor, your ability to listen well, your facility with the game's rules, and more. This chapter adds to your toolbox with guidance, optional rules, and pre-made encounters for a variety of situations.", - "The tools herein build on the material in the {@book Dungeon Master's Guide|DMG} and the {@book Monster Manual|MM}. You may use some, all, or none of these tools, and feel free to customize how they work. Your group's enjoyment is paramount, so make these rules your own, aiming to match your group's tastes.", - { - "type": "section", - "name": "Geology & Environments", - "page": 126, - "entries": [ - { - "type": "quote", - "entries": [ - "Exploring the Underdark shields us from the terrors of what the Underdark makes us into." - ], - "by": "Jarlaxele" - }, - "A cave is a natural opening in rock that is large enough for creatures to enter. The Underdark, simply put, consists of a linked network of several titanic cave systems. Large portions of it do fit the definition of \"a natural opening in rock,\" but the Underdark also encompasses areas of deep water that hide coral caves, hollowed-out sections of ice in which creatures live, and places where fungus, bone, or even pure force form \"caves.\"", - "Underdark terrain is dynamic and changeable. A map drawn a few decades ago may show tunnels that have long since collapsed, or lakes that are now dry. Terrain can change gradually over the course of decades, centuries, and millennia, or swiftly as a result of an earthquake or volcanic eruption.", - { - "type": "entries", - "name": "Topography", - "page": 126, - "entries": [ - "The surface world is marked by mighty mountains, high plateaus, and vast plains. The Underdark possesses none of these features, but it does have physical features all its own. Unlike the surface world, the Underdark is uniquely three-dimensional. Knowing the direction of true north is not enough to navigate the Realms Below; a traveler must also know the depth underground of her destination. It is possible to find the correct coordinates but still be several miles too deep or too shallow.", - "Many of the Underdark's features can be explained as nothing more than the results of purely physical forces, albeit sometimes on a grand scale. Other features would be unlikely or even impossible in worlds where magic, elementals, planar interstices, and divine caprice did not help to shape the deep places.", - { - "type": "entries", - "name": "Abysses", - "page": 126, - "entries": [ - "Vast, empty voids of awesome scope, Faerûn's abysses are rare features that can form insuperable barriers to travel. An abyss is simply a great open space, sometimes many dozens of miles in breadth and virtually bottomless. Some Underdark abysses are scores of miles deep. The difference between an abyss and a vault is difficult to define, but as a general rule, a vast space approachable from its higher reaches is an abyss, while the same space approachable from the floor might be better described as a vault. Abysses tend to be larger and deeper than areas that are considered vaults, but this is not always the case.", - "Like the starkest mountains of the Lands Above, abysses are often completely impassable to anything without wings. Underdark civilizations near such features sometimes carve out harrowing ledge-paths to circle the tremendous void of the neighboring abyss, or endless stairs to descend its walls." - ] - }, - { - "type": "entries", - "name": "Caves", - "page": 127, - "entries": [ - "Perhaps the most common topographical feature of the Underdark, a cave system consists of a series of caverns and passages that may stretch for miles. Caves can be formed by several different methods, but the most common is the action of flowing water. Cave systems often twist, turn, climb, and drop in a maddening fashion, forming threedimensional mazes that dishearten even the most determined mapmakers.", - "Caves vary widely in terms of their habitability. Living caves that include streams or rivers are full of life (by Underdark standards) and can often support surprisingly large populations, especially of improbably large and ferocious monsters. Other caves may be barren wastelands, without food or water." - ] - }, - { - "type": "entries", - "name": "Dungeons", - "page": 127, - "entries": [ - "Over the course of a hundred or more centuries, Faerûn's deep caverns and vaults have been expanded tremendously by the delving of various Underdark races. Thus, the term dungeon when applied to the Underdark means a structure excavated from the surrounding rock by intelligent creatures. For example, a great duergar city delved into the wall of a vault might be considered a large dungeon, with halls and passageways extending for miles from its entrance-ways. Dungeon complexes often serve to link two natural features (such as two or more vaults close to each other) with a system of artificial caves that vastly extends the scope of a natural cave system.", - "Dungeons come in two varieties\u2014abandoned and occupied. Since they are not sources of food or water in and of themselves, empty dungeons do not necessarily attract Underdark settlers. However, dungeons are often supremely well suited for defense, and a dungeon that happens to be near a rich area such as a living cave is almost certain to be occupied by something, even if the original builders are long gone." - ] - }, - { - "type": "entries", - "name": "Gorges", - "page": 127, - "entries": [ - "Just as on the surface, water can carve deep canyons and gorges in the Underdark. An Underdark gorge is nothing more than a cave that runs vertically instead of horizontally. Gorges often feature streams (and therefore life and food), although the difficulty of the terrain makes a gorge less desirable as a residence than a living cave with less extreme topography.", - "Since gorges can run for many miles, they often serve as the highways of the Underdark. Travel along the floor of a gorge can be very difficult, but many Underdark races take steps to improve these natural roads for the use of their own merchants and hunters. Gorges also offer good opportunities to change depth and perhaps access another level quickly, through a little climbing." - ] - }, - { - "type": "entries", - "name": "Lakes", - "page": 127, - "entries": [ - "Water is common in the Upperdark, since runoff from the surface frequently drains into cave systems below-ground. In many areas, the water table is close enough to the surface that only the most shallow cave systems can form. However, due to the unusual factors involved in the creation of Faerûn's Underdark, a water table 20 feet below-ground does not necessarily mean that air-filled caves don't exist at greater depths. Planar connections, particularly to the Planes of Earth and Water, make very unlikely hydrology possible.", - "Typically, a body of fresh water is called a lake. Underdark lakes range in size from small pools to inland seas hundreds of miles in extent. Large lakes typically occupy either tremendous vaults or connected networks of partially submerged caves. The Lake of Shadows and the Giant's Chalice are examples of the former type, and the Darklake is an example of the latter. If a lake has both an inlet and an outlet, its water is usually drinkable, but lakes that are not refreshed from time to time may stagnate.", - "Most lakes are found in the Upperdark or Middledark. Bodies of water that collect in the Lowerdark simply can't drain to any lower elevations, so they tend to be seas (brackish water) instead. However, planar connections to the Elemental Plane of Water mean that at least a few of the bodies of water in the Lowerdark hold fresh water.", - "Large lakes can form the best and most accessible highways of the Underdark. In many places, however, the cavern ceiling descends to meet the water, making the lake impassable to all but aquatic creatures." - ] - }, - { - "type": "entries", - "name": "Rifts", - "page": 128, - "entries": [ - "Unlike gorges, rifts are not formed by erosion. Rather, they are the scars of tremendous upheavals deep in the earth. Rifts are places where vast blocks of stone rose, sunk, or slid past one another in long-ago cataclysms, leaving tremendous chasms. Rifts may be dozens or even hundreds of miles in length, and sometimes miles deep, but they are rarely very wide\u2014most are less than a bow-shot across.", - "Rifts sometimes break apart preexisting features such as cave systems, presenting formidable obstacles to creatures traveling through caves. In order to continue when faced with a rift, the traveler must climb or descend to the appropriate level on the far side. Like gorges, rifts often serve as vertical highways in the Underdark, offering travelers the opportunity to change depth quickly." - ] - }, - { - "type": "entries", - "name": "Rivers", - "page": 128, - "entries": [ - "Underdark rivers tend to be swift, violent, and treacherous. It is a rare river indeed that flows level and smooth for more than a few miles at a time before disappearing into a deep gorge or sinkhole in a fuming waterfall. Rivers are the great builders of the Underdark, the natural force that sculpts great caverns and brings life-giving energy and food to sustain the Underdark ecology. Most rivers are surrounded by a halo of living caves, which can be valuable real estate indeed." - ] - }, - { - "type": "entries", - "name": "Seas", - "page": 128, - "entries": [ - "Perhaps the most wondrous of the Underdark's features are the vast, shadowed seas of the deep earth. Seas are saltwater bodies, not fresh, and most of them are found in the Lowerdark, though Underdark seas also occur at higher spots beneath Faerûn's surface oceans. While air-filled cave systems may extend for dozens or even hundreds of miles beneath the oceans above, or form air-locked siphons of extraordinary size, these features are exceptional. Most caves beneath large bodies of saltwater are simply subterranean extensions of surface oceans.", - "Seas tend to form in the largest of vaults, occupying caverns large enough to be miniature worlds in their own right. Like the lakes, seas offer some of the best roads in the Underdark, and many are heavily traveled." - ] - }, - { - "type": "entries", - "name": "Shafts", - "page": 128, - "entries": [ - "Sometimes natural processes form deep pits or wells in the earth. The shaft of such a structure may be carved out by water flowing straight downward in a subterranean waterfall, or created by volcanic activity. Unlike a gorge or a rift, a shaft tends to be a relatively small feature (usually less than a bow shot in diameter), but it may plummet for miles straight down.", - "Because of their relatively small crosssections, shafts often serve to channel air movement between disparate portions of the Underdark. In places where the conditions are extreme (for example, a shaft near a superheated magma chamber), the air movement can also be extreme. Screaming winds might roar up or down a shaft in a scouring blast that would put a hurricane to shame. Sometimes, cave systems \"breathe\" in conjunction with changes in the surface world above, resulting in tremendous rushes of wind in and out through shafts every day." - ] - }, - { - "type": "entries", - "name": "Tunnels", - "page": 128, - "entries": [ - "A tunnel is simply a passage that connects one place with another. Most are cut by creatures, though some are the results of natural movements of the earth and other forces. Underdark races often cut very ambitious tunnels to link multiple cave systems. Though such dreary passageways may be dozens of miles in length, most are only 10 or 20 feet across. Other tunnels are the work of burrowing monsters such as delvers, purple worms, and umber hulks. These \"natural\" tunnels may be twisting, turning mazes of intersecting passages.", - "Tunnels are some of the Underdark's most useful roads, but they severely restrict a traveler's options. If you don't like where a tunnel leads, you really have no choice but to go back the way you came. Tunnels also offer few hiding places for those who can't blend in with stone, so often the only way to escape from a predator is to run\u2014and hope you're faster." - ] - }, - { - "type": "entries", - "name": "Vaults", - "page": 129, - "entries": [ - "The higher reaches of the Underdark consist of immense networks of relatively small caves, but as a traveler descends, the numbers of caves decreases while the size of the individual caves increases. A large cave near the surface may consist of a few dozen linked chambers, each perhaps a few hundred feet long and a few dozen feet wide. But deeper down are openings in the earth that dwarf any surface dweller's conception of a cave.", - "A typical vault may be 2 to 4 miles across and as much as 1 mile high. Some, however, sprawl for 50 miles or more and reach heights of 5 or 6 miles from the floor. Larger vaults often feature immense columns\u2014huge piers of natural rock that help to buttress the soaring ceiling. Some were formed by unthinkably massive pieces of the world grinding past each other in the very dawn of time, others by the influence of the Underdark's native magic, and still others by the confluence of planar characteristics in buried planar connections. However it was formed, a vault is a world in miniature, with its own streams, lakes, hills, and plateaus all contained in a single vast cavern.", - "Vaults are almost always highly desirable territories, since they usually offer enough space and resources to support huge forests of fungus, moss, and other strange growths. By Underdark standards, most vaults teem with life, so it comes as no surprise that they support the most powerful and numerous of Underdark settlements. Some stories even tell of illuminated vaults, places where sun-bright crystals in the ceilings blaze with the intensity of true daylight and support green plants and surface-like fauna in abundance." - ] - }, - { - "type": "entries", - "name": "Volcanoes", - "page": 129, - "entries": [ - "It is not universally true in Faerûn that descending 40 or 50 miles straight down in any spot brings a traveler to magma. Volcanic activity is extremely variable in the Underdark. Isolated pools of magma seep up almost to the surface in all sorts of places without any other volcanic activity, and in other places deep tunnels and vaults support humanoid settlements at depths where magma should be all that's present. Again, planar anomalies, deific intervention, and the powerful magic of the earth itself are likely to blame. Whatever the cause of these surprising conditions, racing rivers of molten rock, caverns full of brimstone and sulfurous reek, and scalding geysers and hot springs can be found at almost any depth in the Underdark. Underdark volcanoes aren't really mountains\u2014they are usually tremendous fissures or magma chambers that can vomit deadly rivers of lava into nearby caverns with little or no warning." - ] - } - ] - }, - { - "type": "entries", - "name": "Rocks & Rock Formations", - "page": 129, - "entries": [ - "All the topographical features of the Underdark share one thing in common: they're surrounded by rock. Rock in its various forms is every bit as relevant to the denizens of the Underdark as weather is to surface folk. Understanding the significance of different sorts of rock often means the difference between life and death for those who live in the Realms Below.", - "Rocks are divided into four categories: sedimentary, igneous, metamorphic, and magimorphic. These labels describe how the rock was formed. These categories of rock vary widely in their armor class (AC), as shown below.", - { - "type": "table", - "caption": "Rock Armor Class", - "colLabels": [ - "AC", - "Rock Type" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "16", - "Soft Sedimentary (sandstone, shale)" - ], - [ - "17", - "Hard Sedimentary (limestone)" - ], - [ - "18", - "Igneous (basalt, rhyolite)" - ], - [ - "19", - "Metamorphic (gneiss, granite, marble)" - ], - [ - "16-19", - "Magimorphic (varies as it is derived from previous rock types)" - ] - ] - }, - { - "type": "entries", - "name": "Sedimentary Features", - "page": 130, - "entries": [ - "Sedimentary rock formed from softer clays and deposits of organic matter long ago. These materials were compacted into discrete layers in the same sort of process that turns snow into glacial ice. Sedimentary rock is soft and easily weathered, which means that flowing water can gouge vast cave systems from it in a relatively short time, geologically speaking.", - "Many of the classic cave features, such as stalagmites and stalactites, are found in caves formed from sedimentary rock. Such features are called solution-based, or dripstone, formations because they form from the slow motion and evaporation of water that contains dissolved minerals.", - "A solution-based rock formation is considered \"living\" if it is still in the process of forming. With enough patience and time, the growth patterns of such formations can be shaped, although it may take dozens of years for such alterations to become evident. Some Underdark races, such as the udadrow and the svirfneblin, occasionally stone shape deposits into particular forms.", - { - "type": "entries", - "name": "Stalactite", - "entries": [ - "Mineral-laden water drips downward, creating a build-up of rock on the ceiling of a cavern." - ] - }, - { - "type": "entries", - "name": "Stalagmite", - "entries": [ - "When mineral-heavy water drips down to the floor, the bits of rock and mineral start to pile up, creating a slowly growing protrusion on the floor." - ] - }, - { - "type": "entries", - "name": "Column", - "entries": [ - "When a stalactite and a stalagmite meet and join, they're no longer referred to by their previous names. The resulting formation is called a column." - ] - }, - { - "type": "entries", - "name": "Cave Pearl", - "entries": [ - "Sometimes mineral-rich water drips too vigorously to form a coherent stalagmite. Where this occurs, a piece of gravel or bone might become coated with mineral deposits and polished to a round and smooth shape by the flowing water. Such an object is called a cave pearl. A well-shaped pearl with good color and texture is worth between 5 gp and 50 gp. Cost: 25 gp (average)." - ] - }, - { - "type": "entries", - "name": "Curtains, Draperies, and Blankets", - "entries": [ - "These terms refer to dripstone in the form of rippled, wavy, or folded sheets. Curtains and draperies are thinner, often translucent, and resonant. Blankets are thicker, so they tend to muffle sound a bit. Often these features have stripes of different colors." - ] - }, - { - "type": "entries", - "name": "Flowstone", - "entries": [ - "A layer of deposited material that follows the shape of the underlying walls or floor is called flowstone. A flowstone formation often has draperies at its lower end." - ] - }, - { - "type": "entries", - "name": "Soda Straws", - "entries": [ - "These thin flutes, each the width of a drop of water, are how stalactites begin." - ] - }, - { - "type": "entries", - "name": "Shield", - "entries": [ - "Water flowing through a cave wall or ceiling sometimes builds up sediment on both sides of its entry point, creating two parallel plates on either side of a thin, sheet-like crack." - ] - }, - { - "type": "entries", - "name": "Popcorn", - "entries": [ - "This knobby, crystalline growth forms in a wide variety of cave conditions and is sometimes called cave coral." - ] - }, - { - "type": "entries", - "name": "Boxwork", - "entries": [ - "Boxwork forms when softer rock wears away, leaving a harder crystalline network of thin blades poking out from a ceiling, floor, or wall." - ] - }, - { - "type": "entries", - "name": "Crystal Flowers", - "entries": [ - "These crystalline formations, also called cave flowers, are valued by several Underdark races for their aesthetic beauty and their commercial value. Crystal flowers are usually made of halite (simple table salt), gypsum, or some other minerals. The petals are fibrous or prismatic crystals that resemble growing seedlings. Halite flowers often grace the table settings of wealthy udadrow on special occasions. Even illithids occasionally carry salt in crystal flower form to add earthy spice to their brain meals. Cost: 25 gp; Weight 1 lb." - ] - }, - { - "type": "entries", - "name": "Spar", - "entries": [ - "This term refers to crystal growths in which the crystal faces and structure are visible to unaided sight. Many-faceted crystals that form underwater are called pool spars." - ] - } - ] - }, - { - "type": "entries", - "name": "Igneous Features and Rocks", - "page": 130, - "entries": [ - "Igneous features are formed or influenced by fire\u2014usually magma chambers and flows, although openings into the Elemental Plane of Fire are not uncommon in many parts of the Underdark.", - { - "type": "entries", - "name": "Magma and Lava", - "entries": [ - "While molten rock is underground, it is called magma. If it erupts to the surface from a volcano, it is called lava." - ] - }, - { - "type": "entries", - "name": "Hot Springs", - "entries": [ - "Water heated by volcanic forces often bubbles up through the ground in hot springs. Some of these springs make it to the surface; others can be found in caverns underground. Often, the water is so laden with sulfur and other minerals that it is undrinkable." - ] - }, - { - "type": "entries", - "name": "Geyser", - "entries": [ - "A geyser consists of a deep fissure or well in which water can accumulate and be heated to high temperatures and sent through a thin shaft that leads from this pool of superheated water to the surface. Periodically, a fountain-like jet of hot water and steam erupts, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking {@damage 6d6} fire damage on a failed save, or half as much damage on a successful one. The intervals of eruption can be regular or irregular." - ] - }, - { - "type": "entries", - "name": "Lava Tubes", - "entries": [ - "These tubes form after lava has flowed from a volcano. The surface of the lava cools and solidifies while the interior is still liquid. This uneven cooling creates a crust that resembles a tube. Lava tubes can branch and fork, following the passage of the lava. Because the cooling can happen over several intervals, it's also possible to have a tube within a tube." - ] - }, - { - "type": "entries", - "name": "Pumice", - "entries": [ - "Rock that has been made liquid and frothy hardens into light, porous stone called pumice." - ] - }, - { - "type": "entries", - "name": "Stalactites", - "entries": [ - "Stalactites formed by lava happen in two main ways. Tubular lava stalactites are usually formed by volcanic gases. Gas flows through lava in which different minerals are solidifying at quicker or slower rates, forming long tubes. The downward drips from such formations may form stalagmites. The second type of lava stalactite is called a shark-tooth stalactite. This formation occurs when flowing lava coats existing protrusions, resulting in a broad shape that narrows to a point." - ] - }, - { - "type": "entries", - "name": "Stalagmites", - "entries": [ - "Drip stalagmites form from material that pours off of or out of tubular lava stalactites. These puddles of lava may mound up in stalagmites." - ] - }, - { - "type": "entries", - "name": "Spiderstone", - "entries": [ - "Udadrow architects use this term to refer to obsidian, which they value for its glossy black appearance. Spiderstone is frequently used in udadrow buildings that feature spider motifs." - ] - }, - { - "type": "entries", - "name": "Geodes", - "entries": [ - "Often found in deserts or volcanic regions, these hollow rocks are lined with crystals. In the Underdark, some geodes are immense, growing to the size of caves. One legend tells of a wizard entombed in a 40-foot geode filled with amethyst crystals." - ] - } - ] - }, - { - "type": "entries", - "name": "Metamorphic Rocks", - "page": 131, - "entries": [ - "Metamorphic rocks occur where intense heat and pressure act to harden rock and alter its consistency. Marble is a good example of a sedimentary rock (limestone) that volcanic activity has transformed into a much harder stone. Metamorphic rock formations are similar to those of the pre-metamorphic rock, though often compressed. Caves formed from metamorphic rock more often take the form of faults, fissures, or similar discontinuities caused by the movement of adjacent slabs of stone.", - "Many metallic ore deposits form in metamorphic settings. Some valuable minerals, such as garnet and tourmaline, also form only in such environments. Hence mining-oriented cultures, such as that of the dwarves, tend to settle in areas that feature metamorphic rocks.", - "Since metamorphic stone is often dense, hard, and beautiful, some varieties are highly regarded as building materials. Many huge quarries can be found in the depths of the Underdark." - ] - }, - { - "type": "entries", - "name": "Magimorphic (Magic-Formed Rocks)", - "page": 131, - "entries": [ - "Magimorphic rocks are stones or rock formations that have been warped and changed by magic. The Underdark of Faerûn includes several very different manifestations of magimorphic rocks.", - { - "type": "entries", - "name": "Clear Black Rock", - "entries": [ - "In its natural state, this rock is found only in the Lowerdark, where it is cut in slave-worked quarries and prepared for export to the Middledark and Upperdark. Clear black rock is not common, but it is certainly available to those willing to pay premium prices. To regular and low-light vision, this rock looks black, shiny, and perfectly opaque, but to creatures with {@sense darkvision}, it is perfectly clear. Creatures without {@sense darkvision} often mistake it for obsidian, but udadrow, mind flayers, and other creatures gifted with {@sense darkvision} find it a challenging yet worthwhile stone to incorporate into their strongholds and encampments." - ] - }, - { - "type": "entries", - "name": "Crumblestone", - "entries": [ - "This rock breaks very easily and is the bane of miners and travelers anywhere. Crumblestone exists in a precarious equilibrium with the other rocks or strata surrounding it. A Small or larger creature that begins to put its weight onto crumblestone must make a DC 15 Dexterity check or fall when the rock beneath them turns to powder. For flying creatures, this situation rarely poses a problem, but for climbers, an encounter with crumblestone is often deadly. If enough crumblestone gives way in a cavern, a cave-in becomes likely." - ] - }, - { - "type": "entries", - "name": "Crysstone", - "entries": [ - "Beautiful, intricate, and very delicate, crysstone is a rock that resembles spun glass. It is very hard but not at all durable (AC 13, 2 hit points per inch of thickness). Crysstone shatters easily, and thunder damage automatically bypasses its hardness. Because it is so susceptible to thunder damage, the potential threat posed by creatures that often deal thunder damage increases in areas where crysstone is prevalent." - ] - }, - { - "type": "entries", - "name": "Darkstone", - "entries": [ - "Darkstone seems to drink in light. In tunnels that cut through this material, light sources dim, shedding a glow only half as strong as usual. In such a space, a bullseye lantern illuminates a cone only 30-feet long and 10-feet wide, while a torch lights only a 10-foot radius. A daylight spell cast in a darkstone area radiates daylight in only a 30- foot radius." - ] - }, - { - "type": "entries", - "name": "Photogenerative Rock", - "entries": [ - "These rocks grow quickly when exposed to light. In each round of exposure, a photogenerative rock doubles in size until it is sixteen times as large as it was when unlit (4 rounds). Eliminating the light halts its growth, and each hour of uninterrupted darkness reverses the effect of 1 round of light. Some Underdark undead use photogenerative rock in their demesnes to stall light-bearing adventurers until the undead can ready their defenses. Photogenerative rock can also be used to seal a doorway and divert light-bearers into more trap-ridden or better-defended areas." - ] - }, - { - "type": "entries", - "name": "Photostatic Rock", - "entries": [ - "Events that happen in the presence of this rock imprint upon it for a short time. One cubic foot of photostatic rock picks up impressions in a 10-foot radius and automatically relays them to anyone who touches it later. The effect is similar to that of a {@spell stone tell|JBoE} spell, except that the photostatic property reveals only what happened within its radius in the past hour. Every additional cubic foot of photostatic rock provides 1 more hour of memory and expands the radius of sensitivity by 10 feet. A photostatic rock records only what it witnesses, so it can't record what goes on beyond a closed door." - ] - }, - { - "type": "entries", - "name": "Quickstone", - "entries": [ - "Quickstone is the Underdark's answer to quicksand. Like many Realms Below features, it's much more terrible than its surface-world equivalent. Quickstone looks like solid stone and blends into the surrounding rocks, but it functions like {@book quicksand|DMG|5|quicksand} as given in the {@book Dungeon Master's Guide|DMG}. The spell {@spell transmute rock|XGE} permanently solidifies quickstone. If a creature becomes caught in quickstone, it can attempt to succeed on a Strength ({@skill Athletics}) check to escape." - ] - }, - { - "type": "entries", - "name": "Rock Gourds", - "entries": [ - "These rocks have been warped by long-term proximity to a portal leading to the Elemental Plane of Water. Rock gourds are rare, naturally occurring stones, not created magic items, though they register a faint signature of conjuration magic under examination with a detect magic spell. Shaking a rock gourd causes water to dribble out. The ability of these stones to produce up to a gallon of water per day apiece makes them highly-valued commodities in the Middledark and Lowerdark regions, where water is scarce. Cost: 500 gp. Weight 10 lb." - ] - }, - { - "type": "entries", - "name": "Sickstone", - "entries": [ - "Sickstone glows with a nauseating, not-quite-green, not-quite-silver light that produces dim light in a 40-foot radius. Each creature that starts its turn within the area of dim light must make a DC 12 Constitution saving throw, taking {@damage 1d6} poison damage on a failed save, or half as much damage on a successful one. A creature in physical contact with sickstone has disadvantage on their saving throw, and becomes {@condition poisoned} for 1 hour if they fail." - ] - }, - { - "type": "entries", - "name": "Slickstone", - "entries": [ - "This rock is very smooth to the touch. A creature that steps onto an area of slickstone or ends its turn there, must succeed on a DC 15 Dexterity saving throw or fall {@condition prone}." - ] - } - ] - }, - { - "type": "entries", - "name": "Non-Rock Tunnels", - "page": 132, - "entries": [ - "Only a newcomer to the Underdark would be naïve enough to think that Toril's deep caverns are formed exclusively of rock. A variety of other materials can form the same sorts of features.", - { - "type": "entries", - "name": "Coral", - "entries": [ - "This \"living rock\" can be found in many saltwater-filled caves. Large clumps of coral often have tunnel-like spaces winding through them, and aquatic creatures such as tritons sometimes use this substance as an architectural medium, building complex structures by forcing it to grow in particular patterns." - ] - }, - { - "type": "entries", - "name": "Ice Cave", - "entries": [ - "This term refers to a cave where either seasonal or permanent ice can be found. Since there's little drinkable water in the Underdark, caves containing ice often attract settlers or predators." - ] - }, - { - "type": "entries", - "name": "Glacial Cave", - "entries": [ - "A glacial cave is one formed entirely of ice. Such a cave provides more potential water than an ice cave, but also more potential danger. Fire and other heat sources (even body heat) might be enough to weaken or fracture the ice and start an cave-in." - ] - }, - { - "type": "entries", - "name": "Bones", - "entries": [ - "Some areas of the Underdark have a surfeit of bones and remains of the dead. Skeletons range in size from tiny mice to huge behemoths. Moving through a section piled with skeletons means creeping or breaking through tunnels made of bones." - ] - }, - { - "type": "entries", - "name": "Force", - "entries": [ - "Permanent walls of force are costly to create. Nevertheless, many of them exist in the Underdark. Some block off the territory of one race from another, others act as bridges across deep chasms, and still others serve no discernible purpose." - ] - }, - { - "type": "entries", - "name": "Fungi", - "entries": [ - "Many caverns in the Underdark are full of fungus, much of it innocuous. Rather than expend the resources to hack away all of these fungi, denizens often just create routes between or through large patches of it. Tunnels cut out of mushroom-like material are not unusual sights in the Realms Below." - ] - } - ] - }, - { - "type": "entries", - "name": "Other Cave Features", - "page": 132, - "entries": [ - "Some caves are formed and shaped by eroding winds and freely flowing water, such as streams or ocean currents. The following features are common in such environments.", - { - "type": "entries", - "name": "Wind", - "entries": [ - "Strong or constant winds gradually shape caves and caverns. Wind effects may be present in caves that are close to the surface world, portals to the Elemental Plane of Air, or the hot gases emitted by volcanic activity. Wind-shaped caves and caverns are sometimes referred to as Aeolian caves." - ] - }, - { - "type": "entries", - "name": "Air Pockets", - "entries": [ - "Subterranean waterways often have air above them, but the amounts vary. A lake might be housed in a vast cavern, but a swiftly moving river might have only one or two places where a swimmer might catch a gulp of air. Even more dangerous are pockets of gases other than air." - ] - }, - { - "type": "entries", - "name": "River Canyons", - "entries": [ - "Regional uplifting of tectonic plates causes rivers to cut deep canyons. Sometimes these gorges provide surface-world entry points to the Underdark. Subterranean rivers also create canyons. Such canyons might or might not have rivers at their bottoms now, since underground rivers often dry up or change course." - ] - }, - { - "type": "entries", - "name": "Swirlhole", - "entries": [ - "A swirlhole is a generally circular hole in the rock of a stream bed, eroded by water eddies and rubbed smooth by pebbles." - ] - }, - { - "type": "entries", - "name": "Halocline", - "entries": [ - "The area where fresh water (such as that from a river) and salty ocean water meet is cloudy and called a halocline. Such a region often marks territorial boundaries between aquatic races." - ] - }, - { - "type": "entries", - "name": "Sea Caves", - "entries": [ - "Seas and oceans are powerful forces that can wear the hardest of rocks down into fine sand. Tides and water flow continuously redistribute this material." - ] - }, - { - "type": "entries", - "name": "Tufa Caves", - "entries": [ - "Springs, rivers, and the sea can deposit a porous limestone called tufa. Finding this rock indicates that water is (or at least was) nearby." - ] - } - ] - } - ] - } - ] - }, - { - "type": "section", - "name": "The Underdark Environment", - "page": 134, - "entries": [ - { - "type": "quote", - "entries": [ - "The Underdark, as written, with its own manners, in the dark." - ], - "by": "Jarlaxele" - }, - "Walking through wild caves without end is different than stalking monsters in a dungeon near the surface. Travelers venturing into the Underdark enter a world in which nothing can be taken for granted. Vast portions of the Realms Below are wastelands devoid of food, water, and even light.", - { - "type": "entries", - "name": "Light", - "page": 134, - "entries": [ - "Except for any lanterns that characters bring into the caves, the Underdark is absolutely dark. Coupled with the tomblike silence of most passages, absolute darkness can unnerve even the most experienced delver. Thus, extra lights and oil (or magical means of illumination) are important for any cave trip.", - { - "type": "entries", - "name": "Artificial Illumination", - "page": 134, - "entries": [ - "Halflings, humans, and other surface dwellers without {@sense darkvision} must carry some form of light with them in order to navigate the Underdark. While torches or lanterns are feasible for relatively short trips, a journey of more than a few days might require dozens of torches and oil flasks, making nonmagical light impractical for long expeditions.", - "The best and most efficient means of providing light in the Underdark is to use minor alchemical or magical items, such as sunrods or {@spell continual flame} torches. A sunrod is small, light, and long lasting, capable of providing illumination in a 30-foot radius for 6 hours. A party of explorers could easily carry several dozen sunrods, which would provide enough light for many days of travel. At 2 gp apiece, an investment of 100 gp or so is well worth the money.", - "The {@spell continual flame} torch is potentially cheaper, since the material component costs only 50 gp and the item lasts forever if not destroyed. However, such a torch only illuminates a 20-foot radius." - ] - }, - { - "type": "entries", - "name": "Natural Illumination", - "page": 134, - "entries": [ - "While most of the Underdark is lightless, some locales possess sources of natural illumination.", - { - "type": "entries", - "name": "Luminescent Growths", - "entries": [ - "Rare forms of lichen, fungi, and moss are bioluminescent. In sufficient quantities, these growths can illuminate large caverns. Most bioluminescent growths are quite dim, so a cavern illuminated by glowing moss or fungi is typically as dark as starlight, although some particularly bright regions might be equal to moonlight." - ] - }, - { - "type": "entries", - "name": "Molten Rock", - "entries": [ - "Areas with exposed pools or streams of magma are illuminated by the dim, ruddy glow of the molten rock. The glare of molten rock is typically equal to moonlight." - ] - }, - { - "type": "entries", - "name": "Radiant Crystal", - "entries": [ - "Some rare rocks of the Underdark are naturally radiant, ranging in brightness from starlight to full daylight, although daylight equivalence is quite rare. The great vault of Deep Imaskar is roofed with radiant crystal that is as bright as weak surface daylight." - ] - }, - { - "type": "entries", - "name": "Reflective Stone", - "entries": [ - "While not naturally luminescent, caverns made partially of reflective stone can be much more easily illuminated by small light sources than normal. Reflective stone quadruples the radius of illumination of any light source brought inside." - ] - }, - { - "type": "entries", - "name": "Wizard Fire", - "entries": [ - "The rarest and most wondrous of natural illuminations in the Realms Below, wizard fire consists of dancing sheets of dim light, like the northern lights of the surface world. This illumination is created by the combination of various gases in an area, and is most often found in chambers that have vents that draw gases from various locations in the Underdark into one location. Though it is only as bright as starlight, wizard fire is strange and beautiful." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Air", - "page": 135, - "entries": [ - "In general, the Underdark is surprisingly well ventilated. Vast subterranean spaces and the rare planar connection to the Elemental Plane of Air provide plenty of good air for living creatures. However, this is not universally true.", - { - "type": "entries", - "name": "Poor Air", - "page": 135, - "entries": [ - "Sealed chambers, isolated caves, and waterisolated caverns have finite supplies of breathable air. Creatures that don't breathe need not concern themselves with air quality, but other travelers must be wary of such locations.", - "Any enclosed space that is reasonably airtight can quickly become stale or depleted. In general, a medium creature depletes about 1,000 cubic feet of air (a 10-foot cube) every 6 hours. A Small creature requires half as much air, and a large creature requires four times as much. Air becomes stale when it is half of the available are has been depleted.", - { - "type": "entries", - "name": "Stale Air", - "entries": [ - "Regions that are poorly ventilated are not immediately deadly, but stale air can quickly wear out even the hardiest travelers. A breathing creature in an environment of stale air must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of {@condition exhaustion}. Creatures can't recover from {@condition exhaustion} gained in this way until they reach an area of good air." - ] - }, - { - "type": "entries", - "name": "Depleted Air:", - "entries": [ - "Depleted areas can prove deadly in a matter of minutes. A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).", - "When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 Hit Points and is dying, and it can't regain Hit Points or be stabilized until it can breathe again." - ] - } - ] - }, - { - "type": "entries", - "name": "Gases and Fumes", - "page": 135, - "entries": [ - "Some areas of the Underdark are plagued by air that is not just stale, but actively toxic. Often this situation results from geothermal activity in the vicinity of volcanoes. Sometimes the escaping gases emerge with an audible hiss or a putrid smell, but not always.", - "Gases tend to concentrate in areas that are isolated in some way from the nearby passages. For example, a passage that dips down sharply and then climbs up again forms a natural, low-lying pocket where deadly fumes can accumulate. An air-filled passage sealed by water siphons at either end could also concentrate deadly gases.", - { - "type": "entries", - "name": "Irritating Fumes", - "entries": [ - "These gases cause coughing, stinging of the eyes, dizziness, and similar difficulties. A breathing creature exposed to irritating fumes must succeed on a DC 10 Constitution saving throw once per minute or become {@condition poisoned}. Recovery from the {@condition poisoned} condition is not possible until the creature leaves the affected area." - ] - }, - { - "type": "entries", - "name": "Poison Gas", - "entries": [ - "These gases are deadly. A breathing creature that ventures into an area of poison gas must succeed on a DC 12 Constitution saving throw each time they breathe, or take {@damage 1d4} poison damage. A breathing creature usually breathes once a round, unless it is holding its breath. If a creature did not start holding its breath before entering an area of poison gas, it can't hold its breath until it leaves the area.", - "Some poisonous gases also have the characteristics of irritating fumes, so their presence is obvious. Others, however, offer no telltale burning of the throat or stinging in the eyes to warn creatures of the danger. Any creature exposed to poison gas with a passive {@skill Perception} score of 15 or higher will detect the threat before breathing enough to force a saving throw. A creature with keen smell or a similar trait that enhances its sense of smell automatically detects the presence of poison gas when it comes within 10 feet of an area of poison gas." - ] - }, - { - "type": "entries", - "name": "Explosive Gas", - "entries": [ - "Some naturally occurring gases can explode in the presence of open flames. If a burning torch or lit lantern is brought into a pocket of explosive gas, the vapor explodes. All creatures within 10 feet of the explosion must make a DC 12 Dexterity saving throw, taking {@damage 3d6} fire damage on a failed save, or half as much damage on a successful one. A creature with a passive {@skill Perception} score of 15 or higher can notice the danger one round before the explosion occurs, since the open flame often behaves strangely (burning in a different color or exceptionally brightly) right before the explosion. After an explosion, if the open flame is not removed or extinguished immediately, there is a 50% chance on each subsequent round for an additional explosion to occur." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Climate", - "page": 136, - "entries": [ - "The temperature underground varies depending on the depth and the presence of geothermal features, but the vast majority of the Underdark has a moderate temperature throughout the year. It tends to be on the clammy and chilly side, but typical adventuring garb is sufficient to keep characters warm and dry.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Frigid Water", - "entries": [ - "Water is almost always dangerously cold in the Underdark, since it is never warmed by sunlight. A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain one level of {@condition exhaustion}. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw as do creatures that are naturally adapted to living in ice-cold water.", - "When a creature exits water after being fully submerged, it usually takes {@dice 2d4} hours for the creature become dry again naturally, or half as long if the creature remains near a source of fire until dry. If a wet creature changes its clothes, it becomes dry immediately." - ] - }, - { - "type": "entries", - "name": "Geothermal Heat", - "entries": [ - "Caverns heated by geothermal activity can be quite warm; in fact, hot or severe temperatures are common near volcanoes. Any chamber with exposed magma is severely hot, and will usually exhibit the effects of extreme heat as given in the {@book Dungeon Master's Guide|DMG}." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Ecology", - "page": 136, - "entries": [ - "Besides its many predatory races and monsters, the Underdark is also home to a variety of animals that live out their lives normally below the ground. These animals include (but are not limited to) bats, crayfish, eyeless cavefish, crickets, flies, gnats, rats, salamanders, spiders, and springfish. Additionally, it is not unusual for creatures in the Upperdark to encounter the occasional raccoon, frog, stray dog, or even lost dwarf, elf, or other representative of a surface race who has accidentally fallen down a deep shaft or well.", - { - "type": "entries", - "name": "Plants and Fungi", - "page": 136, - "entries": [ - "Plants of one kind or another are the beginning of any food chain. By organizing inorganic minerals and capturing the energy of sunlight, plants create food that animals of all kinds depend on. Since plants in the Realms Below do not have access to sunlight, they must make food by other means. Thus, most take very different forms than the green plants of the surface world.", - "Most of the Underdark's plant life consists of a tremendous variety of fungi. Fungus normally requires some amount of detritus or decaying material to thrive. So where does the fungus find its food? The answer is simple: magic. The natural magical radiation of the Underdark and its various planar connections support many strange fungal growths, as well as lichens, mosses, and other simple plants, whose existence would otherwise be impossible. In effect, {@i {@variantrule faerzress|JBoE}} is the sunlight of the Realms Below, forming the basis of the subterranean food chain. Underdark regions particularly rich in {@i {@variantrule faerzress|JBoE}} or planar energies have been known to support fantastic forests of pale, gnarled trees or crystalline plants. These growths are completely adapted to their lightless, hostile environment.", - "Surprisingly, however, green plants are not entirely absent from the Underdark. Some caverns illuminated by particularly bright radiant crystals can actually support green plants. Caves with this sort of dazzling illumination might be filled with grass, moss, ferns, creepers, or even small trees. Any such place is a treasure beyond price in the Underdark, and it is certain to be guarded by deadly spells, monstrous guardians, or both.", - { - "type": "entries", - "name": "Barrelstalk", - "entries": [ - "Stout as a hogshead of ale, the barrelstalk is a large, cask-shaped fungus that grows up to 8 feet in height and 5 feet in diameter. Its outer layers are tough and woody, but its inner flesh is edible, and its center is filled with a reservoir of water (usually from 20 to 50 gallons) that can be tapped and drained. The inner flesh turns black and poisonous when barrelstalk begins producing spores, which happens after ten years of growth." - ] - }, - { - "type": "entries", - "name": "Bluecap", - "entries": [ - "The grain of the Underdark, bluecap fungus is inedible to humanoids, but its spores can be ground to make a nutritious, if bland, flour. Bread made from bluecap flour is usually known as sporebread. Bluecap seems to do well with or without {@i {@variantrule faerzress|JBoE}}, and most Underdark humanoids cultivate it." - ] - }, - { - "type": "entries", - "name": "Cave Moss", - "entries": [ - "Found only in {@i {@variantrule faerzress|JBoE}}-rich regions, cave moss is inedible to humanoids, but it is a favorite grazing food of some giant vermin, as well as rothé." - ] - }, - { - "type": "entries", - "name": "Darkreeds", - "entries": [ - "These plants can be found in the marshy regions of the Underdark. They hold no nutritional value for humanoids, so are often grazed upon by rothé. Some humanoids do use the plant as a garnish." - ] - }, - { - "type": "entries", - "name": "Fire Lichen", - "entries": [ - "Pale orange-white in color, fire lichen thrives on warmth, so it grows in regions of geothermal heat or near connections to the Elemental Plane of Fire. Fire lichen can be ground and fermented into a hot, spicy paste, which is often spread on sporebread to give it flavor. Duergar ferment fire lichen into a fiercely hot liquor." - ] - }, - { - "type": "entries", - "name": "Hair of Eilistraee", - "entries": [ - "Thin strands of silvery moss that cling to rock walls, Hair of Eilistraee is not uncommon to find throughout the Underdark, but usually only two or three strands may be found in an area. In some very rare and closely guarded locations, the walls of a tunnel or small cavern may be covered with them. Skilled herbalists who diligently collect or cultivate these strands, or claim a rich source for themselves, can grind the strands into a powder and cook them down into a liquid that can be consumed. Hundreds of strands are needed to create a potent enough effect, but the resulting potion has the same properties as a common healing potion." - ] - }, - { - "type": "entries", - "name": "Luurden", - "entries": [ - "Luurden, or bloodfruit, is a rare tree that grows only in areas of strong {@i {@variantrule faerzress|JBoE}}. The barren branches of this pale, gnarled tree seem more dead than alive, but once every 3 to 4 years, it produces a small amount of bitter red fruit that is used to make rare Underdark wines and elixirs." - ] - }, - { - "type": "entries", - "name": "Ripplebark", - "entries": [ - "A shelf-like fungus that resembles nothing so much as a mass of rotting flesh, ripplebark is surprisingly edible without any special preparation, although it tastes much better if cooked properly. Ripplebark grows naturally in living caves." - ] - }, - { - "type": "entries", - "name": "Sussur", - "entries": [ - "Rare and magical, the so-called \"deeproot\" tree is found only in the largest of caverns. It can grow to a height of 60 feet, and its branches are long and gnarled, with banyan-like aerial roots. Few leaves grow on the sussur; it exists almost entirely on {@i {@variantrule faerzress|JBoE}} and is often found in caverns where wizard fire is prevalent. A sussur tree can drink in magic from its environs, creating a natural antimagic field that can extend for hundreds of feet." - ] - }, - { - "type": "entries", - "name": "Waterorb", - "entries": [ - "This bulbous fungus is aquatic. It grows in boulder-like patches underwater wherever the water deposits detritus." - ] - }, - { - "type": "entries", - "name": "Zurkhwood", - "entries": [ - "This giant mushroom can reach a height of 30 to 40 feet. Its large spores are edible with proper preparation, but zurkhwood is important primarily because its stalks are hard and woody. Zurkhwood is one of the very few sources of timber (or anything like it) in the Underdark, and many items that would be crafted from wood on the surface world are fashioned from zurkhwood in the Realms Below." - ] - } - ] - }, - { - "type": "entries", - "name": "Animal Life", - "page": 137, - "entries": [ - "The Realms Below support a surprising variety of animals. A few herbivores exist there, but most creatures are predatory in the extreme.", - "Many mundane hunting animals, including bears, lions, bats, rats, and monsters of all sorts, can be found in cozy underground lairs near the surface. In deeper places, animals must shift from the surface world ecology to the Underdark ecology. Many surface creatures are ill suited for such shifts and therefore can't be found more than a few hundred feet from a cave mouth, except for places where a surface ecology is somehow maintained in the Underdark.", - { - "type": "entries", - "name": "Bats", - "entries": [ - "Better adapted to a life in darkness than most other animals, bats are extremely common in the Upperdark and Middledark. Only the lowest, most inhospitable reaches are free of these creatures, and even then, monstrous varieties such as dire bats and deep bats flourish. Near the surface, these creatures are simply surface-world bats that lair in Underdark caverns. Titanic roosts that house many thousands of such creatures can be found in some spots. Lower down, most Underdark bats are fungivores or insectivores." - ] - }, - { - "type": "entries", - "name": "Fish", - "entries": [ - "Many of the rivers, lakes, and seas of the Underdark are filled with cave fish. For the most part, such fish are small, pale, relatively inoffensive creatures. Most are blind, though some that reside in illuminated caverns may retain their eyes. In the larger bodies of water, subterranean versions of dangerous fish such as sharks may be found. Cave fish need something to eat, of course, so isolated lakes don't support cave fish populations unless they're large enough to support plant life that can survive in absolute darkness." - ] - }, - { - "type": "entries", - "name": "Lizards", - "entries": [ - "The Underdark is home to a variety of lizards, ranging from the poisonous spitting crawler to the wild varieties of pack lizards and riding lizards. Some are fungivores; others are dangerous hunters that can easily make a meal out of a human. Domesticated giant lizards are commonly used as beasts of burden and mounts in udadrow and duergar settlements." - ] - }, - { - "type": "entries", - "name": "Rothé", - "entries": [ - "These grazing, muskox-like creatures are well adapted for life in the depths. Subsisting on fungi, moss, lichen, and almost anything else that grows in the Realms Below, rothé are highly valued by most Underdark races and often kept in large corral-caverns." - ] - }, - { - "type": "entries", - "name": "Vermin", - "entries": [ - "Perhaps the most common of all Underdark creatures are vermin. The versions native to the Realms Below range from mundane creatures the size of a mite to gargantuan spiders and centipedes. Many, such as giant beetles and cave crickets, are fungivores, but varieties of deadly hunting vermin such as spiders and scorpions also infest the depths. The Underdark races keep some of the edible ones (mostly beetles or crickets) as livestock of a sort, but few vermin are palatable, and the giant sort are simply too dangerous to keep." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Underdark Hazards", - "page": 138, - "entries": [ - "Explorers routinely encounter common dungeon hazards such as yellow mold or green slime in the Underdark. In addition, the Realms Below are home to a variety of unique perils and diseases that have laid low more than one heroic adventurer.", - { - "type": "entries", - "name": "Underdark Slimes, Molds, Fungi, and Lichen", - "page": 138, - "entries": [ - "No place in Toril, or perhaps even the multiverse, boasts a greater variety and quantity of fungi than the Underdark. Much of it is innocuous, and some is even cultivated for food (see Plants and Fungi, above), but some of it is exceedingly dangerous.", - { - "type": "entries", - "name": "Cave Creeper", - "entries": [ - "Cave creeper is a gray-and-white fungus that flourishes near water. It is especially common in the Lowerdark where it grows close to most of the water sources. Cave creeper emits spores once a minute that cause cave terrors when inhaled. Every breathing creature within 20 feet of cave creeper when it emits spores must make a DC 12 Wisdom saving throw or suffer the effects of a {@spell confusion} spell. Sunlight, as well as any amount of acid, cold, or fire damage instantly destroys a patch of cave creeper." - ] - }, - { - "type": "entries", - "name": "Fire Fungus", - "entries": [ - "This fungal growth sheds natural warmth, raising the temperature within 30 feet of it by 10 degrees. However, any open flame brought within 10 feet of fire fungus causes it to explode. All creatures within a 30-foot radius of the exploding fire fungus must make a DC 15 Dexterity saving throw or take between {@dice 3d6} to {@damage 7d6} fire damage, depending on the size of the fire fungus patch. Such an explosion kills the fire fungus. Besides making it explode, the only other way to kill a patch fire fungus is by dealing cold damage to it equal to the amount of square feet the patch covers.", - "Some Underdark races use fire fungus for warmth instead of fires, since kindling and firewood are scarce in the Realms Below. Grimlocks and gloamings especially favor it." - ] - }, - { - "type": "entries", - "name": "Fool's Water", - "entries": [ - "This slime looks like a small spring of water, but a DC 15 Intelligence ({@skill Nature}) check can reveal its true nature upon inspection. Any creature that touches fool's water takes {@damage 1d6} acid damage. Thereafter, the substance clings to the victim like slime, dealing the same amount of acid damage each round for the next {@dice 2d6} rounds. On the first round of contact, it can be scraped off easily, but after that it must be frozen, burned, or cut away. (All of these processes apply damage to the victim as well.) Against wood or metal, fool's water deals {@damage 1d6} acid damage but has no continuing effect.", - "Fool's water is extremely reactive with regular water. Trying to wash the slime off with water causes an explosion that deals {@damage 3d6} acid damage to every creature within 10 feet.", - "Extreme cold, extreme heat, or sunlight destroys a patch of fool's water. Casting {@spell purify food and drink} on fool's water turns it into potable water." - ] - }, - { - "type": "entries", - "name": "Wisp Lichen", - "entries": [ - "This white lichen clings to the ceilings of high caverns and poses a threat primarily to flying creatures. A creature that touches the lichen's sticky strands must succeed on a DC 12 Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While the creature is {@condition paralyzed}, the lichen slowly digests its prey, dealing {@damage 1d4} acid damage at the start the creature's turn.", - "Earth-bound predators usually lurk near patches of wisp lichen, waiting for the crash or thud that indicates a tasty morsel of {@condition paralyzed} prey has fallen to earth." - ] - } - ] - }, - { - "type": "entries", - "name": "Diseases", - "page": 139, - "entries": [ - "The Underdark environment also poses a considerable threat in terms of disease. All the diseases described in the {@book Dungeon Master's Guide|DMG} exist in the Realms Below, but a few diseases are unique to this realm.", - "All of these diseases can be cured by magic that removes disease, but the spell slot used must be equal to or greater than the number of days the creature has been infected, up to 9th level.", - { - "type": "entries", - "name": "Lungrot", - "entries": [ - "This disease most often strikes air-breathing creatures that have been sealed inside ancient ruins.", - "A creature that inhales air permeated with lungrot must succeed on a DC 10 Constitution throw or become infected. Within {@dice 1d4} hours after infection the creature's breathing becomes labored and it gains one level of {@condition exhaustion}. Until the disease is cured, levels of {@condition exhaustion} can't be removed by any means, and the creature gains an additional level of {@condition exhaustion} whenever they finish a long rest. A creature that dies from this disease has a 50% chance of reanimating as a zombie within {@dice 1d6} days of expiring. The zombie creature has no memory of its former life, but does feel compelled to return to the origin of its lungrot.", - "After the disease is cured, the creature must still recover from any levels of {@condition exhaustion} they have accumulated." - ] - }, - { - "type": "entries", - "name": "Scaleflake", - "entries": [ - "This disease most often strikes aquatic or reptilian creatures, but anyone swimming, wading, or submerged in tainted water can contract it.", - "When a humanoid creature comes in contact with the disease, the creature must succeed on a DC 15 Constitution saving throw or become infected.", - "It takes 24 hours for scaleflake's symptoms to manifest in an infected creature. Symptoms include swelling, oozing, and smelly pustules coating the surface of the afflicted creature's body. An infected creature's speed is reduced by 10, and it has disadvantage on Charisma checks. Additionally, any non-moving water source within 5 feet of the infected creature becomes tainted with the disease.", - "At the end of each long rest, an infected creature must make a DC 15 Constitution saving throw. On a successful save, the creature recovers from the disease. Once recovered, the creature is immune to scaleflake for 1 month." - ] - }, - { - "type": "entries", - "name": "Softpox", - "entries": [ - "This disease is endemic among the vermin populations of the Underdark. When a creature comes in contact with softpox, it must make a DC 20 Constitution saving throw. On a success, the creature is immune to softpox for life. Otherwise, the creature is infected.", - "Within 24 hours, the disease makes the skin soft, swollen, and tender. This effect reduces the creature's natural AC by 1 point each time the creature finishes a long rest. Once the creature's natural AC reaches 10 (whether by reduction or because the creature had no natural armor bonus in the first place), the creature also takes {@damage 2d10} necrotic damage each time it finishes a long rest. If this disease reduces the creature's natural AC to 0, the creature dies and their body disintegrates." - ] - } - ] - } - ] - } - ] - }, - { - "type": "section", - "name": "Spelunking", - "page": 140, - "entries": [ - { - "type": "quote", - "entries": [ - "Ways change" - ], - "by": "Jarlaxele" - }, - "When traveling in cramped natural tunnels and through narrow, low corridors that vary widely in diameter, it is difficult to move as quickly or fight as efficiently as normal.", - { - "type": "entries", - "name": "Cramped Spaces", - "page": 140, - "entries": [ - "Many natural caves are extremely difficult to navigate. Narrow fissures, corkscrew passages, and low ceilings are common obstacles in the limestone caves of the Underdark. Any creature fighting in a cramped space suffers a -2 penalty to AC. Beyond that, the following adjustments apply, depending upon which weapons and movement a creature uses in combat.", - { - "type": "entries", - "name": "Attacking in Cramped Spaces", - "page": 140, - "entries": [ - "In tight spaces, creatures will almost always benefit from half or three-quarters cover, even if they are adjacent to each other. However, weapons that deal piercing damage are treated normally out to a range of 10 feet from the attacker." - ] - }, - { - "type": "entries", - "name": "Terrain in Cramped Spaces", - "page": 140, - "entries": [ - "Simply moving through wild caves and unworked tunnels can often be a challenge. To account for this, cramped spaces are considered difficult terrain to all non-native creatures traveling through the Underdark." - ] - }, - { - "type": "entries", - "name": "Movement in Cramped Spaces", - "page": 140, - "entries": [ - "Movement through the dangerous caves and tunnels of the Underdark often involves more than simply walking. Creatures might have to climb, crawl, swim, or jump to get where they need to go.", - { - "type": "entries", - "name": "Climbing, Swimming, and Crawling.", - "entries": [ - "While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the DM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength ({@skill Athletics}) check. Similarly, gaining any distance in rough water might require a successful Strength ({@skill Athletics}) check." - ] - }, - { - "type": "entries", - "name": "Long Jump", - "entries": [ - "When a creature attempts a long jump, it covers a number of feet up to its Strength score if it moves at least 10 feet on foot immediately before the jump. When the creature makes a standing long jump, it can leap only half that distance. Either way, each foot it clears on the jump costs a foot of movement.", - "This rule assumes that the height of the jump doesn't matter, such as a jump across a stream or chasm. At the DM's option, the creature must succeed on a DC 10 Strength ({@skill Athletics}) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, the creature hits it.", - "When the creature lands in difficult terrain. it must succeed on a DC 10 Dexterity ({@skill Acrobatics}) check to land on its feet. Otherwise, it lands {@condition prone}." - ] - }, - { - "type": "entries", - "name": "High Jump", - "entries": [ - "When it attempts a high jump, a creature can leap into the air a number of feet equal to 3 + its Strength modifier if it moves at least 10 feet on foot immediately before the jump. When it makes a standing high jump, it can jump only half that distance. Either way, each foot it clears on the jump costs a foot of movement. In some circumstances, the DM might allow a creature to make a Strength ({@skill Athletics}) check to jump higher than it normally can.", - "A creature can extend its arms half its height above its body during the jump. Thus, it can reach above a distance equal to the height of the jump plus 1½ times its height." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "Getting Lost", - "page": 141, - "entries": [ - "It's not possible to get lost in a miles-long tunnel that has no branches, but sailing across a subterranean sea, or clambering through a twisting, turning maze-like cave offers plenty of opportunities for becoming lost.", - "The Realms Below combine both poor visibility and treacherous terrain, so any time would-be explorers venture away from clearly marked trails, they may become lost. When such a possibility exists, the party chooses one member that must succeed on a Wisdom ({@skill Survival}) check once per hour or becomes lost (see the Orientation DCs chart). Characters that are native to the Underdark or possess a reliable map have advantage on this check.", - { - "type": "table", - "caption": "Oriention DCs", - "colLabels": [ - "Area Type", - "DC" - ], - "colStyles": [ - "col-6 text-center", - "col-6 text-center" - ], - "rows": [ - [ - "Lake or Sea", - "10" - ], - [ - "Gorge or Rift", - "10" - ], - [ - "Cave or Vault", - "15" - ], - [ - "Abyss", - "20" - ], - [ - "Maze cave", - "25" - ] - ] - }, - "After each Wisdom ({@skill Survival}) check, the DM can consult the Orientation Results table to determine an outcome to the hour's travel.", - { - "type": "table", - "caption": "Oriention Results", - "colLabels": [ - "Check Result", - "Outcome" - ], - "colStyles": [ - "col-4 text-center", - "col-8" - ], - "rows": [ - [ - "Natural 20", - "Distance covered in half the time, unhindered" - ], - [ - "10+ over DC", - "Distance covered, unhindered, and the party discovers a random treasure or beneficial location" - ], - [ - "5-9 over DC", - "Distance covered, unhindered" - ], - [ - "0-4 over DC", - "Distance covered, with random encounter ({@chance 50|50%||Party has Suprise|Party does not have Suprise} chance party has surprise)" - ], - [ - "1-4 under DC", - "Lost for 1 hour, no distance covered" - ], - [ - "5-9 under DC", - "Lost for 1d4+1 hours, no distance covered" - ], - [ - "10+ under DC", - "Random Encounter ({@chance 50|50%||Party is not ambushed|Party is ambushed} chance party is ambushed), no distance covered" - ], - [ - "Natural 1", - "Crisis (gear is lost, map is fake, dangerous threat in the area), no distance covered" - ] - ] - } - ] - }, - { - "type": "entries", - "name": "Navigation", - "page": 141, - "entries": [ - "When your party declares that they are traveling 12 hours or more to a specific location, set a Navigation DC based on the guidance the party has and the concealment of the location, whichever is higher. The party chooses one member that must make a Wisdom ({@skill Survival}) skill check against the Navigation DC (see the Navigation DCs table). Apply modifiers for {@quickref travel pace|PHB|4} listed in the {@book Player's Handbook}. Depending on the distance to the location, the DM determines how many successful checks will be necessary to arrive at the destination.", - { - "type": "table", - "caption": "Oriention DCs", - "colLabels": [ - "Guidance", - "Concealment", - "DC" - ], - "colStyles": [ - "col-5 text-center", - "col-5 text-left", - "col-2 text-center" - ], - "rows": [ - [ - "Guide", - "None", - "5" - ], - [ - "Gorge or Rift", - "None", - "10" - ], - [ - "Cave or Vault", - "None", - "15" - ], - [ - "Signs", - "Mundane", - "20" - ], - [ - "Directions", - "Illusory Magic", - "25" - ], - [ - "None", - "Regional Magic", - "30" - ] - ] - }, - "After each Wisdom ({@skill Survival}) check, the DM can consult the Orientation Results table above to determine an outcome to that period of travel. When traveling longer distances, the amount of time lost on a failure can be increased from a number of hours to a number of days. It is also possible that a lack of forward progress leads to heading in the wrong direction, adding additional time to the journey." - ] - }, - { - "type": "entries", - "name": "Foraging", - "page": 142, - "entries": [ - "Characters can gather food and water as the party travels at a normal or slow pace. When a party forages together, they choose one character to a make a Wisdom ({@skill Survival}) check with advantage against the DC determined by the abundance of food and water in the region.", - { - "type": "table", - "caption": "Foraging DCs", - "colLabels": [ - "Area Type", - "DC" - ], - "colStyles": [ - "col-6 text-center", - "col-6 text-center" - ], - "rows": [ - [ - "Lake or Sea", - "5" - ], - [ - "Gorge or Rift", - "10" - ], - [ - "Cave or Vault", - "15" - ], - [ - "Abyss or Maze cave", - "20" - ] - ] - }, - "After the Wisdom ({@skill Survival}) check, the DM can consult the Foraging Results table to determine the outcome.", - { - "type": "table", - "caption": "Foraging Results", - "colLabels": [ - "Check Result", - "Outcome" - ], - "colStyles": [ - "col-4 text-center", - "col-8" - ], - "rows": [ - [ - "Natural 20", - "The party finds enough Hair of Eilistraee to make 1d4 {@item potion of healing||potions of healing}, and enough food and water for 1 day." - ], - [ - "10+ over DC", - "The party finds enough food and water for 3 days." - ], - [ - "5-9 over DC", - "The party finds enough food and water for 2 days." - ], - [ - "0-4 over DC", - "The party finds enough food and water for 1 days." - ], - [ - "1-4 under DC", - "The party finds no food or water." - ], - [ - "5-9 under DC", - "The party exhausts themselves in the search, needing to use up an additional day's worth of food and water." - ], - [ - "10+ under DC", - "The party finds a patch of {@hazard Cave Creeper|JBoE}, {@hazard Fire Fungus|JBoE}, {@hazard Fool's Water|JBoE}, or has a random encounter." - ], - [ - "Natural 1", - "One of the party members gets separated from the group and lost." - ] - ] - } - ] - } - ] - }, - { - "type": "section", - "name": "Underdark Regions", - "page": 142, - "entries": [ - { - "type": "quote", - "entries": [ - "People always want it mapped, to make sense. Here, in the Underdark, it is always one step beyond." - ], - "by": "Jarlaxele" - }, - "While many surface dwellers regard the Underdark as all the same (one big cave, infested with hungry monsters), the wise adventurer prepares by studying what surface dwellers know about the Realms Below before venturing underground. Knowing what sorts of creatures and dangers lurk at what depths might mean the difference between life and death.", - "The Underdark is divided into three general levels: The Upperdark, the Middledark, and the Lowerdark.", - { - "type": "entries", - "name": "The Upperdark", - "page": 142, - "entries": [ - "The Upperdark extends from the surface to a depth of about 3 miles. Varied races inhabit this region, including chitines, udadrow, dwarves, giants, all manner of goblinoids, orcs, svirfneblin, and wererats. Scouts from deeper races often venture into the Upperdark in order to trade with (or prey on) the races native to this area.", - "The Upperdark's main import from the surface is slaves. Slavers from evil-aligned cities in the Upperdark make frequent forays into the light to capture new slaves for use as either labor or food. They also trade for textiles, grains, fruit, and weapons. Their exports include raw ore, refined metals, gems, and native Underdark plants.", - "Travel in the Upperdark is relatively easy. Multiple paths to a single point usually exist, thanks to millennia of natural processes, volcanic activity, burrowing creatures, and various races cutting trails through the rock. In most places the surrounding earth is composed of rock, but near the surface, tunnels can be hewn out of tightly packed dirt, allowing creatures with burrow speeds that can't cut through rock to blaze their own trails in a pinch.", - { - "type": "entries", - "name": "Surviving in the Upperdark", - "page": 143, - "entries": [ - "{@skill Survival} checks made to hunt, forage, and avoid natural hazards in the Upperdark use the same DCs as normal surface conditions. Basic amenities such as light, air, food, and water are less available in the Upperdark than on the surface, but they are common enough. Luminescent flora and {@i {@variantrule faerzress|JBoE}} provide occasional light, though not consistently enough to allow a creature without {@sense darkvision} to travel without an independent light source. Vents from the surface keep air fresh and moving in the passages, so air quality is rarely an issue. Enormous underground lakes spread across hundreds of miles in some regions, and water trickles down from the surface in many others. Many water sources are guarded or fouled, but quite a few are both clean and open for anyone to use. Many different types of wild fungi are edible, and the Underdark equivalent of small game (rats, dire rats, lizards, and giant vermin) can easily be found in the tunnels. Domesticated animals, such as deep rothé, can also be found near most major population centers." - ] - }, - { - "type": "entries", - "name": "Denizens of the Upperdark", - "page": 143, - "entries": [ - "Most Upperdark inhabitants traffic with the surface world in some way, either trading with or raiding their upstairs neighbors for things they can't get in their native habitat. They also trade with (and raid) each other. No Underdark community is ever really friendly with another, but Upperdark settlements often observe wary truces with their neighbors.", - { - "type": "entries", - "name": "Chitines", - "entries": [ - "Though they are sometimes considered too small, weak, or fearful to matter, chitines are quite capable of killing those who underestimate them. They are far more clever and malicious than they seem to be\u2014clever enough to avoid fights they're not sure they can win, at the very least. Chitine nests can be found in web-filled caverns throughout the Upperdark, but the largest concentration of these spiderfolk is the realm of Yathchol in the northern Underdark." - ] - }, - { - "type": "entries", - "name": "Dwarves", - "entries": [ - "For thousands of years, the great dwarven realms of the surface world have expanded downward instead of outward. Neither gold dwarves nor shield dwarves harbor any fear of the Underdark, and their cities are often buried in the upper reaches of the Realms Below. The kingdom of Iltkazar is the strongest shield dwarf realm remaining in the Underdark, and the gold dwarves there retain extensive Underdark holdings in the vicinity of the Great Rift. Unlike the duergar, who prefer the deeper portions of the Underdark, gold and shield dwarves keep fields and livestock on the surface and trade extensively with surface folk. These dwarves are gifted engineers and industrious workers, and they have built many roads and bridges in the Underdark." - ] - }, - { - "type": "entries", - "name": "Goblins", - "entries": [ - "Bugbears, goblins, and hobgoblins often establish outposts and settlements in the Upperdark, from which they can easily raid nearby surface lands. Goblinoids may in fact be the most numerous of the Underdark's races, but they have raised no great cities and delved no great caverns. Most goblinoid tribes exist in a state of barbaric squalor. Goblins in particular are commonly found as slaves in the cities of crueler and more sophisticated races, such as the udadrow and the duergar." - ] - }, - { - "type": "entries", - "name": "Quaggoths", - "entries": [ - "These so-called deepbears frequently band together to raid and forage throughout the Underdark. They once had a kingdom, Ursadunthar, deep beneath the Spine of the World, but it fell to the duergar of Gracklstugh in-1350 DR. Most quaggoth bands now survive by roaming the deeps as nomadic hunter-gatherers and supplementing their diets with anything (or anyone) that falls into their bloody claws. Like goblins, quaggoths are frequently encountered as slaves in the cities of more civilized Underdark denizens, such as udadrow." - ] - }, - { - "type": "entries", - "name": "Minotaurs", - "entries": [ - "Hulking and fierce minotaurs dwell in the Upperdark, usually favoring the most confusing and complex cave systems for their lairs. Minotaurs generally live by raiding and plunder, although more than a few sell their services to other folk who offer gold and food in exchange for a chance to fight. Minotaurs are kept as slaves by Upperdark dwellers such as udadrow and mind flayers, but such slaves are not numerous. The vast delve known as the Labyrinth was once a minotaur empire of sorts. While no signs of the former minotaur civilization remain, thousands of the creatures still infest the area." - ] - }, - { - "type": "entries", - "name": "Orcs", - "entries": [ - "Like goblins, orcs often settle in the upper caverns of the Underdark. Caverns close to the surface offer shelter from the hated sun and easy defensibility with a minimum of work, and most orcs are only too happy to take advantage of that combination. Orcs are often enslaved by deeper-dwelling races, so they can be found almost anywhere in the Underdark." - ] - }, - { - "type": "entries", - "name": "Svirfneblin", - "entries": [ - "The deep gnomes live in hidden caves and secretive strongholds throughout all three layers of the Underdark, but most of them dwell in the Upperdark and Middledark. Deep gnomes avoid trouble by simply staying well clear of it, and few strangers ever blunder across svirfneblin towns. The svirfneblin city of Blingdenstone fell recently to a demonspawned udadrow assault." - ] - }, - { - "type": "entries", - "name": "Stone Giants", - "entries": [ - "Powerful and ponderous in action and thought, stone giants are strong enough to keep all but the most magically powerful of foes at bay. These creatures delve enormous quarries for their homes, and they can work wonders with their chosen medium. Few in number, stone giants leave other folk alone and expect the same courtesy from anyone passing through their lands. The most powerful stone giant realm is the kingdom of Cairnheim, beneath the Giant's Run Mountains." - ] - }, - { - "type": "entries", - "name": "Troglodytes", - "entries": [ - "Perhaps no other race is as universally detested as the troglodytes. These bloodthirsty savages descend on the realms of other Underdark folk like a plague of locusts and immediately set about raiding, pillaging, and killing anyone unfortunate enough to be nearby. They occasionally serve as slaves to more powerful races, but only in those places where more tractable (and less vile) slaves aren't widely available. Troglodytes were once much more widespread in the Underdark than they are now, but they have been rooted out and exterminated in many places. Most troglodytes now live in the southern portions of the Underdark, particularly beneath the Mhair and Black Jungles." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "The Middledark", - "page": 144, - "entries": [ - "The Middledark lies between 3 and 10 miles beneath the surface of Faerûn. Larger cities of udadrow and duergar are in the Middledark. Other inhabitants include lone aboleths, cloakers, derro, grimlocks, and kuo-toas. A few mind flayer outposts are scattered throughout this level as well.", - "Settled communities in the Middledark commonly send trade caravans and raiding parties to the surface, or at least up to Upperdark trading centers such as Menzoberranzan and Ooltul. Visitors from the surface are rare and tend to be viewed as potential slaves or food. Caravan travel brings mostly luxuries; staples must be grown locally.", - "Travel in the Middledark can be difficult. In many cases, it's simply not possible to go from one place to another because no caves or tunnels lead in the right direction. To overcome this drawback, many of the races that dwell at this depth are prolific portal builders and tunnelers.", - { - "type": "entries", - "name": "Surviving in the Middledark", - "page": 144, - "entries": [ - "The Middledark is, at its best, worse than the harshest surface deserts. The DC for any Wisdom ({@skill Survival}) check made in the Middledark automatically increases by 5, even for natives. Wild resources are hard to find, and most of those that do exist have already been placed under guard by someone else.", - "Glowing fungi and lichens are less common at this depth than they are in the Upperdark. They can be easily cultivated, but most concentrations of them appear in cities, not in the wild. Air tends to be stale, but breathable, though poisonous fumes choke out normal air in a few areas. In many places, water is scarce, and any large supply is well guarded. Creatures living at this depth get most or all of their water from the fluids in other creatures they eat. Food is the most plentiful of the necessities at this depth, but even that becomes an issue at the lower end of the depth range." - ] - }, - { - "type": "entries", - "name": "Denizens of the Middledark", - "page": 145, - "entries": [ - "No alliance is permanent in the Middledark.", - "Some communities maintain wary trading partnerships with others, but it is understood that if one party ever grows stronger than the other, the terms of the partnership will change\u2014perhaps drastically. Even in the most open of Middledark cities, newcomers can expect to be challenged (physically or otherwise) unless they make a pointed display of power upon entry.", - { - "type": "entries", - "name": "Udadrow", - "entries": [ - "Most udadrow cities occupy large vaults or caverns in the Middledark. At these depths, {@i {@variantrule faerzress|JBoE}} is common and powerful, and the dark elves have developed many potent spells and defenses that harness the Underdark's magical radiation for their own purposes. The Middledark also offers the defense of distance\u2014a udadrow outpost near the surface is vulnerable to the attacks of adventurers and surface elves, but moving a large army into the Middledark can't be done with ease.", - "Taken as a whole, udadrow probably have the most significant presence in the Middledark. Their cities and strongholds are numerous, wealthy, and well situated for defense, and the udadrow themselves are cruel and strong. Only the endless feuding of the great Houses constrains udadrow power. Menzoberranzan is the most famous of udadrow cities." - ] - }, - { - "type": "entries", - "name": "Duergar", - "entries": [ - "The Middledark is also home to the largest and most powerful gray dwarf realms. The duergar have no particular use for {@i {@variantrule faerzress|JBoE}} and do not worry about agesold vendettas against the surface world; they came down to the Middledark because the lower one descends into the earth, the more rare and wondrous the minerals that one can find. If the Lowerdark were not so completely inhospitable, the gray dwarves would pursue their veins of ore and gemstones all the way to the roots of the world, but lower reaches of the Middledark represent the deepest depth at which large cities can be easily sustained. Duergar cities are less numerous than those of the udadrow, but any given gray dwarf city is likely to be a strong, wealthy, and martially inclined realm quite powerful enough to deter the attacks of its hostile neighbors. The cities of Dunspeirrin and Gracklstugh are good examples of duergar realms." - ] - }, - { - "type": "entries", - "name": "Fomorians", - "entries": [ - "The most hideous and wicked of giantkind, the terrible fomorians dwell throughout the Underdark, but mostly in the middle section. They are thankfully scarce, and no one knows of any true fomorian cities of holdings in the Realms Below. However, a few dozen fomorians gathered in a keep or clanhold represent a formidable threat to their neighbors." - ] - }, - { - "type": "entries", - "name": "Grells", - "entries": [ - "Monstrous and alien, grells are usually thought of as solitary predators, but in the Underdark they have been known to gather in nests or hives numbering dozens of individuals. In settlements of this size, grells divide themselves into distinct castes, including a philosopher caste whose members boast potent abilities as psions or sorcerers. Grells make poor neighbors, since they regard all other creatures only as potential prey." - ] - }, - { - "type": "entries", - "name": "Grimlocks", - "entries": [ - "Well suited for a life in the lightless depths, grimlocks gather in large, savage tribes that are fully capable of overwhelming the cities and strongholds of more sophisticated races. Grimlocks are tireless hunters and raiders, and they often range dozens of miles from their lairs in search of food and plunder. Like the goblins and orcs of the higher levels, grimlocks are frequently enslaved by other races (particularly mind flayers) and can be found almost anywhere. The grimlocks long ago laid claim to the cavern complex called Fingerhome. Within it, the village of Reeshov is a good example of a community of free grimlocks, as is the Cavern of Cloven Heads, which is home to the twisted descendants of the Golden Eagle and Red Pony Uthgardt tribes." - ] - }, - { - "type": "entries", - "name": "Hook Horrors", - "entries": [ - "These vile abominations plague many of the Middledark's lonely and deserted passages, waylaying any travelers who come along. Hook horrors seem barely sentient, but they have been known to gather in large and dangerous bands to stake out a good source of water or a cavern of edible fungus as their own." - ] - }, - { - "type": "entries", - "name": "Kuo-Toas", - "entries": [ - "Kuo-toas are found throughout the seas of the Middledark. This once great race has dwindled over time, and many of kuotoan cities lie in ruins. The worship of the Sea Mother is all-important in kuo-toan society, and kuo-toa clerics and monks wield virtually unchallenged power over the rest of the race. Kuo-toas get along reasonably well with most other Underdark races (except aboleths), and they travel widely as traders, pilgrims, and guides.", - "The strongest kuo-toan city remaining in Faerûn's Underdark is Sloopdilmonpolop, which lies in Old Shanatar. Kuo-toas generally keep to the saltwater seas of the Underdark, leaving the freshwater lakes to the aboleths." - ] - }, - { - "type": "entries", - "name": "Maurs", - "entries": [ - "Like the stone giants or fomorians, maurs are not common, but where they walk, lesser folk get out of the way. Descendants of storm giants that were imprisoned deep in the earth long ago for some forgotten crime, maurs are unusual among Middledark races in that they are not malicious, predatory slaveholders. Some maurs are as wicked as any fomorian, of course, but for the most part, these ruined giants want nothing more than to be left alone by their neighbors." - ] - }, - { - "type": "entries", - "name": "Mind Flayers", - "entries": [ - "After the udadrow, the mind flayers are probably the most powerful, notorious, and sinister of the Underdark's peoples. Illithid cities tend to be quite small by the standards of other races\u2014few of them number more than 500 mind flayers. However, since illithids are uniquely well suited to hold great numbers of slaves and thralls, mind flayer cities may have ten times as many slaves as illithids. Unlike the slaves of the udadrow or duergar, illithid thralls are compelled to absolute loyalty and zeal in the service of their horrid masters. The mind flayers can field entire armies of thralls whenever they wish and hurl them into battle without concern for their loyalty or fighting spirit. The mind flayers prefer the lower reaches of the Middledark, but they also have numerous communities in the Lowerdark. The mighty city of Oryndoll is the most famous of their realms." - ] - }, - { - "type": "entries", - "name": "Orogs", - "entries": [ - "Stronger, smarter, and more advanced than their surface kin, the deep orcs are well suited for the fierce competition of the Underdark. Orog cities are not numerous, but they can be found throughout the northerly reaches of the Underdark, from the Spine of the World all the way to the Icerim Mountains. Orogs favor volcanic regions, so they tend to found their cities in torrid caverns too hostile for creatures without fire resistance to endure." - ] - }, - { - "type": "entries", - "name": "Umber Hulks", - "entries": [ - "Although umber hulks are sentient, they are nomadic hunters that build no cities and manufacture no tools. Their claws and mandibles are more than sufficient for their purposes. Among the most common of the Underdark's monsters, umber hulks fearlessly attack almost anything they meet, relying on their confusing gaze to scatter or paralyze most of their foes." - ] - } - ] - } - ] - }, - { - "type": "entries", - "name": "The Lowerdark", - "page": 146, - "entries": [ - "No place on Toril is as strange and dangerous as the Lowerdark. This level of the Underdark extends from 10 miles below the surface to unfathomable depths and features a degree of strangeness that would drive some surface dwellers insane. Few upper-worlders ever descend to the Lowerdark, and few of the Lowerdark's denizens want anything to do with the surface world. Some of the creatures in the Lowerdark\u2014intelligent or otherwise\u2014aren't even aware of a surface world; others have heard of it but consider it a mythical place.", - "Interspecies and intraspecies strife is the rule in the Underdark. Resources are minimal, and weakness invites extermination. Most of the Lowerdark's denizens are chaotic, evil, or both. Even the vermin and animals encountered in this area are rarely ordinary\u2014many have been transfigured by crossbreeding or magical interference. Nothing here is normal or simple.", - "Travel in the Lowerdark is arduous at best. The term Lower Underdark actually refers to many places, since the great domains of Faerûn's Underdark possess fewer and fewer interconnections the deeper one delves. Only about a third of the lowest sections of the Underdark actually connect to each other. The rest of the Lowerdark consists of isolated pockets of space reachable only from the Middledark, by water, or by transportation magic.", - "Typically only one route exists to any given point, and that is what must be used unless the traveler plans to dig one. Though time consuming and cumbersome, many adventurers find it expedient to do just that, so they keep the necessary magic items and spells handy to make their own tunnels as needed. Fortunately, {@i {@variantrule faerzress|JBoE}} is rare at this depth, so teleportation can be used to travel the Lowerdark with a reasonable hope of success, assuming that the traveler has a good sense of the destination.", - { - "type": "entries", - "name": "Surviving in the Lowerdark", - "page": 147, - "entries": [ - "The Lowerdark is a strange realm warped by severe environmental and magical forces. The problems that pervade the rest of the Underdark intensify here. Resources are scarce, and control of them is continually contested. Air does filter down this far, but it is frequently stale and occasionally toxic because of geothermal fumes. Water is virtually nonexistent, and the little that is present is well guarded. Food cannot be found in the wild, unless the hunter has no aversion to cannibalism. (Many creatures at this depth survive by this means.) The Wisdom ({@skill Survival}) check DCs for most tasks increase by 10. Exacerbating these problems still further are numerous areas of wild magic and dead magic. Though {@i {@variantrule faerzress|JBoE}} is rare here, the Weave in the Lowerdark is a snarled, tangled mess. Yet another magic-complicating feature is a high degree of portal seepage (see Magical Phenomena).", - "The darkness at this depth is so deep that it seems to actively dislike light. Natural light sources fail with unnerving frequency, and magical light sources draw attackers like flies to rotten fruit. In some places, the shadows cast in areas of light are unnatural\u2014too large or too small for the light source, or cast in contradictory angles. Even beings with {@sense darkvision} see a flickering of dark around the edges of their vision, as if the darkness were trying to smother out any sight at all." - ] - }, - { - "type": "entries", - "name": "Denizens of the Lowerdark", - "page": 147, - "entries": [ - "Why would any creature with intelligence or common sense live in such a terrible environment? Some races have lived here for generation upon generation, and the Lowerdark is simply their home. Other creatures settle here to take advantage of the Lowerdark's unique magical properties, rare ores, or shelter from the hated sun. Still others view a sojourn in the Lowerdark as a temporary solution, since the dead magic areas and hostile territory may be a wanted criminal's most expedient means of avoiding capture.", - "Of course, not everyone is in the Lowerdark by choice. Some unfortunates are here because they neglected to research the destinations of the portals through which they ventured. Others have been exiled here from communities in the Middledark, the Upperdark, or even the surface world. Some udadrow matrons get rid of potentially problematic subordinates by sending them on exploratory or expansionistic raiding parties into the Lowerdark. A triumphant scout returning from the mission into the depths might find her unexpected survival fatally inconvenient to the matron who dispatched her.", - "Several Middledark races make frequent forays into the Lowerdark. Some do so because of expansionistic desires, others because they need the resources, and a scant few because they have something to prove. Grimlocks and orogs often set a coming-ofage trial for their young warriors to mark the passage between adolescence and adulthood. In a typical version of such a trial, the youth is sent into the Lowerdark, sometimes armed only with a dagger, and told to return with a trophy demonstrating his competence and ability to contribute to the community.", - { - "type": "entries", - "name": "Aboleths", - "entries": [ - "These horrible aberrations lurk in the deepest, blackest waters of the Underdark, surrounded by legions of thralls. Gifted with extraordinary intelligence and powerful magical abilities, the aboleths are the unquestioned masters of most Lowerdark lakes and seas. While some aboleth cities are quite large, small outposts (or \"broodholds\") of a dozen or so outposts are much more common." - ] - }, - { - "type": "entries", - "name": "Avolakias", - "entries": [ - "Thankfully few in number, the avolokias are master necromancers and shapechangers. In its true form, an avolakia is a 10-foot monstrosity combining insectile, octopoid, and wormlike features. Devoted to the elevation of deities of decay and undeath (including Ghaunadaur and Velsharoon, among others), an avolokia nest is surrounded by a shambling army of undead under the monsters' control. Avolakias occasionally ally with aboleths or mind flayers, but they regard humanoids of any sort as nothing more than fodder for creating more undead." - ] - }, - { - "type": "entries", - "name": "Beholders", - "entries": [ - "The Lowerdark is home to numerous beholder hives. Each of these bizarre cities can house hundreds of eye tyrants and thousands of slaves. Like mind flayers, beholders can magically compel loyalty from their thralls, and they believe that their natural role in the scheme of things is tyranny over lesser beings. Some beholder hives experiment with breeding strange servitor beholders to fill specific roles, but all eye tyrants believe that the beholder form is perfect, and that any deviation from it is monstrous. This attitude means that beholder hives make implacable enemies when they decide to go to war.", - "The city of Xonox, beneath the Lake of Steam, is an excellent example of a beholder realm." - ] - }, - { - "type": "entries", - "name": "Cloakers", - "entries": [ - "Often encountered as small bands in higher portions of the Underdark, cloakers gather into great convocations in a few places in the Middle and Lower Underdark. These strange and sinister creatures seem universally hostile to all other beings, and their teeming cities are no place for travelers to visit." - ] - }, - { - "type": "entries", - "name": "Deepspawn", - "entries": [ - "These horrible creatures give birth to monstrosities of all sorts, surrounding themselves with armies of their spawned minions. Deepspawn are found in all portions of the Underdark, but the largest, most wicked, and most fecund of the species seem to hail from the Lowerdark." - ] - }, - { - "type": "entries", - "name": "Derro", - "entries": [ - "Murderous and cruel, the derro are found at all depths of the Underdark. At the upper levels, they tend to live in small bands within the cities of other races, such as the duergar, fomorians, or kuo-toas. The true cities and strongholds of the derro are buried deep in the Lowerdark. From time to time, the derro muster their strength to fight great wars against all other creatures in the Underdark, swarming up from their hidden realms to plunder any realm unfortunate enough to lie in their path." - ] - }, - { - "type": "entries", - "name": "Desmodus", - "entries": [ - "The desmodus are perhaps the only denizens of the Lowerdark that are actually good in alignment. The desmodus do not gather in great cities or strongholds; instead they live in small families and clans scattered throughout the Lowerdark. Even with their generally benevolent outlook, however, the desmodus do not take kindly to strangers raiding their food stores or water supplies." - ] - }, - { - "type": "entries", - "name": "Destrachans", - "entries": [ - "These eyeless terrors roam the Lowerdark in hungry packs. Destrachans are the perfect Underdark predators. With their phenomenal sense of hearing and their sonic attacks, they are more than capable of stalking and slaying even well-armed parties of udadrow or surface adventurers." - ] - }, - { - "type": "entries", - "name": "Elementals", - "entries": [ - "Elemental creatures and creatures with elemental heritage (such as genasi) generally do well in the Lowerdark. In particular, earth elementals and dust, earth, and salt mephitis find the deep underground to be an ideal environment. Fire elementals, thoqqua, azer, salamanders and fire, magma, and steam mephitis love Lowerdark regions with active volcanoes. Water elementals and water mephitis occupy some of the sunless lakes and seas, while ooze mephits lurk at their fringes. Air elementals and air mephits are scarcer than the other varieties, but some can be found near portals to the Elemental Plane of Air." - ] - }, - { - "type": "entries", - "name": "Extraplanar Creatures", - "entries": [ - "Portals in the Lowerdark open into almost every plane of existence. Often these portals are not marked or maintained, but just because the Faerûn side of the portal has fallen out of use does not mean that these doorways go unremarked at their destinations. Lone fiends such as bebiliths or hellcats often find the hunting better on the Material Plane than in their home realms, and some wind up staying.", - "Others outsiders sometimes use these portals to raid Toril. Demons, devils, and other types of outsiders use Lowerdark portals of varying ages to facilitate their travels." - ] - }, - { - "type": "entries", - "name": "Psurlons", - "entries": [ - "Wormlike monsters with powerful psionic abilities, psurlons in the deep Underdark gather into communities known as clusters. Like beholders and mind flayers, they often dominate hundreds of useful thralls and set these unfortunate slaves to whatever tasks the psurlons deem needful at the time." - ] - }, - { - "type": "entries", - "name": "Tomb Tappers", - "entries": [ - "Also known as thaalud, tomb tappers are huge constructs forged as weapons of war long ago. Intelligent and free-willed, these creatures hunger for magic and pursue magic items (and those who carry them) tirelessly." - ] - }, - { - "type": "entries", - "name": "Undead", - "entries": [ - "Because undead creatures need no water, food, or air to survive, many of them find the Lowerdark almost hospitable. Liches are particularly common here, since they have no need to prey on the living and find that the Underdark offers blessed solitude for their sinister studies. Some of the mightiest liches eventually found small realms or kingdoms here. Such a kingdom could consist of hundreds or even thousands of mindless undead laborers and soldiers, led by creatures such as mummies, vampires, and wraiths." - ] - } - ] - } - ] - } - ] - }, - { - "type": "section", - "name": "Underdark Encounters", - "page": 150, - "entries": [ - "Thirty Underdark encounters are presented here for groups that use them and are suggested for parties of characters level 1-5.", - { - "type": "entries", - "name": "1. A Friend in Need", - "page": 150, - "entries": [ - { - "type": "inset", - "entries": [ - "A soft, blue glow emanates from the clearing ahead. It appears to be coming from the tentacles of several small, stalk-eyed saucers floating above an injured friend. One of these creatures notices you and glides over curiously while its tentacles turn from blue to green." - ] - }, - "This cloister of {@dice 2d6} {@creature flumph||flumphs} grieves over their friend who was gored by a minotaur. They are not aggressive but defend themselves if necessary. The curious {@creature flumph} telepathically asks the party for help.", - "The injured {@creature flumph} dies in 10 minutes unless saved with a DC 14 Wisdom ({@skill Medicine}) check or 5 points of healing. If saved, it recovers and rises off the ground. The grateful {@creature flumph} undulates a spectrum of color and accompanies the party on their travels. {@creature flumph||Flumphs} are susceptible to the evil thoughts of others, turning red when such thoughts are detected within 60 feet." - ] - }, - { - "type": "entries", - "name": "2. Back from the Hunt", - "page": 150, - "entries": [ - { - "type": "inset", - "entries": [ - "You hear deep voices arguing in Giant under a rocky ledge ahead." - ] - }, - "{@dice 1d2 + 1} {@creature ogre||orges} stand around the corpse of a {@creature giant lizard}. They took the wrong way home and are now faced with the task of getting themselves and their feast over the ledge.", - "The {@creature ogre||orges} fight to the death if approached unless the party offers to help them, in which case the {@creature ogre||orges} cautiously comply. If helped, the {@creature ogre||orges} offer some words of \"wisdom\" before going on their way-a gift of food is the surest way to an ogre's heart." - ] - }, - { - "type": "entries", - "name": "3. Belgos' Cabin", - "page": 151, - "entries": [ - { - "type": "inset", - "entries": [ - "Embedded in the wall of the cavern to the right is a wooden door engraved with a large, green rune. There doesn't appear to be any sort of knob or handle on the door, but there is a clear set of footprints leading up to it." - ] - }, - "The rune on the door can be identified as the symbol of abjuration magic with a successful DC 12 Intelligence ({@skill Arcana}) check and opens the door when touched. An enterprising drow {@creature mage} named Belgos makes his home in this magical private sanctum, styled like a log cabin on the inside. He's smoking a pipe by the fireplace when the players enter.", - "Belgos considers the pursuit of knowledge to be paramount, preferring to not waste time fighting everything and everyone that stumbles upon his cabin, but does so if significantly disrespected. Currently, he is studying aberrations, monstrosities and the undead, and rewards the party for monstrous remains or where to find them. The reward is a choice of a {@item ring of evasion} or a {@item ring of feather falling}. A player can relay directions to where they last encountered such creatures with a successful DC 16 Wisdom ({@skill Survival}) check." - ] - }, - { - "type": "entries", - "name": "4. Chattering Nook", - "page": 151, - "entries": [ - { - "type": "inset", - "entries": [ - "You stumble upon a freshly deserted campfire in an alcove off the path. It looks like whoever it was left in a hurry, as there are still embers in the fire and several barrels of supplies. You can hear strange pattering sounds in the area, as if there's a downpour of rain." - ] - }, - "{@dice 2d4 + 2} {@creature giant centipede||giant centipedes} make their home in the nook are what made the previous inhabitants of the camp flee in horror without any of their supplies.", - "There are three barrels in the camp: one with half-eaten rations, one with clean water, and one with a small amount of grease. The barrel with rations contains two of the giant centipedes who get the attention of their allies above if disturbed." - ] - }, - { - "type": "entries", - "name": "5. Corrupted Ancestry", - "page": 152, - "entries": [ - { - "type": "inset", - "entries": [ - "A tall limestone monolith with a carved female face rises all the way to the ceiling of the cave. At its base, deformed, eye-less humanoids dance while swinging around spiked clubs made of bone." - ] - }, - "{@dice 2d6} {@creature grimlock||grimlocks} worship this monolith devoted to Shar, the Dark Lady. Grimlocks are believed to be the descendants of the first surface dwellers to live in the Underdark, and as such bear a resemblance to various surface races. They're in a good mood, reluctant to attack unless provoked.", - "Players choosing to pray at the monolith can make a DC 15 Intelligence ({@skill Religion}) check and on a pass, gain advantage on saves against enchantment, illusion and necromancy spells for 3 days." - ] - }, - { - "type": "entries", - "name": "6. Deification", - "page": 152, - "entries": [ - { - "type": "inset", - "entries": [ - "A group of fish-men stand chanting in a circle around a bound drow prisoner atop a large, flat boulder. The one leading the chant wears a black silk robe and holds a two-pronged staff." - ] - }, - "{@dice 2d6} {@creature kuo-toa} led by a {@creature kuo-toa whip} are performing a ritual sacrifice to their goddess, Blibdoolpoolp, represented by a black pearl worth 500gp hanging around the whip's neck.", - "The black pearl has become sentient as a result of the kuo-toas' worship and has Wisdom, Intelligence and Charisma scores of 7 along with telepathic ability. It has a particular disdain for illithids and udadrow for their aggressions against kuo-toa." - ] - }, - { - "type": "entries", - "name": "7. Exhausted Mine", - "page": 153, - "entries": [ - { - "type": "inset", - "entries": [ - "The sides of this cavern are dotted with entrances to old mineshafts, the largest of which stands before you. Floating over piles of corpses inside the heavily mined shaft is what looks like several huge eyeballs with stalks branching out from them in every direction. They all stare blankly at you standing at the mine's entrance." - ] - }, - "The eyes that look like beholders are actually {@dice 2d6} {@creature gas spore||gas spores}. The mine has been tapped and abandoned; the only signs of previous civilized use are rusted rail tracks and scattered pickaxes.", - "Players wishing to pass through the gas spores crowding the narrow mineshaft must succeed on a DC 11 Dexterity ({@skill Acrobatics}) check or bump into one and be hit by its Touch action." - ] - }, - { - "type": "entries", - "name": "8. Eyes in the Dark", - "page": 153, - "entries": [ - { - "type": "inset", - "entries": [ - "A patchy cloud of black smoke fills the grotto ahead. From the smoke, you can make out a large green eye casting its gaze upon you. The longer you look into it, the brighter it appears." - ] - }, - "This grotto is lightly obscured as a result of the patchy smoke cloud, imposing disadvantage on {@skill Perception} (Wisdom) Checks that rely on sight. {@dice 1d2} {@creature nothic||nothics} stalk the party from the darkness, using their weird insight to discover the party's weaknesses before attacking." - ] - }, - { - "type": "entries", - "name": "9. Face-Huggers", - "page": 154, - "entries": [ - { - "type": "inset", - "entries": [ - "You carefully follow a winding path down the side of a cavern. A sea of stalactites loom overhead and headless bodies lie under feet, but nothing can be seen over the ledge but darkness." - ] - }, - "{@dice 1d6 + 1} {@creature darkmantle||darkmantles} are camouflaged as stalactites, waiting for prey to wander into the range of their {@sense blindsight}. If a {@creature darkmantle} fails its pounce on a target, it flies back up for another try." - ] - }, - { - "type": "entries", - "name": "10. Fungal Forest", - "page": 154, - "entries": [ - { - "type": "inset", - "entries": [ - "A humid smell-both sweet and rotten - fills your lungs as you approach the cave. Dozens of species of fungi, some several stories tall, have overgrown in this cavern and turned it into a thick forest. While the cavern is mostly grey, some brightly colored fungi can be found along the walls." - ] - }, - "{@dice 2d6} {@creature violet fungi} are mixed in with {@dice 1d4} bright red mushrooms along the walls. The red mushrooms can be made into {@item potion of healing|DMG|potions of healing} using an herbalism kit. A DC 14 Intelligence ({@skill Nature}) check can be made to identify either of the species of fungi." - ] - }, - { - "type": "entries", - "name": "11. Guano-Filled Cave", - "page": 155, - "entries": [ - { - "type": "inset", - "entries": [ - "The ground of the cavern ahead is covered in a layer of guano several inches thick. Several giant bats hang sleeping from the high ceilings." - ] - }, - "The guano blankets scraps from fallen adventurers on the floor, making it difficult terrain. Characters can sneak through undetected with a successful DC 12 Dexterity ({@skill Stealth}) check. On a fail, glass breaks underfoot through the guano, waking {@dice 2d4} {@creature giant bat||giant bats}." - ] - }, - { - "type": "entries", - "name": "12. Hunting Party", - "page": 155, - "entries": [ - { - "type": "inset", - "entries": [ - "You climb over a rock-fall on the path when you spot a group of udadrow camped around a fire nearby. One of them pulls giant bats and beetles out of a linen sack and skewers them with a spit to be roasted over the fire." - ] - }, - "This camp of {@dice 2d4} {@creature drow||udadrow}\u2014who are resting after a successful hunting trip\\u2014blocks the path ahead. They've grown tired of hunting the same dumb creatures and long for some more interesting game.", - "The sacks around the camp are packed with 50 feet of {@item hempen rope (50 feet)|PHB}, 15 feet of iron chains, and 2 {@item spell scroll (2nd level)|DMG|scrolls} of {@spell lesser restoration}." - ] - }, - { - "type": "entries", - "name": "13. Lights in the Tunnel", - "page": 156, - "entries": [ - { - "type": "inset", - "entries": [ - "The cavern narrows into a long, straight tunnel. At the end, bright orange lights dance back and forth as if a torch-bearing mob is approaching." - ] - }, - "The lights are from the glands of {@dice 2d6} {@creature giant fire beetle||giant fire beetles} who are seeking new shelter in the party's direction. These glands continue to shed light for {@dice 1d6} days after a beetle's death." - ] - }, - { - "type": "entries", - "name": "14. Little Escapees", - "page": 156, - "entries": [ - { - "type": "inset", - "entries": [ - "You walk across a wide, polished, stone bridge leading to a gatehouse guarded by drow. Beyond the gate you see glimpses of a city in this enormous cavern. As you draw near, the gatehouse shakes from an explosive blast in the walls extending from it. Several grey-skinned gnomes in tattered rags stumble out from the hole and sprint past. A hail of arrows falls all around you as the drow guardsmen attempt to stop the deep gnome slaves' escape." - ] - }, - "Have the gnomes and players make a DC 12 Dexterity saving throw and take {@damage 1d10} piercing damage from the hail of arrows, or half as much on a success.", - "{@dice 2d4} {@creature deep gnome||deep gnomes} attempt to escape from their servitude in the drow city beyond the wall. The {@dice 2d4} {@creature drow||udadrow} guards turn the players away unless they bring at least one slave back alive. If chased down, the {@creature deep gnome||deep gnomes} fight to the death." - ] - }, - { - "type": "entries", - "name": "15. Lizard Den", - "page": 157, - "entries": [ - { - "type": "inset", - "entries": [ - "The surrounding area is alive with colorful fungi and the sounds of buzzing insects. Standing under the cap of a giant 12-foot-tall mushroom, you can hear slurping and hissing sounds coming from above." - ] - }, - "{@dice 2d4} {@creature giant lizard||giant lizards} lounge atop the giant mushroom, feasting on the multitude of insects here." - ] - }, - { - "type": "entries", - "name": "16. Minotaur Bridge Sentry", - "page": 157, - "entries": [ - { - "type": "inset", - "entries": [ - "You hear deep, strained breathing from up ahead. A hulking, black-furred minotaur is tightening the rope supports of a rickety wooden bridge spanning the 15-foot-wide chasm behind it. Three gold rings rise-up two sharp, curved horns on its bull head, on its back, a tarnished great-axe." - ] - }, - "Upon discovering the party, the {@creature minotaur} runs to the other side of the bridge, cuts the supporting ropes (two ropes; AC 11, HP 5), and then runs to alert his fellow raiders. The splintered boards of the bridge break if more than one Medium or larger creature attempts to cross at once. If anyone crosses to the other side before the minotaur escapes, it fights to the death.", - "Anyone on the bridge when the ropes are cut or the bridge breaks must make a DC 13 Dexterity saving throw or take {@damage 2d6} bludgeoning damage from the 20 foot fall, half as much on a pass. A creature can attempt a long jump to cross the chasm." - ] - }, - { - "type": "entries", - "name": "17. Oily Platform", - "page": 158, - "entries": [ - { - "type": "inset", - "entries": [ - "The path you've been travelling cuts short at a cliff overlooking a lava lake. A stone platform engraved with glowing runes floats slowly and aimlessly over the lake. You can just make out a continuation of the path through the heat haze on a ledge nearly 100ft across the 40ft wide divide. Shallow pools of oil slosh on the surface of the platform as it comes to a brief halt before you." - ] - }, - "This 20-foot square platform was created by a powerful wizard whose magic has remained in the runic etchings. Characters can step onto the platform without a check if they don't hesitate.", - "The oily pools on the platform are {@dice 1d3} {@creature gray ooze||gray oozes}, whose weight distribution on the platform allows them to move. The platform moves up to 20 feet in the direction that most of its load is on. If the platform hits the side of the cavern, anyone on it must succeed a DC 13 Dexterity saving throw or be knocked {@condition prone}." - ] - }, - { - "type": "entries", - "name": "18. Putrid Mineshaft", - "page": 158, - "entries": [ - { - "type": "inset", - "entries": [ - "A rusted mine cart sits idly on a track outside of a narrow tunnel that slopes deeper down underground. A foul stench wafts up from down the dark, dusty mineshaft." - ] - }, - "This 10-foot wide abandoned silver mineshaft is the new home of {@dice 2d6} {@creature troglodyte||troglodytes}, who wait just around the bend at the bottom of the slope.", - "The mine cart can be pushed on the warped tracks with a DC 13 Strength check and can hold 3 small, or 2 medium, or 1 large creature(s). When pushed, the cart crashes through up to two creatures on the tracks, knocking them {@condition prone}, before coming to a halt 10 feet behind the rest of the pack." - ] - }, - { - "type": "entries", - "name": "19. Rotting River", - "page": 159, - "entries": [ - { - "type": "inset", - "entries": [ - "A wide, murky river cuts through the path ahead. Dead fish line the edge of the water and fill the cavern with their rotting smell. A long tongue pierces through the surface of the water and wraps around one of the dead fish. Then, a pale figure with decaying skin tight against its face emerges, devouring the fish and smiling at you with sharp teeth." - ] - }, - "{@dice 1d2} {@creature ghast||ghasts} hunt for scraps of food along this 10ft deep and 20-foot wide river. Players entering the river must make a DC 10 Constitution saving throw as if affected by a {@creature ghast||ghast's} Stench feature." - ] - }, - { - "type": "entries", - "name": "20. Screeching Shaft", - "page": 159, - "entries": [ - { - "type": "inset", - "entries": [ - "The cave ends abruptly in an alcove ahead. You spot a wooden ladder extending up into a tall, vertical shaft. The ground and ladder are covered in dubious droppings." - ] - }, - "{@dice 1d2} {@creature swarm of bats||swarms of bats} rest at the top of the shaft. Players climbing the ladder must succeed on a DC 11 Dexterity saving throw or slip on the guano-slicked ladder, taking {@damage 1d6} bludgeoning damage from the fall, and alerting the bats." - ] - }, - { - "type": "entries", - "name": "21. Skittering Shadows", - "page": 160, - "entries": [ - { - "type": "inset", - "entries": [ - "You stumble upon the ruins of a two-story watchtower blocking your path. The spectral form of a spider blinks in and out of sight as it crawls around the collapsing, webwrapped tower." - ] - }, - "The tower and its surrounding area is covered in thick webs, making it difficult terrain. {@dice 1d2} {@creature phase spider||phase spiders} lurk through the ruins in search of prey. A {@item +1 weapon|DMG|+1 steel buckler} can be found under the rubble of the tower with a successful DC 16 Wisdom ({@skill Perception}) check." - ] - }, - { - "type": "entries", - "name": "22. Slave Shipment", - "page": 160, - "entries": [ - { - "type": "inset", - "entries": [ - "A wagon full of duergar travels by the side of a lava stream at the bottom of the slope ahead. A heavy wrought-iron cage on the back of the wagon holds human slaves. The captives groan in agony from the heat of the nearby lava." - ] - }, - "{@dice 1d4 + 1} {@creature duergar} slavers transport {@dice 1d4} human {@creature commoner||commoners} to an auction in Gracklstugh. The slavers are extremely cruel and would rather see their merchandise burn in a lava pool than be freed.", - "Each duergar holds a key for the cage. A spare set of {@item Mithral Chain Mail|DMG|mithral chainmail} lies in the bed of the wagon. Anyone touching the lava stream takes {@damage 6d10} fire damage. Also, any nonmagical items or gear that touches the lava is destroyed." - ] - }, - { - "type": "entries", - "name": "23. Stalactite Cavern", - "page": 161, - "entries": [ - { - "type": "inset", - "entries": [ - "The ceiling of this silent cavernous passage is covered in hundreds of cracked stalactites. As you pass through, one of them falls at your feet with an unusually wet sound. You look down at the rocky spike, and to your dismay, find it looking right back with a large red eye set above three sharp pincers." - ] - }, - "The stalactite creature is a {@creature piercer}, with {@dice 1d6} more {@creature piercer||piercers} wait on the ceiling in a 20- foot radius for unsuspecting prey to pass beneath them. Each {@creature piercer} targets a different character, ending its turn within the radius. More than one {@creature piercer} cannot fall in the same space, so characters' remaining stationary prevents more from dropping directly onto the party" - ] - }, - { - "type": "entries", - "name": "24. Stirge Feeding-Ground", - "page": 161, - "entries": [ - { - "type": "inset", - "entries": [ - "Pale, drained bodies of various underground creatures are scattered across the rocky floor of the cavern before you. Deformed, bat-like creatures extend long proboscises into the flesh of the corpses, siphoning any remaining blood. They turn their narrow heads and beady eyes to you before letting out deafening screeches." - ] - }, - "The party is attacked by {@dice 2d4 + 2} {@creature stirge||stirges}. One of the scattered bodies wears a full {@item explorer's pack|PHB}. A DC 14 Intelligence ({@skill Investigation}) check reveals a {@item potion of healing|DMG} in a hidden pouch of the pack." - ] - }, - { - "type": "entries", - "name": "25. The Eternal Battlefield", - "page": 162, - "entries": [ - { - "type": "inset", - "entries": [ - "The floor of this cavern is littered with hundreds of skeletons of drow, duergar, deep gnomes and quaggoths. Rusted weapons protrude from the ground like a field of tall grass. The eerie silence is periodically broken by the faint sound of swords clashing around you, but it must just be your imagination." - ] - }, - "This is the site of an ancient battleground, still haunted by these warriors of old. The cavern is difficult terrain as a result of the piles of bones and old weaponry. {@dice 1d2} {@creature ghost||ghosts} feverishly search for a living body to possess since they've been denied a proper afterlife." - ] - }, - { - "type": "entries", - "name": "26. The Restless", - "page": 162, - "entries": [ - { - "type": "inset", - "entries": [ - "You're awoken from your slumber by the nearby sounds of airy groans. Dark elves with torn skin and protruding ribs hobble up the path towards your camp." - ] - }, - "{@dice 2d4} udadrow {@creature zombie||zombies} attack the party during a rest. In total, they carry 45gp worth of coins minted with the symbol of House Baenre, the first house of Menzoberranzan.", - "One of the zombies also carries two {@item vial of acid|PHB|vials of acid}. As an action, one can splash the contents of this vial onto a creature within 5 feet or throw the vial up to 20 feet, shattering it on impact. In either case, one must make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes {@damage 2d6} acid damage." - ] - }, - { - "type": "entries", - "name": "27. Toadpool", - "page": 163, - "entries": [ - { - "type": "inset", - "entries": [ - "A large, glowing pond illuminates the cavern ahead with a neon yellow tinge. Small bubbles occasionally rise to the surface and make a popping sound that echoes through the silent cavern. It seems the only way forward is to swim over 100 feet to the other side of the pond." - ] - }, - "{@dice 1d4} {@creature giant toad||giant toads} swim under the surface of the pond. The bioluminescent water can be bottled and used as a light source with twice the range of a {@item torch|PHB}." - ] - }, - { - "type": "entries", - "name": "28. Underbears", - "page": 163, - "entries": [ - { - "type": "inset", - "entries": [ - "Up ahead under a high cliff you see what looks like hunch-backed humanoid bears with white fur in a scuffle. One of them, wearing leather straps around its limbs, picks up another and slams it against the cliff-side until it stops moving." - ] - }, - "{@dice 1d3} {@creature quaggoth||quaggoths} are resolving a quarrel within their tribe, the leader being the leatherstrapped {@creature quaggoth}. They are completely fearless, charging without hesitation if they encounter adventurers.", - "The cliff-side houses a vein of pure silver, some of which was chipped from the relentless smashing earlier. Players with sufficient tools can mine out one pound of silver ore worth 5gp every half hour." - ] - }, - { - "type": "entries", - "name": "29. Walking on Eggshells", - "page": 164, - "entries": [ - { - "type": "inset", - "entries": [ - "The cavern floor is covered in nearly a foot of rocky rubble. After traversing this terrain for a few minutes, you step on a rock that makes a distinct cracking and squishing sound You look down in horror at the crushed, stone-like eggs at your feet as guttural roars reverberate through the cavern." - ] - }, - "{@dice 1d4} {@creature hook horror||hook horrors} make their lair here and spring to the defense of their egg clutches. The rubble and eggs make this area difficult terrain." - ] - }, - { - "type": "entries", - "name": "30. Writhing Pit", - "page": 164, - "entries": [ - { - "type": "inset", - "entries": [ - "A 15-foot-wide chasm spanning a dark, rocky pit lies ahead. The end of a long wooden plank protrudes from the pit." - ] - }, - "{@dice 1d3} {@creature grick||gricks} are coiled up together and camouflaged at the bottom of the hole, waiting for unsuspecting prey. If the plank is touched or if a player falls in, the gricks float up and attack.", - "Players walking the plank, using rope, or those with at least 15 Strength can clear the gap without trouble. Otherwise, players wishing to jump across must make a DC 15 Strength ({@skill Athletics}) check or fall into the pit, taking {@damage 2d6} bludgeoning damage." - ] - } - ] - } - ] - } - ] - } - ], - "class": [ - { - "name": "Artificer (Expanded)", - "source": "JBoE", - "page": 6, - "hd": { - "number": 1, - "faces": 8 - }, - "proficiency": [ - "con", - "int" - ], - "spellcastingAbility": "int", - "casterProgression": "artificer", - "classSpells": [ - { - "className": "Artificer", - "classSource": "TCE" - } - ], - "preparedSpells": "<$level$> / 2 + <$int_mod$>", - "cantripProgression": [ - 2, - 2, - 2, - 2, - 2, - 2, - 2, - 2, - 2, - 3, - 3, - 3, - 3, - 4, - 4, - 4, - 4, - 4, - 4, - 4 - ], - "optionalfeatureProgression": [ - { - "name": "Infusions", - "featureType": [ - "AI" - ], - "progression": [ - 0, - 4, - 4, - 4, - 4, - 6, - 6, - 6, - 6, - 8, - 8, - 8, - 8, - 10, - 10, - 10, - 10, - 12, - 12, - 12 - ] - } - ], - "startingProficiencies": { - "armor": [ - "light", - "medium", - "{@item shield|phb|shields}" - ], - "weapons": [ - "simple", - { - "proficiency": "firearms", - "optional": true - } - ], - "tools": [ - "{@item thieves' tools|PHB}", - "{@item tinker's tools|PHB}", - "one type of {@item artisan's tools|PHB} of your choice" - ], - "toolProficiencies": [ - { - "thieves' tools": true, - "tinker's tools": true, - "anyArtisansTool": 1 - } - ], - "skills": [ - { - "choose": { - "from": [ - "arcana", - "history", - "investigation", - "medicine", - "nature", - "perception", - "sleight of hand" - ], - "count": 2 - } - } - ] - }, - "startingEquipment": { - "additionalFromBackground": true, - "default": [ - "any two {@filter simple weapons|items|source=phb|category=basic|type=simple weapon} of your choice", - "a {@item light crossbow|phb} and {@item crossbow bolts (20)|phb|20 bolts}", - "(a) {@item studded leather armor|phb} or (b) {@item scale mail|phb}", - "{@item thieves' tools|phb} and a {@item dungeoneer's pack|phb}" - ], - "goldAlternative": "{@dice 5d4 × 10|5d4 × 10|Starting Gold}", - "defaultData": [ - { - "_": [ - { - "equipmentType": "weaponSimple", - "quantity": 2 - } - ] - }, - { - "_": [ - "light crossbow|phb", - "crossbow bolts (20)|phb" - ] - }, - { - "a": [ - "studded leather armor|phb" - ], - "b": [ - "scale mail|phb" - ] - }, - { - "_": [ - "thieves' tools|phb", - "dungeoneer's pack|phb" - ] - } - ] - }, - "multiclassing": { - "requirements": { - "int": 13 - }, - "proficienciesGained": { - "armor": [ - "light", - "medium", - "{@item shield|phb|shields}" - ], - "tools": [ - "{@item thieves' tools|PHB}", - "{@item tinker's tools|PHB}" - ], - "toolProficiencies": [ - { - "thieves' tools": true, - "tinker's tools": true - } - ] - } - }, - "classTableGroups": [ - { - "colLabels": [ - "{@filter Infusions Known|optionalfeatures|source=tce;jboe|feature type=ai}", - "Infused Items", - "{@filter Cantrips Known|spells|level=0|class=artificer}" - ], - "rows": [ - [ - 0, - 0, - 2 - ], - [ - 4, - 2, - 2 - ], - [ - 4, - 2, - 2 - ], - [ - 4, - 2, - 2 - ], - [ - 4, - 2, - 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"Reverse Engineering|Artificer (Expanded)|JBoE|6", - "Flash of Genius|Artificer|TCE|7", - "Ability Score Improvement|Artificer|TCE|8", - "Proficiency Versatility|Artificer|TCE|8|UAClassFeatureVariants", - { - "classFeature": "Artificer Specialist Feature|Artificer|TCE|9", - "gainSubclassFeature": true - }, - "Magic Item Adept|Artificer|TCE|10", - "Spell-Storing Item|Artificer|TCE|11", - "Ability Score Improvement|Artificer|TCE|12", - "Proficiency Versatility|Artificer|TCE|12|UAClassFeatureVariants", - "Magic Item Savant|Artificer|TCE|14", - { - "classFeature": "Artificer Specialist Feature|Artificer|TCE|15", - "gainSubclassFeature": true - }, - "Ability Score Improvement|Artificer|TCE|16", - "Proficiency Versatility|Artificer|TCE|16|UAClassFeatureVariants", - "Magic Item Master|Artificer|TCE|18", - "Ability Score Improvement|Artificer|TCE|19", - "Proficiency Versatility|Artificer|TCE|19|UAClassFeatureVariants", - "Soul of Artifice|Artificer|TCE|20" - ], - "subclassTitle": "Artificer Specialist", - "fluff": [ - { - "name": "Artificer", - "type": "section", - "entries": [ - "Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections. Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Artificers in Many Worlds", - "entries": [ - "Throughout the D&D multiverse, artificers create inventions and magic items of peace and war. Many lives have been brightened or saved because of the work of kind artificers, but countless lives have also been lost because of the mass destruction unleashed by certain artificers' creations.", - "In the Forgotten Realms, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class. The strange technologies in the Barrier Peaks of the world of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships and other wondrous devices operational.", - "Artificers in the City of Sigil share discoveries from throughout the multiverse, and from there, the gnome artificer Vi runs a cosmos-spanning business that hires adventurers to fix problems that others deem unfixable. In Vi's home world, Eberron, magic is harnessed as a form of science and deployed throughout society, largely as a result of the wondrous ingenuity of artificers." - ] - }, - { - "type": "entries", - "name": "Creating an Artificer", - "entries": [ - "To create an artificer, consult the subsections which give you hit points, proficiencies, and starting equipment. Then look at the Artificer table to see which features you get at each level. The descriptions of those features appear below." - ] - }, - { - "type": "quote", - "entries": [ - "Artificers invent cutting-edge problems, then try to solve them-loudly and often with collateral damage." - ], - "by": "Tasha" - }, - { - "type": "entries", - "name": "Multiclassing and the Artificer", - "entries": [ - "If your group uses the optional rule on multiclassing in the {@book Player's Handbook|PHB}, here's what you need to know if you choose artificer as one of your classes.", - { - "type": "entries", - "name": "Ability Score Minimum", - "entries": [ - "As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already an artificer." - ] - }, - { - "type": "entries", - "name": "Proficiencies Gained", - "entries": [ - "If artificer isn't your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, {@item thieves' tools|PHB}, {@item tinker's tools|PHB}." - ] - }, - { - "type": "entries", - "name": "Spell Slots", - "entries": [ - "Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots." - ] - } - ] - } - ] - } - ], - "source": "TCE" - }, - { - "name": "Artificer", - "type": "section", - "entries": [ - "Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to channel arcane power, crafting magical objects. To cast a spell, an artificer could use {@item alchemist's supplies|PHB} to create a potent elixir, {@item calligrapher's supplies|PHB} to inscribe a sigil of power on an ally's armor, or {@item tinker's tools|PHB} to craft a temporary charm. The magic of artificers is tied to their tools and their talents.", - { - "type": "entries", - "name": "Arcane Science", - "entries": [ - "In the world of Eberron, arcane magic has been harnessed as a form of science and deployed throughout society. Artificers reflect this development. Their knowledge of magical devices, and their ability to infuse mundane items with magic, allows Eberron's most miraculous projects to continue.", - "During the Last War, artificers were marshaled on a massive scale. Many lives were saved because of the inventions of brave artificers, but countless lives were also lost because of the mass destruction unleashed by their creations." - ] - }, - { - "type": "entries", - "name": "Seekers of New Lore", - "entries": [ - "Nothing excites an artificer quite like uncovering a new metal or discovering a source of elemental energy. In artificer circles, new inventions and strange discoveries create the most excitement. Artificers who wish to make their mark must innovate, creating something fresh, rather than iterating on familiar designs.", - "This drive for novelty pushes artificers to become adventurers. Eberron's main travel routes and populated regions have long since been explored. Thus, artificers seek the frontiers of civilization in hopes of making the next great discovery in arcane research." - ] - }, - { - "type": "entries", - "name": "Creating an Artificer", - "entries": [ - "When creating an artificer, think about your character's relationship with the artisan who taught them their craft. Does the character have a rival? Talk to your DM about the role played by artificers in the campaign and the sort of organizations you might have ties to.", - { - "type": "inset", - "name": "Artificers in Other Worlds", - "entries": [ - "Eberron is the world most associated with artificers, yet the class can be found throughout the D&D multiverse. In the Forgotten Realms, for example, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class. The strange technologies in the Barrier Peaks of the World of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships and other wondrous devices operational. In the City of Sigil, artificers share discoveries from throughout the cosmos, and one in particular\u2014the gnome inventor Vi\u2014has run a multiverse-spanning business from there since leaving the world of her birth, Eberron. In the world-city Ravnica, the Izzet League trains numerous artificers, the destructiveness of whom is unparalleled in other worlds\u2014except, perhaps, by the tinker gnomes of Krynn." - ] - }, - { - "type": "entries", - "name": "Quick Build", - "entries": [ - "You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the {@background guild artisan} background." - ] - }, - { - "type": "entries", - "name": "Optional Rule: Multiclassing", - "entries": [ - "If your group uses the optional rule on multiclassing in the {@book Player's Handbook|PHB}, here's what you need to know if you choose artificer as one of your classes.", - { - "type": "entries", - "name": "Ability Score Minimum", - "entries": [ - "As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already an artificer." - ] - }, - { - "type": "entries", - "name": "Proficiencies Gained", - "entries": [ - "If artificer isn't your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, {@item thieves' tools|PHB}, {@item tinker's tools|PHB}." - ] - }, - { - "type": "entries", - "name": "Spell Slots", - "entries": [ - "Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots." - ] - } - ] - } - ] - } - ], - "source": "ERLW", - "page": 54 - } - ] - }, - { - "name": "Barbarian (Expanded)", - "source": "JBoE", - "page": 10, - "hd": { - "number": 1, - "faces": 12 - }, - "proficiency": [ - "str", - "con" - ], - "startingProficiencies": { - "armor": [ - "light", - "medium", - "{@item shield|phb|shields}" - ], - "weapons": [ - "simple", - "martial" - ], - "skills": [ - { - "choose": { - "from": [ - "animal handling", - "athletics", - "intimidation", - "nature", - "perception", - "survival" - ], - "count": 2 - } - } - ] - }, - "startingEquipment": { - "additionalFromBackground": true, - "default": [ - "(a) a {@item greataxe|phb} or (b) any {@filter martial melee weapon|items|source=phb|category=basic|type=martial weapon;melee weapon=u~u~sand}", - "(a) two {@item handaxe|phb|handaxes} or (b) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}", - "An {@item explorer's pack|phb}, and four {@item javelin|phb|javelins}" - ], - "goldAlternative": "{@dice 2d4 × 10|2d4 × 10|Starting Gold}", - "defaultData": [ - { - "a": [ - "greataxe|phb" - ], - "b": [ - { - "equipmentType": "weaponMartialMelee" - } - ] - }, - { - "a": [ - { - "item": "handaxe|phb", - "quantity": 2 - } - ], - "b": [ - { - "equipmentType": "weaponSimple" - } - ] - }, - { - "_": [ - "explorer's pack|phb", - { - "item": "javelin|phb", - "quantity": 4 - } - ] - } - ] - }, - "multiclassing": { - "requirements": { - "str": 13 - }, - "proficienciesGained": { - "armor": [ - "{@item shield|phb|shields}" - ], - "weapons": [ - "simple", - "martial" - ] - } - }, - "classTableGroups": [ - { - "colLabels": [ - "Rages", - "Rage Damage" - ], - "rows": [ - [ - "2", - { - "type": "bonus", - "value": 2 - } - ], - [ - "2", - { - "type": "bonus", - "value": 2 - } - ], - [ - "3", - { - "type": "bonus", - "value": 2 - } - ], - [ - "3", - { - "type": "bonus", - "value": 2 - } - ], - [ - "3", - { - "type": "bonus", - "value": 2 - } - ], - [ - "4", - { - "type": "bonus", - "value": 2 - } - ], - [ - "4", - { - "type": "bonus", - "value": 2 - } - ], - [ - "4", - { - "type": "bonus", - "value": 2 - } - ], - [ - "4", - { - "type": "bonus", - "value": 3 - } - ], - [ - "4", - { - "type": "bonus", - "value": 3 - } - ], - [ - "4", - { - "type": "bonus", - "value": 3 - } - ], - [ - "5", - { - "type": "bonus", - "value": 3 - } - ], - [ - "5", - { - "type": "bonus", - "value": 3 - } - ], - [ - "5", - { - "type": "bonus", - "value": 3 - } - ], - [ - "5", - { - "type": "bonus", - "value": 3 - } - ], - [ - "5", - { - "type": "bonus", - "value": 4 - } - ], - [ - "6", - { - "type": "bonus", - "value": 4 - } - ], - [ - "6", - { - "type": "bonus", - "value": 4 - } - ], - [ - "6", - { - "type": "bonus", - "value": 4 - } - ], - [ - "Unlimited", - { - "type": "bonus", - "value": 4 - } - ] - ] - } - ], - "classFeatures": [ - "Rage|Barbarian||1", - "Unarmored Defense|Barbarian||1", - "Danger Sense|Barbarian||2", - "Survival Instincts|Barbarian||2|UAClassFeatureVariants", - "Reckless Attack|Barbarian||2", - { - "classFeature": "Primal Path|Barbarian||3", - "gainSubclassFeature": true - }, - "Primal Knowledge|Barbarian||3|TCE", - "Ability Score Improvement|Barbarian||4", - "Proficiency Versatility|Barbarian||4|UAClassFeatureVariants", - "Extra Attack|Barbarian||5", - "Fast Movement|Barbarian||5", - "Instinctive Pounce|Barbarian||5|UAClassFeatureVariants", - { - "classFeature": "Path Feature|Barbarian||6", - "gainSubclassFeature": true - }, - "Intensified Instigation|Barbarian (Expanded)|JBoE|6", - "Feral Instinct|Barbarian||7", - "Instinctive Pounce|Barbarian||7|TCE", - "Ability Score Improvement|Barbarian||8", - "Proficiency Versatility|Barbarian||8|UAClassFeatureVariants", - "Brutal Critical (1 die)|Barbarian||9", - { - "classFeature": "Path feature|Barbarian||10", - "gainSubclassFeature": true - }, - "Relentless Rage|Barbarian||11", - "Ability Score Improvement|Barbarian||12", - "Proficiency Versatility|Barbarian||12|UAClassFeatureVariants", - "Cull the Weak|Barbarian (Expanded)|JBoE|12", - "Brutal Critical (2 dice)|Barbarian||13", - { - "classFeature": "Path feature|Barbarian||14", - "gainSubclassFeature": true - }, - "Persistent Rage|Barbarian||15", - "Ability Score Improvement|Barbarian||16", - "Proficiency Versatility|Barbarian||16|UAClassFeatureVariants", - "Brutal Critical (3 dice)|Barbarian||17", - "Indomitable Might|Barbarian||18", - "Ability Score Improvement|Barbarian||19", - "Proficiency Versatility|Barbarian||19|UAClassFeatureVariants", - "Primal Champion|Barbarian||20" - ], - "subclassTitle": "Primal Path", - "fluff": [ - { - "name": "Barbarian", - "type": "section", - "entries": [ - "A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people's elk herd.", - "A half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.", - "Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another.", - "These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.", - "For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.", - { - "type": "entries", - "name": "Primal Instinct", - "entries": [ - "People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature\u2014keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.", - "Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise." - ] - }, - { - "type": "entries", - "name": "A Life of Danger", - "entries": [ - "Not every member of the tribes deemed \"barbarians\" by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don't have to.", - "Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties." - ] - }, - { - "type": "entries", - "name": "Creating a Barbarian", - "entries": [ - "When creating a barbarian character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where barbarians are common?", - "What led you to take up the adventuring life? Were you lured to settled lands by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to \"civilized\" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority.", - { - "type": "entries", - "name": "Quick Build", - "entries": [ - "You can make a barbarian quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the {@background outlander} background." - ] - } - ] - } - ], - "source": "PHB", - "page": 46 - }, - { - "type": "section", - "entries": [ - { - "type": "quote", - "entries": [ - "I have witnessed the indomitable performance of barbarians on the field of battle, and it makes me wonder what force lies at the heart of their rage." - ], - "by": "Seret, archwizard" - }, - "The anger felt by a normal person resembles the rage of a barbarian in the same way that a gentle breeze is akin to a furious thunderstorm. The barbarian's driving force comes from a place that transcends mere emotion, making its manifestation all the more terrible. Whether the impetus for the fury comes entirely from within or from forging a link with a spirit animal, a raging barbarian becomes able to perform supernatural feats of strength and endurance. The outburst is temporary, but while it lasts, it takes over body and mind, driving the barbarian on despite peril and injury, until the last enemy falls.", - "It can be tempting to play a barbarian character that is a straightforward application of the classic archetype\u2014a brute, and usually a dimwitted one at that, who rushes in where others fear to tread. But not all the barbarians in the world are cut from that cloth, so you can certainly put your own spin on things. Either way, consider adding some flourishes to make your barbarian stand out from all others; see the following sections for some ideas.", - { - "type": "entries", - "name": "Personal Totems", - "entries": [ - "Barbarians tend to travel light, carrying little in the way of personal effects or other unnecessary gear. The few possessions they do carry often include small items that have special significance. A personal totem is significant because it has a mystical origin or is tied to an important moment in the character's life\u2014perhaps a remembrance from the barbarian's past or a harbinger of what lies ahead.", - "A personal totem of this sort might be associated with a barbarian's spirit animal, or might actually be the totem object for the animal, but such a connection is not essential. One who has a bear totem spirit, for instance, could still carry an eagle's feather as a personal totem.", - "Consider creating one or more personal totems for your character\u2014objects that hold a special link to your character's past or future. Think about how a totem might affect your character's actions.", - { - "type": "table", - "caption": "Personal Totems", - "colLabels": [ - "{@dice d6}", - "Totem" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - { - "type": "cell", - "roll": { - "exact": 1 - } - }, - "A tuft of fur from a solitary wolf that you befriended during a hunt" - ], - [ - { - "type": "cell", - "roll": { - "exact": 2 - } - }, - "Three eagle feathers given to you by a wise shaman, who told you they would play a role in determining your fate" - ], - [ - { - "type": "cell", - "roll": { - "exact": 3 - } - }, - "A necklace made from the claws of a young cave bear that you slew singlehandedly as a child" - ], - [ - { - "type": "cell", - "roll": { - "exact": 4 - } - }, - "A small leather pouch holding three stones that represent your ancestors" - ], - [ - { - "type": "cell", - "roll": { - "exact": 5 - } - }, - "A few small bones from the first beast you killed, tied together with colored wool" - ], - [ - { - "type": "cell", - "roll": { - "exact": 6 - } - }, - "An egg-sized stone in the shape of your spirit animal that appeared one day in your belt pouch" - ] - ] - } - ] - }, - { - "type": "entries", - "name": "Tattoos", - "entries": [ - "The members of many barbarian clans decorate their bodies with tattoos, each of which represents a significant moment in the life of the bearer or the bearer's ancestors, or which symbolizes a feeling or an attitude. As with personal totems, a barbarian's tattoos might or might not be related to an animal spirit.", - "Each tattoo a barbarian displays contributes to that individual's identity. If your character wears tattoos, what do they look like, and what do they represent?", - { - "type": "table", - "caption": "Tattoos", - "colLabels": [ - "{@dice d6}", - "Tattoo" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - { - "type": "cell", - "roll": { - "exact": 1 - } - }, - "The wings of an eagle are spread wide across your upper back." - ], - [ - { - "type": "cell", - "roll": { - "exact": 2 - } - }, - "Etched on the backs of your hands are the paws of a cave bear." - ], - [ - { - "type": "cell", - "roll": { - "exact": 3 - } - }, - "The symbols of your clan are displayed in viny patterns along your arms." - ], - [ - { - "type": "cell", - "roll": { - "exact": 4 - } - }, - "The antlers of an elk are inked across your back." - ], - [ - { - "type": "cell", - "roll": { - "exact": 5 - } - }, - "Images of your spirit animal are tattooed along your weapon arm and hand." - ], - [ - { - "type": "cell", - "roll": { - "exact": 6 - } - }, - "The eyes of a wolf are marked on your back to help you see and ward off evil spirits." - ] - ] - } - ] - }, - { - "type": "entries", - "name": "Superstitions", - "entries": [ - "Barbarians vary widely in how they understand life. Some follow gods and look for guidance from those deities in the cycles of nature and the animals they encounter. These barbarians believe that spirits inhabit the plants and animals of the world, and the barbarians look to them for omens and power.", - "Other barbarians trust only in the blood that runs in their veins and the steel they hold in their hands. They have no use for the invisible world, instead relying on their senses to hunt and survive like the wild beasts they emulate.", - "Both of these attitudes can give rise to superstitions. These beliefs are often passed down within a family or shared among the members of a clan or a hunting group.", - "If your barbarian character has any superstitions, were they ingrained in you by your family, or are they the result of personal experience?", - { - "type": "table", - "caption": "Superstition", - "colLabels": [ - "{@dice d6}", - "Superstition" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - { - "type": "cell", - "roll": { - "exact": 1 - } - }, - "If you disturb the bones of the dead, you inherit all the troubles that plagued them in life." - ], - [ - { - "type": "cell", - "roll": { - "exact": 2 - } - }, - "Never trust a wizard. They're all devils in disguise, especially the friendly ones." - ], - [ - { - "type": "cell", - "roll": { - "exact": 3 - } - }, - "Dwarves have lost their spirits, and are almost like the undead. That's why they live underground." - ], - [ - { - "type": "cell", - "roll": { - "exact": 4 - } - }, - "Magical things bring trouble. Never sleep with a magic object within ten feet of you." - ], - [ - { - "type": "cell", - "roll": { - "exact": 5 - } - }, - "When you walk through a graveyard, be sure to wear silver, or a ghost might jump into your body." - ], - [ - { - "type": "cell", - "roll": { - "exact": 6 - } - }, - "If an elf looks you in the eyes, she's trying to read your thoughts." - ] - ] - } - ] - } - ], - "source": "XGE", - "page": 8 - } - ] - }, - { - "name": "Bard (Expanded)", - "source": "JBoE", - "page": 12, - "hd": { - "number": 1, - "faces": 8 - }, - "proficiency": [ - "dex", - "cha" - ], - "spellcastingAbility": "cha", - "casterProgression": "full", - "classSpells": [ - { - "className": "Bard", - "classSource": "PHB" - } - ], - "cantripProgression": [ - 2, - 2, - 2, - 3, - 3, - 3, - 3, - 3, - 3, - 4, - 4, - 4, - 4, - 4, - 4, - 4, - 4, - 4, - 4, - 4 - ], - "spellsKnownProgression": [ - 4, - 5, - 6, - 7, - 8, - 9, - 10, - 11, - 12, - 14, - 15, - 15, - 16, - 18, - 19, - 19, - 20, - 22, - 22, - 22 - ], - "additionalSpells": [ - { - "name": "Magical Secrets", - "known": { - "10": [ - { - "choose": "level=0;1;2;3;4;5" - }, - { - "choose": "level=0;1;2;3;4;5" - } - ], - "14": [ - { - "choose": "level=0;1;2;3;4;5;6;7" - }, - { - "choose": "level=0;1;2;3;4;5;6;7" - } - ], - "18": [ - { - "choose": "" - }, - { - "choose": "" - } - ] - } - } - ], - "startingProficiencies": { - "armor": [ - "light" - ], - "weapons": [ - "simple", - "{@item hand crossbow|phb|hand crossbows}", - "{@item longsword|phb|longswords}", - "{@item rapier|phb|rapiers}", - "{@item shortsword|phb|shortswords}" - ], - "tools": [ - "three {@item musical instrument|PHB|musical instruments} of your choice" - ], - "toolProficiencies": [ - { - "anyMusicalInstrument": 3 - } - ], - "skills": [ - { - "any": 3 - } - ] - }, - "startingEquipment": { - "additionalFromBackground": true, - "default": [ - "(a) a {@item rapier|phb}, (b) a {@item longsword|phb}, or (c) any {@filter simple weapon|items|source=phb|category=basic|type=simple weapon}", - "(a) a {@item diplomat's pack|phb} or (b) an {@item entertainer's pack|phb}", - "(a) a {@item lute|phb} or (b) any other {@filter musical instrument|items|miscellaneous=mundane|type=instrument}", - "{@item Leather armor|phb}, and a {@item dagger|phb}" - ], - "goldAlternative": "{@dice 5d4 × 10|5d4 × 10|Starting Gold}", - "defaultData": [ - { - "a": [ - "rapier|phb" - ], - "b": [ - "longsword|phb" - ], - "c": [ - { - "equipmentType": "weaponSimple" - } - ] - }, - { - "a": [ - "diplomat's pack|phb" - ], - "b": [ - "entertainer's pack|phb" - ] - }, - { - "a": [ - "lute|phb" - ], - "b": [ - { - "equipmentType": "instrumentMusical" - } - ] - }, - { - "_": [ - "Leather armor|phb", - "dagger|phb" - ] - } - ] - }, - "multiclassing": { - "requirements": { - "cha": 13 - }, - "proficienciesGained": { - "armor": [ - "light" - ], - "skills": [ - { - "choose": { - "from": [ - "athletics", - "acrobatics", - "sleight of hand", - "stealth", - "arcana", - "history", - "investigation", - "nature", - "religion", - "animal handling", - "insight", - "medicine", - "perception", - "survival", - "deception", - "intimidation", - "performance", - "persuasion" - ], - "count": 1 - } - } - ], - "tools": [ - "one {@item musical instrument|PHB} of your choice" - ], - "toolProficiencies": [ - { - "anyMusicalInstrument": 1 - } - ] - } - }, - "classTableGroups": [ - { - "colLabels": [ - "{@filter Cantrips Known|spells|level=0|class=bard}", - "{@filter Spells Known|spells|class=bard}" - ], - "rows": [ - [ - 2, - 4 - ], - [ - 2, - 5 - ], - [ - 2, - 6 - ], - [ - 3, - 7 - ], - [ - 3, - 8 - ], - [ - 3, - 9 - ], - [ - 3, - 10 - ], - [ - 3, - 11 - ], - [ - 3, - 12 - ], - [ - 4, - 14 - ], - [ - 4, - 15 - ], - [ - 4, - 15 - ], - [ - 4, - 16 - ], - [ - 4, - 18 - ], - [ - 4, - 19 - ], - [ - 4, - 19 - ], - [ - 4, - 20 - ], - [ - 4, - 22 - ], - [ - 4, - 22 - ], - [ - 4, - 22 - ] - ] - }, - { - "title": "Spell Slots per Spell Level", - "colLabels": [ - "{@filter 1st|spells|level=1|class=bard}", - "{@filter 2nd|spells|level=2|class=bard}", - "{@filter 3rd|spells|level=3|class=bard}", - "{@filter 4th|spells|level=4|class=bard}", - "{@filter 5th|spells|level=5|class=bard}", - "{@filter 6th|spells|level=6|class=bard}", - "{@filter 7th|spells|level=7|class=bard}", - "{@filter 8th|spells|level=8|class=bard}", - "{@filter 9th|spells|level=9|class=bard}" + "title": "Spell Slots per Spell Level", + "colLabels": [ + "{@filter 1st|spells|level=1|class=bard}", + "{@filter 2nd|spells|level=2|class=bard}", + "{@filter 3rd|spells|level=3|class=bard}", + "{@filter 4th|spells|level=4|class=bard}", + "{@filter 5th|spells|level=5|class=bard}", + "{@filter 6th|spells|level=6|class=bard}", + "{@filter 7th|spells|level=7|class=bard}", + "{@filter 8th|spells|level=8|class=bard}", + "{@filter 9th|spells|level=9|class=bard}" ], "rowsSpellProgression": [ [ @@ -12467,13 +6147,13 @@ ], "spellcastingAbility": "cha", "casterProgression": "1/2", + "preparedSpells": "<$level$> / 2 + <$cha_mod$>", "classSpells": [ { "className": "Paladin", "classSource": "PHB" } ], - "preparedSpells": "<$level$> / 2 + <$cha_mod$>", "optionalfeatureProgression": [ { "name": "Fighting Style", @@ -13164,12 +6844,6 @@ ], "spellcastingAbility": "wis", "casterProgression": "1/2", - "classSpells": [ - { - "className": "Ranger", - "classSource": "PHB" - } - ], "spellsKnownProgression": [ 0, 2, @@ -13192,6 +6866,12 @@ 11, 11 ], + "classSpells": [ + { + "className": "Ranger", + "classSource": "PHB" + } + ], "optionalfeatureProgression": [ { "name": "Fighting Style", @@ -14629,12 +8309,6 @@ ], "spellcastingAbility": "cha", "casterProgression": "full", - "classSpells": [ - { - "className": "Sorcerer", - "classSource": "PHB" - } - ], "cantripProgression": [ 4, 4, @@ -14679,6 +8353,12 @@ 15, 15 ], + "classSpells": [ + { + "className": "Sorcerer", + "classSource": "PHB" + } + ], "optionalfeatureProgression": [ { "name": "Metamagic", @@ -15583,16 +9263,10 @@ }, "proficiency": [ "wis", - "cha" - ], - "spellcastingAbility": "cha", - "casterProgression": "pact", - "classSpells": [ - { - "className": "Warlock", - "classSource": "PHB" - } + "cha" ], + "spellcastingAbility": "cha", + "casterProgression": "pact", "cantripProgression": [ 2, 2, @@ -15651,6 +9325,12 @@ "9": 1 } }, + "classSpells": [ + { + "className": "Warlock", + "classSource": "PHB" + } + ], "optionalfeatureProgression": [ { "name": "Eldritch Invocations", @@ -16250,12 +9930,6 @@ ], "spellcastingAbility": "int", "casterProgression": "full", - "classSpells": [ - { - "className": "Wizard", - "classSource": "PHB" - } - ], "preparedSpells": "<$level$> + <$int_mod$>", "cantripProgression": [ 3, @@ -16302,6 +9976,12 @@ 2 ], "spellsKnownProgressionFixedAllowLowerLevel": true, + "classSpells": [ + { + "className": "Wizard", + "classSource": "PHB" + } + ], "startingProficiencies": { "weapons": [ "{@item dagger|phb|daggers}", @@ -16934,11348 +10614,13560 @@ "colLabels": [ "{@dice d6}", "Eccentricity" - ], - "colStyles": [ - "col-1 text-center", - "col-11" - ], - "rows": [ - [ - { - "type": "cell", - "roll": { - "exact": 1 - } - }, - "You have the habit of tapping your foot incessantly, which often annoys those around you." - ], - [ - { - "type": "cell", - "roll": { - "exact": 2 - } - }, - "Your memory is quite good, but you have no trouble pretending to be absentminded when it suits your purposes." - ], - [ - { - "type": "cell", - "roll": { - "exact": 3 - } - }, - "You never enter a room without looking to see what's hanging from the ceiling." - ], - [ - { - "type": "cell", - "roll": { - "exact": 4 - } - }, - "Your most prized possession is a dead worm that you keep inside a potion vial." - ], - [ - { - "type": "cell", - "roll": { - "exact": 5 - } - }, - "When you want people to leave you alone, you start talking to yourself. That usually does the trick." - ], - [ - { - "type": "cell", - "roll": { - "exact": 6 - } - }, - "Your fashion sense and grooming, or more accurately lack thereof, sometimes cause others to assume you are a beggar." - ] - ] - } - ] - } - ], - "page": 58, - "source": "XGE" - } - ] - } - ], - "classFeature": [ - { - "name": "Reconize Craftmanship", - "source": "JBoE", - "className": "Artificer (Expanded)", - "classSource": "JBoE", - "page": 6, - "level": 4, - "isClassFeatureVariant": true, - "entries": [ - "{@i 4th-level artificer {@variantrule optional class features|tce|optional feature}}", - "You can quickly and accurately deduce the properties of magical items used by your opponents in combat. At the beginning of combat, you know how many of your opponents' visible items are magical. At the start of your turn, you can choose one magic item that an enemy is wielding and make a DC 20 Intelligence ({@skill Investigation}) check (no action required). If the item's quality is common, uncommon, or rare, the DM describes to you what the item is, as well as outlining its properties. The DC for this check decreases by 1 for every round of combat, as you grow more familiar with the items." - ] - }, - { - "name": "Reverse Engineering", - "source": "JBoE", - "className": "Artificer (Expanded)", - "classSource": "JBoE", - "page": 6, - "level": 6, - "isClassFeatureVariant": true, - "entries": [ - "{@i 6th-level artificer {@variantrule optional class features|tce|optional feature}}", - "You can replicate the effects created by other artificers in their work. Whenever you come across an infused item that you did not create, you can make an Intelligence ({@skill Arcana}) check with a DC of 10 + the level required to create the infusion applied to the item. If you succeed on the check and meet the necessary level requirement, you can add the infusion to the list of infusions you know." - ] - }, - { - "name": "Intensified Instigation", - "source": "JBoE", - "className": "Barbarian (Expanded)", - "classSource": "JBoE", - "page": 10, - "level": 6, - "isClassFeatureVariant": true, - "entries": [ - "{@i 6th-level barbarian {@variantrule optional class features|tce|optional feature}}", - "When you enter a rage on your turn, you can choose a number to subtract from your attack rolls for the duration of the rage. On a hit, you deal extra damage equal to two times the number you subtracted.", - "For example, if you choose to subtract 3 from your attack rolls, you will deal an extra 6 damage when you hit." - ] - }, - { - "name": "Cull the Weak", - "source": "JBoE", - "className": "Barbarian (Expanded)", - "classSource": "JBoE", - "page": 10, - "level": 12, - "isClassFeatureVariant": true, - "entries": [ - "{@i 12th-level barbarian {@variantrule optional class features|tce|optional feature}}", - "When you kill a creature, any hostile creature within 10 feet of you whose Challenge Rating is equal to half your level or lower must make a Wisdom saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or drop whatever it is holding and become {@condition frightened} for of you for 1 minute.", - "While {@condition frightened} in this way, a creature must take the {@action Dash} action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the effect ends for that creature." - ] - }, - { - "name": "Stylish Slip-Up", - "source": "JBoE", - "page": 13, - "className": "Bard (Expanded)", - "classSource": "JBoE", - "level": 2, - "isClassFeatureVariant": true, - "entries": [ - "{@i 2nd-level bard {@variantrule optional class features|tce|optional feature}}", - "Whenever you fail an ability check using a skill in which you have expertise, you can use your reaction to regain one expended use of your Bardic Inspiration.", - "Once you use this feature, you can't use it again until you finish a short or long rest." - ] - }, - { - "name": "Sticks and Stones", - "source": "JBoE", - "page": 13, - "className": "Bard (Expanded)", - "classSource": "JBoE", - "level": 7, - "isClassFeatureVariant": true, - "entries": [ - "{@i 7th-level bard {@variantrule optional class features|tce|optional feature}}", - "When it comes to quips and insults, you can take as good as you can give. When you take psychic damage, you can use your reaction to reduce that damage by an amount equal to two rolls of your Bardic Inspiration die + your bard level.", - "If this feature reduces the amount of psychic damage you take to 0, the creature that attempted to cause the damage to you has disadvantage on the next saving throw you force it to make until the end of your next turn.", - "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": "Insult to Injury", - "source": "JBoE", - "page": 13, - "className": "Bard (Expanded)", - "classSource": "JBoE", - "level": 11, - "isClassFeatureVariant": true, - "entries": [ - "{@i 11th-level bard {@variantrule optional class features|tce|optional feature}}", - "When an ally deals damage to a creature within 60 feet of you that you can see, you can expend one use of your Bardic Inspiration as a reaction to deal psychic damage to that creature equal to the amount rolled on the Bardic Inspiration die. If this feature is used after a critical hit, the psychic damage dealt by this feature is doubled.", - "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": "Channel Divinity: Master of Vermin", - "source": "JBoE", - "className": "Cleric (Expanded)", - "classSource": "JBoE", - "page": 17, - "level": 2, - "isClassFeatureVariant": true, - "entries": [ - "{@i 2nd-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Channel Divinity: Turn Undead and Destroy Undead features}", - "As an action, you present your holy symbol and call upon vermin to aid you. Choose a number of unoccupied spaces you can see within 30 feet of you equal to your proficiency bonus. Within each chosen space, you summon a {@creature Swarm of Rats}. These creatures are allies to you and your companions. They gain a bonus to their attack and damage rolls equal to your proficiency bonus. In combat, they share your initiative count, but take their turn immediately after yours. They obey your verbal commands (no action required by you). If you don't issue any, they take the {@action Dodge} action and use their move to avoid danger.", - "In addition, any creature within 30 feet of you that you can see with the words \"swarm\" or \"rat\" in their name must make a Wisdom saving throw against your spell save DC. On a failed save, the creature becomes an ally and follows the same rules as your Swarm of Rats, changing it's initiative to match yours.", - "After 1 hour, the swarms summoned by this feature vanish, and any other creature you gained control of through this feature ceases to be allied with you." - ] - }, - { - "name": "Empathic Healing", - "source": "JBoE", - "className": "Cleric (Expanded)", - "classSource": "JBoE", - "page": 17, - "level": 3, - "isClassFeatureVariant": true, - "entries": [ - "{@i 3rd-level cleric {@variantrule optional class features|tce|optional feature}}", - "When you cast a spell that fully restores a creature's hit points, you regain a number of hit points equal to the remaining amount of healing beyond what was needed to fully heal the creature." - ] - }, - { - "name": "Bolster Resolve", - "source": "JBoE", - "className": "Cleric (Expanded)", - "classSource": "JBoE", - "page": 17, - "level": 7, - "isClassFeatureVariant": true, - "entries": [ - "{@i 7th-level cleric {@variantrule optional class features|tce|optional feature}}", - "As an action, you can end the {@condition frightened} condition on creatures of your choice within 5 feet of you.", - "Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd-level or higher to use it again." - ] - }, - { - "name": "Speech of the Wild", - "source": "JBoE", - "className": "Druid (Expanded)", - "classSource": "JBoE", - "page": 27, - "level": 3, - "isClassFeatureVariant": true, - "entries": [ - "{@i 3rd-level druid {@variantrule optional class features|tce|optional feature}}", - "While in Wild Shape, you are always under the effects of the speak with animals spell." - ] - }, - { - "name": "Aura of Growth", - "source": "JBoE", - "className": "Druid (Expanded)", - "classSource": "JBoE", - "page": 27, - "level": 7, - "isClassFeatureVariant": true, - "entries": [ - "{@i 7th-level druid {@variantrule optional class features|tce|optional feature}}", - "You can cause plants within 5 feet of you to grow at an accelerated rate. While you concentrate and perform no other actions, plants of your choice within range grow at a rate of one month for every minute you spend concentrating." + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + } + }, + "You have the habit of tapping your foot incessantly, which often annoys those around you." + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + } + }, + "Your memory is quite good, but you have no trouble pretending to be absentminded when it suits your purposes." + ], + [ + { + "type": "cell", + "roll": { + "exact": 3 + } + }, + "You never enter a room without looking to see what's hanging from the ceiling." + ], + [ + { + "type": "cell", + "roll": { + "exact": 4 + } + }, + "Your most prized possession is a dead worm that you keep inside a potion vial." + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + } + }, + "When you want people to leave you alone, you start talking to yourself. That usually does the trick." + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + } + }, + "Your fashion sense and grooming, or more accurately lack thereof, sometimes cause others to assume you are a beggar." + ] + ] + } + ] + } + ], + "page": 58, + "source": "XGE" + } ] - }, + } + ], + "subclass": [ { - "name": "Combat Training", "source": "JBoE", - "className": "Fighter (Expanded)", + "className": "Artificer (Expanded)", "classSource": "JBoE", - "page": 30, - "level": 3, - "isClassFeatureVariant": true, - "entries": [ - "{@i 3rd-level fighter {@variantrule optional class features|tce|optional feature}}", - "Your martial training helps you get the drop on your opponents. You may use your Strength instead of Dexterity to determine your bonus to initiative rolls." - ] + "_copy": { + "name": "Alchemist", + "shortName": "Alchemist", + "source": "TCE", + "className": "Artificer", + "classSource": "TCE" + } }, { - "name": "Follow-Up Attack", "source": "JBoE", - "className": "Fighter (Expanded)", + "className": "Artificer (Expanded)", "classSource": "JBoE", - "page": 30, - "level": 6, - "isClassFeatureVariant": true, - "entries": [ - "{@i 6th-level fighter {@variantrule optional class features|tce|optional feature}}", - "You create openings for deadlier follow-up strikes when you hit a creature with an attack. When you hit a creature for the second time on a turn, you gain a +1 bonus to the damage roll. At higher levels, this bonus also applies to your third and fourth hits against a creature on a turn." - ] + "_copy": { + "name": "Armorer", + "shortName": "Armorer", + "source": "TCE", + "className": "Artificer", + "classSource": "TCE" + } }, { - "name": "Reactive Movement", "source": "JBoE", - "className": "Monk (Expanded)", + "className": "Artificer (Expanded)", "classSource": "JBoE", - "page": 32, - "level": 3, - "isClassFeatureVariant": true, - "entries": [ - "{@i 3rd-level monk {@variantrule optional class features|tce|optional feature}}", - "If you do not use all of your available movement on your turn, you can use your reaction after another creature moves to use any of your remaining movement that was not used on your turn." - ] + "_copy": { + "name": "Artillerist", + "shortName": "Artillerist", + "source": "TCE", + "className": "Artificer", + "classSource": "TCE" + } }, { - "name": "Weakening Strikes", "source": "JBoE", - "className": "Monk (Expanded)", + "className": "Artificer (Expanded)", "classSource": "JBoE", - "page": 32, - "level": 6, - "isClassFeatureVariant": true, - "entries": [ - "{@i 6th-level monk {@variantrule optional class features|tce|optional feature}}", - "When you critically hit an enemy with an unarmed strike, it suffers disadvantage on saving throws you cause it to make until the start of your next turn." - ] + "_copy": { + "name": "Battle Smith", + "shortName": "Battle Smith", + "source": "TCE", + "className": "Artificer", + "classSource": "TCE" + } }, { - "name": "Divine Resilience", "source": "JBoE", - "className": "Paladin (Expanded)", + "className": "Artificer (Expanded)", "classSource": "JBoE", - "page": 34, - "level": 3, - "isClassFeatureVariant": true, - "entries": [ - "{@i 3rd-level paladin {@variantrule optional class features|tce|optional feature}}", - "Once during a short rest, you can expend one hit die to regain 15 hit points instead of rolling for healing from that die." - ] + "_copy": { + "name": "Drowcrafter", + "shortName": "Drowcrafter", + "source": "JBoE", + "className": "Artificer", + "classSource": "TCE" + } }, { - "name": "Reactionary Healer", "source": "JBoE", - "className": "Paladin (Expanded)", + "className": "Barbarian (Expanded)", "classSource": "JBoE", - "page": 34, - "level": 7, - "isClassFeatureVariant": true, - "entries": [ - "{@i 7th-level paladin {@variantrule optional class features|tce|optional feature}}", - "Immediately after a turn in which a creature you can see is reduced to 0 hit points, you can use your reaction to attempt to revive that creature. You must expend a number of uses of your Lay On Hands feature equal to the distance between you and the creature you want to revive (minimum of 5). That creature then regains 1 hit point." - ] + "_copy": { + "name": "Path of the Berserker", + "shortName": "Berserker", + "source": "PHB", + "className": "Barbarian", + "classSource": "PHB" + } }, { - "name": "Expert Tracker", "source": "JBoE", - "className": "Ranger (Expanded)", + "className": "Barbarian (Expanded)", "classSource": "JBoE", - "page": 38, - "level": 3, - "isClassFeatureVariant": true, - "entries": [ - "{@i 3rd-level ranger {@variantrule optional class features|tce|optional feature}}", - "You gain proficiency in the {@skill Survival} skill. If you already have proficiency with that skill, your proficiency bonus is doubled for any ability check you make with it." - ] + "_copy": { + "name": "Path of the Totem Warrior", + "shortName": "Totem Warrior", + "source": "PHB", + "className": "Barbarian", + "classSource": "PHB" + } }, { - "name": "Sharpened Senses", "source": "JBoE", - "className": "Ranger (Expanded)", + "className": "Barbarian (Expanded)", "classSource": "JBoE", - "page": 38, - "level": 6, - "isClassFeatureVariant": true, - "entries": [ - "{@i 6th-level ranger {@variantrule optional class features|tce|optional feature}}", - "You have advantage on skill checks that rely on your sense of hearing or your sense of smell." - ] + "_copy": { + "name": "Path of the Battlerager", + "shortName": "Battlerager", + "source": "SCAG", + "className": "Barbarian", + "classSource": "PHB" + } }, { - "name": "Expert's Speed", "source": "JBoE", - "className": "Rogue (Expanded)", + "className": "Barbarian (Expanded)", "classSource": "JBoE", - "page": 42, - "level": 3, - "isClassFeatureVariant": true, - "entries": [ - "{@i 3rd-level rogue {@variantrule optional class features|tce|optional feature}}", - "You can use a bonus action instead of an action to make any skill check in which you have expertise." - ] + "_copy": { + "name": "Path of the Ancestral Guardian", + "shortName": "Ancestral Guardian", + "source": "XGE", + "className": "Barbarian", + "classSource": "PHB" + } }, { - "name": "Exceptional Acrobat", "source": "JBoE", - "className": "Rogue (Expanded)", + "className": "Barbarian (Expanded)", "classSource": "JBoE", - "page": 42, - "level": 7, - "isClassFeatureVariant": true, - "entries": [ - "{@i 7th-level rogue {@variantrule optional class features|tce|optional feature}}", - "You can triple your long and high jump distances, and you have advantage on Dexterity ({@skill Acrobatics}) checks." - ] + "_copy": { + "name": "Path of the Storm Herald", + "shortName": "Storm Herald", + "source": "XGE", + "className": "Barbarian", + "classSource": "PHB" + } }, { - "name": "Soothing Sorcery", "source": "JBoE", - "className": "Sorcerer (Expanded)", + "className": "Barbarian (Expanded)", "classSource": "JBoE", - "page": 45, - "level": 3, - "isClassFeatureVariant": true, - "entries": [ - "{@i 3rd-level sorcerer {@variantrule optional class features|tce|optional feature}}", - "When you convert sorcery points into spell slots, you regain hit points equal to twice the number of sorcery points spent." - ] + "_copy": { + "name": "Path of the Zealot", + "shortName": "Zealot", + "source": "XGE", + "className": "Barbarian", + "classSource": "PHB" + } }, { - "name": "Empath", "source": "JBoE", - "className": "Sorcerer (Expanded)", + "className": "Barbarian (Expanded)", "classSource": "JBoE", - "page": 45, - "level": 7, - "isClassFeatureVariant": true, - "entries": [ - "{@i 7th-level sorcerer {@variantrule optional class features|tce|optional feature}}", - "Your charismatic nature helps you to connect with other creatures on an emotional level. You can use your Charisma modifier instead of your Wisdom modifier when making Wisdom ({@skill Animal Handling}) and Wisdom ({@skill Insight}) checks." - ] + "_copy": { + "name": "Path of the Beast", + "shortName": "Beast", + "source": "TCE", + "className": "Barbarian", + "classSource": "PHB" + } }, { - "name": "Pact Negotiation", "source": "JBoE", - "className": "Warlock (Expanded)", + "className": "Barbarian (Expanded)", "classSource": "JBoE", - "page": 49, - "level": 3, - "isClassFeatureVariant": true, - "entries": [ - "{@i 3rd-level warlock {@variantrule optional class features|tce|optional feature}}", - "The knowledge gained from your pact has made you wiser in dealings with extraplanar entities. Choose one creature type from among Celestials, Demons, Devils, Elementals, and Fey. You have advantage on Charisma ({@skill Deception}) and Charisma ({@skill Persuasion}) checks made against that type of creature." - ] + "_copy": { + "name": "Path of Wild Magic", + "shortName": "Wild Magic", + "source": "TCE", + "className": "Barbarian", + "classSource": "PHB" + } }, { - "name": "Additional Invocation", "source": "JBoE", - "className": "Warlock (Expanded)", + "className": "Barbarian (Expanded)", "classSource": "JBoE", - "page": 49, - "level": 7, - "isClassFeatureVariant": true, - "entries": [ - "{@i 7th-level warlock {@variantrule optional class features|tce|optional feature}}", - "When you finish a long rest, you can choose to exchange one of your pact magic spell slots for an eldritch invocation. You must meet any prerequisites for the eldritch invocation you choose. Until your next long rest, the number of pact magic spell slots you have available to you is reduced by one.", - "When you finish your next long rest, you can choose to keep your currently chosen eldritch invocation, exchange it for another that you meet the prerequisites for, or give up the invocation to regain your lost pact magic spell slot." - ] + "_copy": { + "name": "Path of the Giant", + "shortName": "Giant", + "source": "BGG", + "className": "Barbarian", + "classSource": "PHB" + } }, { - "name": "Eye for Detail", "source": "JBoE", - "className": "Wizard (Expanded)", + "className": "Barbarian (Expanded)", "classSource": "JBoE", - "page": 54, - "level": 3, - "isClassFeatureVariant": true, - "entries": [ - "{@i 3rd-level wizard {@variantrule optional class features|tce|optional feature}}", - "When you spend at least 10 minutes examining an area or object carefully, you can grant yourself advantage on your next Intelligence ({@skill Investigation}) check." - ] + "_copy": { + "name": "Path of the Juggernaut", + "shortName": "Juggernaut", + "source": "TDCSR", + "className": "Barbarian", + "classSource": "PHB" + } }, { - "name": "Experimental Spellcasting", "source": "JBoE", - "className": "Wizard (Expanded)", + "className": "Barbarian (Expanded)", "classSource": "JBoE", - "page": 54, - "level": 6, - "isClassFeatureVariant": true, - "entries": [ - "{@i 6th-level wizard {@variantrule optional class features|tce|optional feature}}", - "When you cast a spell using a spell slot that deals acid, cold, fire, lightning, or thunder damage, you can roll on the Experimental Spellcasting table below in an attempt to alter the spell's chemistry, potentially dealing a different damage type.", - { - "type": "table", - "caption": "Experimental Spellcasting", - "page": 54, - "colLabels": [ - "{@dice d6}", - "Spell Damage Type" - ], - "colStyles": [ - "col-2 text-center", - "col-10 text-left" - ], - "rows": [ - [ - { - "type": "cell", - "roll": { - "exact": 1 - } - }, - "{@i The spell fails, but the spell slot is not expended}" - ], - [ - { - "type": "cell", - "roll": { - "exact": 2 - } - }, - "{@i The spell deals acid damage}" - ], - [ - { - "type": "cell", - "roll": { - "exact": 3 - } - }, - "{@i The spell deals cold damage}" - ], - [ - { - "type": "cell", - "roll": { - "exact": 4 - } - }, - "{@i The spell deals fire damage}" - ], - [ - { - "type": "cell", - "roll": { - "exact": 5 - } - }, - "{@i The spell deals lightning damage}" - ], - [ - { - "type": "cell", - "roll": { - "exact": 6 - } - }, - "{@i The spell deals thunder damage}" - ] - ] - } - ] - } - ], - "disease": [ + "_copy": { + "name": "Path of the Cavelord", + "shortName": "Cavelord", + "source": "JBoE", + "className": "Barbarian", + "classSource": "PHB" + } + }, { - "name": "Lungrot", "source": "JBoE", - "page": 139, - "entries": [ - "This disease most often strikes air-breathing creatures that have been sealed inside ancient ruins.", - "A creature that inhales air permeated with lungrot must succeed on a DC 10 Constitution throw or become infected. Within {@dice 1d4} hours after infection the creature's breathing becomes labored and it gains one level of {@condition exhaustion}. Until the disease is cured, levels of {@condition exhaustion} can't be removed by any means, and the creature gains an additional level of {@condition exhaustion} whenever they finish a long rest. A creature that dies from this disease has a {@chance 50} chance of reanimating as a zombie within {@dice 1d6} days of expiring. The zombie creature has no memory of its former life, but does feel compelled to return to the origin of its lungrot.", - "After the disease is cured, the creature must still recover from any levels of {@condition exhaustion} they have accumulated." - ] + "className": "Barbarian (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Path of the Exiled", + "shortName": "Exiled", + "source": "JBoE", + "className": "Barbarian", + "classSource": "PHB" + } }, { - "name": "Scaleflake", "source": "JBoE", - "page": 139, - "entries": [ - "This disease most often strikes aquatic or reptilian creatures, but anyone swimming, wading, or submerged in tainted water can contract it.", - "When a humanoid creature comes in contact with the disease, the creature must succeed on a DC 15 Constitution saving throw or become infected.", - "It takes 24 hours for scaleflake's symptoms to manifest in an infected creature. Symptoms include swelling, oozing, and smelly pustules coating the surface of the afflicted creature's body. An infected creature's speed is reduced by 10, and it has disadvantage on Charisma checks. Additionally, any non-moving water source within 5 feet of the infected creature becomes tainted with the disease.", - "At the end of each long rest, an infected creature must make a DC 15 Constitution saving throw. On a successful save, the creature recovers from the disease. Once recovered, the creature is immune to scaleflake for 1 month." - ] + "className": "Bard (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "College of Lore", + "shortName": "Lore", + "source": "PHB", + "className": "Bard", + "classSource": "PHB" + } }, { - "name": "Softpox", "source": "JBoE", - "page": 140, - "entries": [ - "This disease is endemic among the vermin populations of the Underdark. When a creature comes in contact with softpox, it must make a DC 20 Constitution saving throw. On a success, the creature is immune to softpox for life. Otherwise, the creature is infected.", - "Within 24 hours, the disease makes the skin soft, swollen, and tender. This effect reduces the creature's natural AC by 1 point each time the creature finishes a long rest. Once the creature's natural AC reaches 10 (whether by reduction or because the creature had no natural armor bonus in the first place), the creature also takes {@damage 2d10} necrotic damage each time it finishes a long rest. If this disease reduces the creature's natural AC to 0, the creature dies and their body disintegrates." - ] - } - ], - "feat": [ + "className": "Bard (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "College of Valor", + "shortName": "Valor", + "source": "PHB", + "className": "Bard", + "classSource": "PHB" + } + }, { - "name": "Adhesive Adaptation", "source": "JBoE", - "page": 68, - "prerequisite": [ - { - "other": "Kuo-toa" - } - ], - "entries": [ - "The natural adhesive you secrete becomes stickier. You gain the following benefits:", - { - "type": "list", - "items": [ - "You have advantage on skill checks made to grapple other creatures.", - "When you hit a creature with a melee attack, you can attempt to douse it in your adhesive. The target must make a Dexterity saving throw with a DC equal to 10 + your proficiency bonus. On a failed save, that creature has disadvantage on dexterity saving throws for 1 minute. A creature that succeeds on this save is immune to this effect for the next 24 hours." - ] - } - ] + "className": "Bard (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "College of Glamour", + "shortName": "Glamour", + "source": "XGE", + "className": "Bard", + "classSource": "PHB" + } }, { - "name": "Axeshield", "source": "JBoE", - "page": 68, - "ability": [ - { - "str": 1 - } - ], - "entries": [ - "You know how to defend yourself with a battleaxe. You gain the following benefits:", - { - "type": "list", - "items": [ - "When wielding a battleaxe with two hands, you gain a +1 bonus to your AC." - ] - } - ] + "className": "Bard (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "College of Swords", + "shortName": "Swords", + "source": "XGE", + "className": "Bard", + "classSource": "PHB" + } }, { - "name": "Blend into Shadows", "source": "JBoE", - "page": 68, - "ability": [ - { - "dex": 1 - } - ], - "entries": [ - "You are at home in the darkness. You gain the following benefits:", - { - "type": "list", - "items": [ - "While you are within an area of darkness, if you remain still and silent for 1 minute, you can become {@condition invisible}. This invisibility ends if you are no longer in an area of darkness, take any action, or move faster than 5 feet on a turn" - ] - } - ] + "className": "Bard (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "College of Whispers", + "shortName": "Whispers", + "source": "XGE", + "className": "Bard", + "classSource": "PHB" + } }, { - "name": "Cantrip Combinor", "source": "JBoE", - "page": 68, - "prerequisite": [ - { - "other": "The ability to cast at least two cantrips" - } - ], - "entries": [ - "When you cast a cantrip you know with a casting time of 1 action that does not deal damage, you can combine it with a different cantrip you know with a casting time of 1 action that does not deal damage, potentially creating a unique combination of effects.", - "A suggested list of combinations and their outcomes is given below, but the player is encouraged to think creatively about other possibilities as well:", - { - "type": "entries", - "name": "Hand of Grace", - "entries": [ - "{@spell mage hand} + {@spell guidance} or {@spell resistance} or {@spell spare the dying}. You can use your mage hand to touch another creature to cast guidance, resistance, or spare the dying." - ] - }, - { - "type": "entries", - "name": "Battle Preparations", - "entries": [ - "{@spell blade ward} + {@spell true strike}. The duration of these cantrips is increased by 1 round when cast together." - ] - }, - { - "type": "entries", - "name": "Magic Show", - "entries": [ - "{@spell prestidigitation} + {@spell thaumaturgy} or {@spell druidcraft}. You can produce multiple instantaneous effects from these cantrips at once, out to a range of 30 feet." - ] - }, - { - "type": "entries", - "name": "Glowing Speaker", - "entries": [ - "{@spell dancing lights} + {@spell minor illusion}. You can create a humanoid figure made of light and speak through it." - ] - }, - { - "type": "entries", - "name": "Elemental Pairing", - "entries": [ - "Any combination of {@spell control flames|XGE}, {@spell gust|XGE}, {@spell mold earth|XGE}, and {@spell shape water|XGE}. You can form a variety of shapes and sensory effects using two elements simultaneously." - ] - }, - { - "type": "entries", - "name": "Secret Admirer", - "entries": [ - "{@spell friends} + {@spell message}. As long as you remain out of sight of the creature you communicate with through message, that creature will not know that you cast friends on it." - ] - } - ] + "className": "Bard (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "College of Creation", + "shortName": "Creation", + "source": "TCE", + "className": "Bard", + "classSource": "PHB" + } }, { - "name": "Caustic Adaptation", "source": "JBoE", - "page": 69, - "prerequisite": [ - { - "other": "Kuo-toa" - } - ], - "entries": [ - "Long have your ancestors hunted and been hunted in the depths. Natural selection has given your blood an unpalatable, acidic quality.", - "You gain the following benefits:", - { - "type": "list", - "items": [ - "When a creature hits you with a melee attack, it must make a Constitution saving throw with a DC equal to 10 + your proficiency bonus. On a failed save, the foul odor of your blood distracts it, and it has disadvantage on attack rolls made against you until the end of its next turn.", - "When you are reduced to 0 hit points by a melee attack, your blood splatters across the attacking creature, which must make a Dexterity saving throw with a DC equal to 10 + your proficiency bonus, taking {@damage 5d4} acid damage on a failed save, or half as much on a success." - ] - } - ] + "className": "Bard (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "College of Eloquence", + "shortName": "Eloquence", + "source": "TCE", + "className": "Bard", + "classSource": "PHB" + } }, { - "name": "Careful Attack", "source": "JBoE", - "page": 69, - "ability": [ - { - "int": 1 - } - ], - "entries": [ - "You have become adept at studying and anticipating how your enemies respond to your attacks. You gain the following benefits:", - { - "type": "list", - "items": [ - "As a bonus action, you can make an Intelligence ({@skill Investigation}) check contested by the Charisma ({@skill Deception}) check of a creature you can see within 60 feet of you. On a success, you gain advantage on the next attack roll you make against that creature before the end of your next turn." - ] - } - ] + "className": "Bard (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "College of Spirits", + "shortName": "Spirits", + "source": "VRGR", + "className": "Bard", + "classSource": "PHB" + } }, { - "name": "Chosen Enemy", "source": "JBoE", - "page": 69, - "entries": [ - "Choose a type of chosen foe when you take this feat: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as your chosen foe.", - "When you make an attack roll against a creature of that type, you can roll a {@dice d4} and add it to your attack roll.", - "You can take this feat multiple times, but you must choose a different creature type each time you take it. Also, when you reach a level that grants the Ability Score Improvement feature, you can switch the type of creature you chose with this feat to a different one." - ] + "className": "Bard (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "College of Tragedy", + "shortName": "Tragedy", + "source": "TDCSR", + "className": "Bard", + "classSource": "PHB" + } }, { - "name": "Earthen Shield", "source": "JBoE", - "page": 69, - "prerequisite": [ - { - "other": "The ability to cast at least one spell" - } - ], - "ability": [ - { - "choose": { - "from": [ - "int", - "wis", - "cha" - ], - "amount": 1 - } - } - ], - "entries": [ - "You can use the magical power of an earth node to defend yourself from harm. You gain the following benefits:", - { - "type": "list", - "items": [ - "After you cast a spell of 1st level or higher, you can use a bonus action to summon a rocky shield that grants you half cover until the start of your next turn." - ] - } - ] + "className": "Bard (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "College of Echoes", + "shortName": "Echoes", + "source": "JBoE", + "className": "Bard", + "classSource": "PHB" + } }, { - "name": "Elfhunter", "source": "JBoE", - "page": 69, - "prerequisite": [ - { - "other": "Elf (drow)" - } - ], - "entries": [ - "Because of your cultural hatred for elves, you have had specific training in how best to fight them. You gain the following benefits:", - { - "type": "list", - "items": [ - "Your weapon attacks deal additional damage to elves and fey equal to half of your proficiency bonus (rounded down).", - "When an elf or fey hits you with an attack, you can use your reaction to make an opportunity attack against that creature.", - "If you can cast spells that charm or put creatures to sleep, other subraces of elves do not benefit from their Fey Ancestry feature against you." - ] - } - ] + "className": "Bard (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "College of Fangs", + "shortName": "Fangs", + "source": "JBoE", + "className": "Bard", + "classSource": "PHB" + } }, { - "name": "Enhanced Spell: Absorb Elements", "source": "JBoE", - "page": 70, - "prerequisite": [ - { - "other": "The ability to cast the spell this feat enhances" - } - ], - "entries": [ - "When you cast {@spell absorb elements}, the spell is enhanced in the following ways:", - { - "type": "list", - "items": [ - "The spell grants resistance to all damage types except for bludgeoning, piercing, and slashing damage.", - "The first time you hit with a melee or ranged attack on your next turn, the target takes an extra {@damage 1d6} damage of the triggering type, and the spell ends.", - "If you cast this spell using a spell slot of 4th level or higher, you take no damage from the effect that triggered this spell." - ] - } - ] + "className": "Cleric (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Knowledge Domain", + "shortName": "Knowledge", + "source": "PHB", + "className": "Cleric", + "classSource": "PHB" + } + }, + { + "source": "JBoE", + "className": "Cleric (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Life Domain", + "shortName": "Life", + "source": "PHB", + "className": "Cleric", + "classSource": "PHB" + } }, { - "name": "Enhanced Spell: Blindness/Deafness", "source": "JBoE", - "page": 70, - "prerequisite": [ - { - "other": "The ability to cast the spell this feat enhances" - } - ], - "entries": [ - "When you cast {@spell blindness/deafness}, the spell is enhanced in the following ways:", - { - "type": "list", - "items": [ - "When you attempt to blind a creature, it makes its saving throw with disadvantage.", - "When you attempt to deafen a creature, you can also attempt to deafen a number of additional creatures within range equal to your proficiency bonus. Any creature {@condition deafened} in this way has its speed reduced by 10 feet for the duration of the effect." - ] - } - ] + "className": "Cleric (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Light Domain", + "shortName": "Light", + "source": "PHB", + "className": "Cleric", + "classSource": "PHB" + } }, { - "name": "Enhanced Spell: Command", "source": "JBoE", - "page": 70, - "prerequisite": [ - { - "other": "The ability to cast the spell this feat enhances" - } - ], - "entries": [ - "When you cast {@spell command} using a 1st level spell slot, the spell is enhanced in the following ways:", - { - "type": "list", - "items": [ - "If the creature you target fails its saving throw, you can cast command again on your following turn against the same creature without expending a spell slot. You can continue to cast command in this way until the creature succeeds on its saving throw against the spell.", - "Your command can be up to three words long" - ] - } - ] + "className": "Cleric (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Nature Domain", + "shortName": "Nature", + "source": "PHB", + "className": "Cleric", + "classSource": "PHB" + } }, { - "name": "Enhanced Spell: Darkness", "source": "JBoE", - "page": 70, - "prerequisite": [ - { - "other": "The ability to cast the spell this feat enhances" - } - ], - "entries": [ - "When you cast {@spell darkness}, the spell is enhanced in the following ways:", - { - "type": "list", - "items": [ - "You can cast this spell as a reaction centered on yourself if you are within the targeted area of a spell of 1st level or higher that creates light. If you cast darkness in this way, you gain advantage on your saving throw against the triggering spell.", - "If you cast this spell using a spell slot of" - ] - }, - "3rd level or higher, you can see through the magical darkness it creates." - ] + "className": "Cleric (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Tempest Domain", + "shortName": "Tempest", + "source": "PHB", + "className": "Cleric", + "classSource": "PHB" + } }, { - "name": "Enhanced Spell: Faerie Fire", "source": "JBoE", - "page": 70, - "prerequisite": [ - { - "other": "The ability to cast the spell this feat enhances" - } - ], - "entries": [ - "When you cast {@spell faerie fire}, the spell is enhanced in the following ways:", - { - "type": "list", - "items": [ - "Creatures you target with this spell have disadvantage on their saving throw against it.", - "A creature's speed is halved while it is under the effects of this spell." - ] - } - ] + "className": "Cleric (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Trickery Domain", + "shortName": "Trickery", + "source": "PHB", + "className": "Cleric", + "classSource": "PHB" + } }, { - "name": "Enhanced Spell: Favorite Spell", "source": "JBoE", - "page": 70, - "prerequisite": [ - { - "other": "The ability to cast the spell this feat enhances" - } - ], - "entries": [ - "Select one spell that you can cast using a spell slot of 5th level or lower. Whenever you cast that spell, you treat it as though you had cast it using a spell slot one level higher than you used.", - "When you gain a level, you can change the spell that benefits from this feat." - ] + "className": "Cleric (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "War Domain", + "shortName": "War", + "source": "PHB", + "className": "Cleric", + "classSource": "PHB" + } }, { - "name": "Enhanced Spell: Levitate", "source": "JBoE", - "page": 71, - "prerequisite": [ - { - "other": "The ability to cast the spell this feat enhances" - } - ], - "entries": [ - "When you cast {@spell levitate}, the spell is enhanced in the following ways:", - { - "type": "list", - "items": [ - "You can choose to levitate a number of objects up to your proficiency bonus with a total combined weight of no more than 500 pounds.", - "You can choose to levitate a single object weighing no more than 10 pounds, without expending a spell slot." - ] - }, - "Additionally, a bonus action, you can levitate yourself up to 5 feet off the ground at will. You do not need to concentrate to maintain this levitation, but it immediately ends if you move from your current space." - ] + "className": "Cleric (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Death Domain", + "shortName": "Death", + "source": "DMG", + "className": "Cleric", + "classSource": "PHB" + } }, { - "name": "Enhanced Spell: Ray of Sickness", "source": "JBoE", - "page": 71, - "prerequisite": [ - { - "other": "The ability to cast the spell this feat enhances" - } - ], - "entries": [ - "When you cast {@spell ray of sickness}, the spell is enhanced in the following ways:", - { - "type": "list", - "items": [ - "When a creature fails its saving throw against this spell, the duration of the {@condition poisoned} condition it gains is increased to 1 minute. The creature can make a new Constitution saving throw at the end of each of its turns, removing the condition on a successful save.", - "{@action Attack} rolls against a creature that is {@condition poisoned} from you ray of sickness are made with advantage." - ] - } - ] + "className": "Cleric (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Arcana Domain", + "shortName": "Arcana", + "source": "SCAG", + "className": "Cleric", + "classSource": "PHB" + } }, { - "name": "Enhanced Spell: Witch Bolt", "source": "JBoE", - "page": 71, - "prerequisite": [ - { - "other": "The ability to cast the spell this feat enhances" - } - ], - "entries": [ - "When you cast {@spell witch bolt}, the spell is enhanced in the following ways:", - { - "type": "list", - "items": [ - "{@action Attack} rolls against a creature that is under the effects of this spell are made with advantage.", - "The spell's range is increased to 60 feet.", - "If a creature dies from the damage it takes from this spell, you can use a bonus action to redirect the witch bolt to a different target within range. You must hit that creature with a spell attack roll or the spell immediately ends." - ] - } - ] + "className": "Cleric (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Forge Domain", + "shortName": "Forge", + "source": "XGE", + "className": "Cleric", + "classSource": "PHB" + } }, { - "name": "Extra Wild Shape", "source": "JBoE", - "page": 71, - "prerequisite": [ - { - "other": "Ability to use wild shape" - } - ], - "entries": [ - "You can use wild shape more frequently than you normally could. You gain the following benefits:", - { - "type": "list", - "items": [ - "You gain one additional use of wild shape, which you regain when you finish a short or long rest.", - "When you take damage from a hostile creature's attack while in wild shape, you can use your reaction to reduce that damage by a number of hit points equal to half your druid level." - ] - } - ] + "className": "Cleric (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Grave Domain", + "shortName": "Grave", + "source": "XGE", + "className": "Cleric", + "classSource": "PHB" + } }, { - "name": "Frighting Power", "source": "JBoE", - "page": 71, - "entries": [ - "When you deal critical damage to a creature, you impose disadvantage on the next saving throw that creature makes against being {@condition frightened} within 1 minute.", - "If the creature is immune to the {@condition frightened} condition, that immunity is ignored and the creature makes its next saving throw against being {@condition frightened} with advantage within 1 minute. If the creature fails that saving throw, it continues making its saves against being {@condition frightened} with advantage until the condition ends." - ] + "className": "Cleric (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Order Domain", + "shortName": "Order", + "source": "TCE", + "className": "Cleric", + "classSource": "PHB" + } }, { - "name": "Gift of the Spider Queen", "source": "JBoE", - "page": 72, - "entries": [ - "You have the blessing of the Spider Queen upon you. You gain the following benefits:", - { - "type": "list", - "items": [ - "You gain {@sense tremorsense|MM} out to a range of 60 feet.", - "You can see through magical darkness.", - "You can cast the {@spell spider climb} spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have." - ] - } - ] + "className": "Cleric (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Peace Domain", + "shortName": "Peace", + "source": "TCE", + "className": "Cleric", + "classSource": "PHB" + } }, { - "name": "Crossbow Focus", "source": "JBoE", - "page": 72, - "entries": [ - "Your focused training with crossbows provides you with the following benefits:", - { - "type": "list", - "items": [ - "You gain proficiency with all types of crossbows.", - "If you are a small size creature, you can use a heavy crossbow without disadvantage due to your size.", - "You gain a +2 bonus to damage rolls made with a crossbow." - ] - } - ] + "className": "Cleric (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Twilight Domain", + "shortName": "Twilight", + "source": "TCE", + "className": "Cleric", + "classSource": "PHB" + } }, { - "name": "Highborn Dorw", "source": "JBoE", - "page": 72, - "prerequisite": [ - { - "other": "Elf (drow)" - } - ], - "entries": [ - "You have learned how to tap into the advanced magical abilities available to you through your drow noble heritage. You gain the following benefits:", - { - "type": "list", - "items": [ - "Choose a 1st level spell from the wizard or warlock spell list. You can cast the chosen 1stlevel spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. Your spellcasting ability for this feat's spell is Intelligence, Wisdom, or Charisma (choose when you select this feat).", - "Whenever you cast a spell of 1st level or higher, you can use a bonus action to become {@condition invisible} until the start of your next turn. This invisibility ends early if you speak, use a reaction, or take damage." - ] - } - ] + "className": "Cleric (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Blood Domain", + "shortName": "Blood", + "source": "TDCSR", + "className": "Cleric", + "classSource": "PHB" + } }, { - "name": "Ki Adept", "source": "JBoE", - "page": 72, - "entries": [ - "You have studied the ways of monks and have gained some of their understanding. You gain the following benefits:", - { - "type": "list", - "style": "list-hang-notitle", - "items": [ - { - "type": "item", - "name": "Ki Power", - "entries": [ - "You gain 2 Ki points to fuel abilities that use Ki (these points are added to any Ki points you have from another source). You regain any expended Ki points when you finish a short or long rest." - ] - }, - { - "type": "item", - "name": "Flurry of Blows", - "entries": [ - "Immediately after you take the {@action Attack} action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. You can use your Dexterity modifier for attack and damage rolls with these unarmed strikes, which deal {@damage 1d4} bludgeoning damage on a hit (scaling up with your Martial Arts die type, if you have that feature from your class)." - ] - }, - { - "type": "item", - "name": "Patient Defense", - "entries": [ - "You can spend 1 ki point to take the {@action Dodge} action as a bonus action on your turn." - ] - }, - { - "type": "item", - "name": "Step of the Wind", - "entries": [ - "You can spend 1 ki point to take the {@action Disengage} or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn." - ] - }, - "If you already gained these abilities from your class, you can roll a {@dice d4} whenever you use one of them. If you roll a 4, you do not expend a Ki point for using that ability." - ] - } - ] + "className": "Cleric (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Moon Domain", + "shortName": "Moon", + "source": "TDCSR", + "className": "Cleric", + "classSource": "PHB" + } }, { - "name": "Knight of Lolth", "source": "JBoE", - "page": 72, - "entries": [ - "You have mastered techniques of waging war when mounted on a monstrous spider. You gain the following benefits:", - { - "type": "list", - "items": [ - "You can cast the find steed spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. The steed you summon must be a giant spider.", - "While mounted, you deal extra damage with your melee attacks equal to your proficiency bonus.", - "When your mount is hit with a melee attack, you can use your reaction to make one melee attack against the creature that hit your mount." - ] - } - ] + "className": "Cleric (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Balance Domain", + "shortName": "Balance", + "source": "JBoE", + "className": "Cleric", + "classSource": "PHB" + } }, { - "name": "Lolth's Meat", "source": "JBoE", - "page": 73, - "prerequisite": [ - { - "other": "Elf (drow)" - } - ], - "entries": [ - "Like all drow cultured in cities that are ruled by Lolth's priestesses, you know that you exist only to provide your goddess with food and pleasure. This knowledge lends you a certain bloodthirsty readiness. You gain the following benefits:", - { - "type": "list", - "items": [ - "You have advantage on initiative rolls.", - "When you hit a creature that has not yet acted in combat, you deal extra damage equal to your proficiency bonus." - ] - } - ] + "className": "Cleric (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Eilistraee Domain", + "shortName": "Eilistraee", + "source": "JBoE", + "className": "Cleric", + "classSource": "PHB" + } }, { - "name": "Node Spellcasting", "source": "JBoE", - "page": 73, - "prerequisite": [ - { - "other": "The ability to cast at least one spell" - } - ], - "entries": [ - "You have discovered the secret of node magic. You gain the following benefits:", - { - "type": "list", - "items": [ - "You learn the {@spell node door|JBoE} and {@spell node lock|JBoE} spells. You can cast each of these spells once without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast these spells using any spell slots you have. Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).", - "You are aware of the presence of any earth node within 30 feet of you.", - "When you come across a naturally occurring earth node, you can use an action to store one spell that you can cast of 1st level or higher in the node. As part of casting the spell, you can set a condition that will trigger the spell. If the spell has an area of effect, it is centered on the node. If the condition is not met within 24 hours, the spell within the node is lost." - ] - } - ] + "className": "Cleric (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Lolth Domain", + "shortName": "Lolth", + "source": "JBoE", + "className": "Cleric", + "classSource": "PHB" + } }, { - "name": "Sadistic Reward", "source": "JBoE", - "page": 73, - "ability": [ - { - "choose": { - "from": [ - "str", - "dex" - ], - "amount": 1 - } - } - ], - "entries": [ - "Your mind and body are fortified by harming others. You gain the following benefits:", - { - "type": "list", - "items": [ - "The first time you deal damage to a hostile creature on your turn, you gain a +1 bonus to your attack and damage rolls until the end of your next turn." - ] - } - ] + "className": "Cleric (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Portal Domain", + "shortName": "Portal", + "source": "JBoE", + "className": "Cleric", + "classSource": "PHB" + } }, { - "name": "Spiderfriend Magic", "source": "JBoE", - "page": 73, - "ability": [ - { - "choose": { - "from": [ - "int", - "wis", - "cha" - ], - "amount": 1 - } - } - ], - "entries": [ - "Your spells can't harm your vermin allies. You gain the following benefits:", - { - "type": "list", - "items": [ - "When you cast a spell with an Area of Effect, you can choose any number of spiders, rats, snakes, bats, or other vermin within that area to be unaffected by the spell.", - "If an ally casts a spell that would negatively effect any of your allied spiders, rats, snakes, bats, or other vermin, you can use your reaction to prevent them from being affected by that spell.", - "When you cast a ranged spell, you can increase its range by 30 feet if a friendly vermin creature that is not a familiar is within 30 feet of you." - ] - } - ] + "className": "Cleric (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Watery Death Domain", + "shortName": "Watery Death", + "source": "JBoE", + "className": "Cleric", + "classSource": "PHB" + } }, { - "name": "Spilt Arrow", "source": "JBoE", - "page": 73, - "entries": [ - "You have learned to modify your bow to shoot at two targets at once. When you are about to make a ranged weapon attack with a shortbow or longbow, you can choose to fire two arrows at once at two different targets that are within 30 feet of each other. When you do so, make an attack roll with disadvantage against each target." - ] + "className": "Druid (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Circle of the Land", + "shortName": "Land", + "source": "PHB", + "className": "Druid", + "classSource": "PHB" + } }, { - "name": "Staggering Critical", "source": "JBoE", - "page": 73, - "entries": [ - "Your piercing critical hits leave your opponents reeling. You gain the following benefits:", - { - "type": "list", - "items": [ - "When wielding a one-handed melee weapon that deals piercing damage, you score a critical hit on a roll of 19-20.", - "When you score a critical hit with a onehanded melee weapon that deals piercing damage, the target falls {@condition prone} if it is no more than one size larger than you.", - "When you score a critical hit with a onehanded melee weapon that deals piercing damage against a {@condition prone} creature, that creature must make a Constitution saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus). On a failure, the creature is {@condition stunned} until the end of its next turn." - ] - } - ] + "className": "Druid (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Circle of the Moon", + "shortName": "Moon", + "source": "PHB", + "className": "Druid", + "classSource": "PHB" + } }, { - "name": "Stalwart Guardian", "source": "JBoE", - "page": 74, - "ability": [ - { - "con": 1 - } - ], - "entries": [ - "You put yourself into harm's way to protect your allies. You gain the following benefits:", - { - "type": "list", - "items": [ - "When you use the {@action Help} action on a friendly creature within 5 feet of you, you can cause all attacks against that creature to be made with disadvantage until the start of your next turn. You must be wielding a melee weapon or a shield and remain within 5 feet of the friendly creature to be able to defend them in this way.", - "If a creature you are defending in this way takes damage, you can use your reaction to take half of the damage the creature would take yourself." - ] - } - ] + "className": "Druid (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Circle of Dreams", + "shortName": "Dreams", + "source": "XGE", + "className": "Druid", + "classSource": "PHB" + } }, { - "name": "Stone Soul", "source": "JBoE", - "page": 74, - "ability": [ - { - "int": 1 - } - ], - "entries": [ - "You were born with a dwarflike, innate sense about rock, stone, and construction. You gain the following benefits:", - { - "type": "list", - "items": [ - "You have advantage on Intelligence ({@skill Investigation}) checks that involve stone or stony surfaces.", - "If you spend at least 1 minute analyzing a structure, you can find crucial load-bearing points in the structure, informing you of the best way to demolish it.", - "When in a cave or cavern, you can read the strata. You always know which direction will take you to the entrance of a cavern." - ] - } - ] + "className": "Druid (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Circle of the Shepherd", + "shortName": "Shepherd", + "source": "XGE", + "className": "Druid", + "classSource": "PHB" + } }, { - "name": "Strong Mind", "source": "JBoE", - "page": 74, - "ability": [ - { - "int": 1 - } - ], - "entries": [ - "You are unusually difficult to affect with psionic powers and mind attacks. You gain the following benefits:", - { - "type": "list", - "items": [ - "You have resistance to psychic damage.", - "At the end of each of your turns, if you are under the effects of a spell or ability that applies the {@condition charmed} or {@condition frightened} condition to you, the creature from which that effect originated takes psychic damage equal to your intelligence modifier + your proficiency bonus." - ] - } - ] + "className": "Druid (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Circle of Spores", + "shortName": "Spores", + "source": "TCE", + "className": "Druid", + "classSource": "PHB" + } }, { - "name": "Surprising Riposte", "source": "JBoE", - "page": 74, - "entries": [ - "You are highly skilled in fighting with a onehanded finesse weapon. You gain the following benefits:", - { - "type": "list", - "items": [ - "While wielding a finesse weapon in one hand and nothing in your other hand, you can use your reaction to make one melee attack against a creature within range that misses you with a melee attack.", - "While wielding a finesse weapon in one hand and nothing in your other hand, you gain a +1 bonus to AC." - ] - } - ] + "className": "Druid (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Circle of Stars", + "shortName": "Stars", + "source": "TCE", + "className": "Druid", + "classSource": "PHB" + } }, { - "name": "Tunnelfighter", "source": "JBoE", - "page": 74, - "ability": [ - { - "str": 1 - } - ], - "entries": [ - "You can fight more naturally in the cramped and close quarters of caves and tunnels than usual. You gain the following benefits:", - { - "type": "list", - "items": [ - "While standing in a 5 foot space that has walls on two opposite sides of that space, you make melee attacks with advantage and melee attacks against you are made with disadvantage." - ] - } - ] + "className": "Druid (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Circle of Wildfire", + "shortName": "Wildfire", + "source": "TCE", + "className": "Druid", + "classSource": "PHB" + } }, { - "name": "Tunnelrunner", "source": "JBoE", - "page": 75, - "ability": [ - { - "dex": 1 - } - ], - "entries": [ - "You can move naturally in the cramped quarters of caves and tunnels. You gain the following benefits:", - { - "type": "list", - "items": [ - "While moving through corridors that are no larger than 10 feet wide, your walking speed increases by 20 feet and you have advantage on Dexterity ({@skill Stealth}) checks." - ] - } - ] + "className": "Druid (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Circle of the Blighted", + "shortName": "Blighted", + "source": "TDCSR", + "className": "Druid", + "classSource": "PHB" + } }, { - "name": "Unspeakable Vow", "source": "JBoE", - "page": 75, - "ability": [ - { - "cha": 1 - } - ], - "entries": [ - "You willingly give yourself to the service of an evil deity or cause, denying yourself an ordinary life to serve your unspeakable ends. You gain the following benefits:", - { - "type": "list", - "items": [ - "You gain advantage on Charisma ({@skill Intimidation}) checks and disadvantage on Charisma ({@skill Persuasion}) checks." - ] - } - ] + "className": "Druid (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Circle of the Dredge", + "shortName": "Dredge", + "source": "JBoE", + "className": "Druid", + "classSource": "PHB" + } }, { - "name": "Versatile Combatant", "source": "JBoE", - "page": 75, - "entries": [ - "You have learned to combine attacks with the favored weapons of the drow-the rapier and the hand crossbow. You gain the following benefits:", - { - "type": "list", - "items": [ - "While dual wielding a rapier and a hand crossbow, you do not need a free hand to load ammunition into your hand crossbow, and you ignore the loading property of the hand crossbow.", - "Being within 5 feet of an enemy doesn't impose disadvantage on your hand crossbow attacks.", - "When you hit an enemy with a hand crossbow, you can use a bonus action to make a melee attack with a rapier you are holding against an enemy in range." - ] - } - ] + "className": "Druid (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Circle of the Moonlit Song", + "shortName": "Moonlit Song", + "source": "JBoE", + "className": "Druid", + "classSource": "PHB" + } + }, + { + "source": "JBoE", + "className": "Fighter (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Battle Master", + "shortName": "Battle Master", + "source": "PHB", + "className": "Fighter", + "classSource": "PHB" + } + }, + { + "source": "JBoE", + "className": "Fighter (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Champion", + "shortName": "Champion", + "source": "PHB", + "className": "Fighter", + "classSource": "PHB" + } }, { - "name": "Wisdom Breeds Caution", - "source": "JBoE", - "page": 75, - "ability": [ - { - "choose": { - "from": [ - "int", - "wis", - "cha" - ], - "amount": 1 - } - } - ], - "entries": [ - "Not getting into a dangerous situation is generally the wisest course, but if danger is unavoidable, you're prepared. You rely more on caution and forethought than you do on physical prowess. You gain the following benefits:", - { - "type": "list", - "items": [ - "You gain a bonus to initiative rolls equal to the ability modifier for the ability score you increased with this feat.", - "You gain a +1 bonus to Intelligence, Wisdom, and Charisma saving throws." - ] - } - ] - } - ], - "hazard": [ - { - "name": "Cave Creeper", "source": "JBoE", - "page": 138, - "entries": [ - "Cave creeper is a gray-and-white fungus that flourishes near water. It is especially common in the Lowerdark where it grows close to most of the water sources. Cave creeper emits spores once a minute that cause cave terrors when inhaled. Every breathing creature within 20 feet of cave creeper when it emits spores must make a DC 12 Wisdom saving throw or suffer the effects of a {@spell confusion} spell. Sunlight, as well as any amount of acid, cold, or fire damage instantly destroys a patch of cave creeper." - ] + "className": "Fighter (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Eldritch Knight", + "shortName": "Eldritch Knight", + "source": "PHB", + "className": "Fighter", + "classSource": "PHB" + } }, { - "name": "Fire Fungus", "source": "JBoE", - "page": 138, - "entries": [ - "This fungal growth sheds natural warmth, raising the temperature within 30 feet of it by 10 degrees. However, any open flame brought within 10 feet of fire fungus causes it to explode. All creatures within a 30-foot radius of the exploding fire fungus must make a DC 15 Dexterity saving throw or take between {@dice 3d6} to {@damage 7d6} fire damage, depending on the size of the fire fungus patch. Such an explosion kills the fire fungus. Besides making it explode, the only other way to kill a patch fire fungus is by dealing cold damage to it equal to the amount of square feet the patch covers.", - "Some Underdark races use fire fungus for warmth instead of fires, since kindling and firewood are scarce in the Realms Below. Grimlocks and gloamings especially favor it." - ] + "className": "Fighter (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Purple Dragon Knight (Banneret)", + "shortName": "Purple Dragon Knight (Banneret)", + "source": "SCAG", + "className": "Fighter", + "classSource": "PHB" + } }, { - "name": "Fool's Water", "source": "JBoE", - "page": 139, - "entries": [ - "This slime looks like a small spring of water, but a DC 15 Intelligence ({@skill Nature}) check can reveal its true nature upon inspection. Any creature that touches fool's water takes {@damage 1d6} acid damage. Thereafter, the substance clings to the victim like slime, dealing the same amount of acid damage each round for the next {@dice 2d6} rounds. On the first round of contact, it can be scraped off easily, but after that it must be frozen, burned, or cut away. (All of these processes apply damage to the victim as well.) Against wood or metal, fool's water deals {@damage 1d6} acid damage but has no continuing effect.", - "Fool's water is extremely reactive with regular water. Trying to wash the slime off with water causes an explosion that deals {@damage 3d6} acid damage to every creature within 10 feet.", - "Extreme cold, extreme heat, or sunlight destroys a patch of fool's water. Casting {@spell purify food and drink} on fool's water turns it into potable water." - ] + "className": "Fighter (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Arcane Archer", + "shortName": "Arcane Archer", + "source": "XGE", + "className": "Fighter", + "classSource": "PHB" + } }, { - "name": "Wisp Lichen", "source": "JBoE", - "page": 139, - "entries": [ - "This white lichen clings to the ceilings of high caverns and poses a threat primarily to flying creatures. A creature that touches the lichen's sticky strands must succeed on a DC 12 Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While the creature is {@condition paralyzed}, the lichen slowly digests its prey, dealing {@damage 1d4} acid damage at the start the creature's turn.", - "Earth-bound predators usually lurk near patches of wisp lichen, waiting for the crash or thud that indicates a tasty morsel of {@condition paralyzed} prey has fallen to earth." - ] - } - ], - "item": [ + "className": "Fighter (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Cavalier", + "shortName": "Cavalier", + "source": "XGE", + "className": "Fighter", + "classSource": "PHB" + } + }, { - "name": "Aboleth Eye", "source": "JBoE", - "page": 111, - "rarity": "very rare", - "reqAttune": true, - "wondrous": true, - "entries": [ - "This glassy, red eye of an aboleth is roughly the size of a fist, has a squid-like pupil, and seems to hold sinister intent even though its body is long since dead.", - "While attuned to the Aboleth Eye you are considered to be under the effects of the nondetection spell and gain resistance to psychic damage.", - "Your body does become somewhat aberrant upon attuning to the eye, perhaps manifesting in ways such as a thin layer of slime covering your body, vestigial gills, or a third eye appearing on your body that moves with a mind of its own. Breaking attunement to the eye does not reverse this effect; only a {@spell remove curse} spell can return your body to normal." - ] + "className": "Fighter (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Samurai", + "shortName": "Samurai", + "source": "XGE", + "className": "Fighter", + "classSource": "PHB" + } }, { - "name": "Barbed Devil Dagger", "source": "JBoE", - "page": 111, - "baseItem": "dagger|PHB", - "type": "M", - "rarity": "rare", - "reqAttune": true, - "weight": 1, - "weaponCategory": "simple", - "property": [ - "F", - "L", - "T" - ], - "range": "20/60", - "dmg1": "1d4", - "dmgType": "P", - "bonusWeapon": "+2", - "entries": [ - "This dagger was crafted using a spike harvested from the body of a barbed devil. It resembles a long black needle with an carved ebony handle, and is a preferred weapon among assassins. When you sleep, you often have dreams in which you seem to experience moments in the life of the barbed devil whose spike resides in your weapon.", - "You gain a +2 bonus to attack and damage rolls made with this magic weapon.", - "You can use your action to speak the true name of the barbed devil whose spike resides in your weapon and throw the dagger toward a target you can see within range. All creatures of your choice within a 20-foot radius of the targeted creature must make a DC 16 Dexterity saving throw or take {@damage 8d6} piercing damage as the dagger flies through the air, striking each creature that fails their saving throw, and then returns to your hand. Once used, this property of the dagger can't be used again until the next dawn." - ] + "className": "Fighter (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Echo Knight", + "shortName": "Echo Knight", + "source": "EGW", + "className": "Fighter", + "classSource": "PHB" + } }, { - "name": "Basilisk Armor", "source": "JBoE", - "page": 111, - "type": "MA", - "rarity": "rare", - "reqAttune": true, - "ac": 14, - "bonusAc": "+1", - "entries": [ - "This pale scaly armor is crafted from the hide of a Basilisk.", - "While wearing this armor, you gain a +1 bonus to AC", - "Additionally, you have advantage on saving throws against paralysis and petrification, and you can't be {@condition petrified} by a basilisk." - ] + "className": "Fighter (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Psi Warrior", + "shortName": "Psi Warrior", + "source": "TCE", + "className": "Fighter", + "classSource": "PHB" + } }, { - "name": "Beholder Eyestalk", "source": "JBoE", - "page": 112, - "rarity": "very rare", - "reqAttune": true, - "wondrous": true, - "entries": [ - "The eyestalk of a beholder that has been liberated from the rest of its aberrant body. The eye still seems to observe its surroundings and follow the movement of creatures. Not every eyestalk can be harvested, as the nature of combat makes them worthy targets in battle. The DM can determine the eyestalk's ray ability by rolling on the Beholder Eye Rays table.", - { - "type": "table", - "caption": "Beholder Eye Rays", - "colLabels": [ - "d10", - "Eye Ray" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1", - "{@b Charm Ray.} The targeted creature must succeed on a DC 16 Wisdom saving throw or be {@condition charmed} by you for 1 hour, or until you harm the creature." - ], - [ - "2", - "{@b Paralyzing Ray.} The targeted creature must succeed on a DC 16 Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." - ], - [ - "3", - "{@b Fear Ray.} The targeted creature must succeed on a DC 16 Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." - ], - [ - "4", - "{@b Slowing Ray.} The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." - ], - [ - "5", - "{@b Enervation Ray.} The targeted creature must make a DC 16 Constitution saving throw, taking 36 ({@damage 8d8}) necrotic damage on a failed save, or half as much damage on a successful one." - ], - [ - "6", - "{@b Telekinetic Ray.} If the target is a creature, it must succeed on a DC 16 Strength saving throw or you move it up to 30 feet in any direction. It is {@condition restrained} by the ray's telekinetic grip until the start of your next turn or until you are {@condition incapacitated}. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. You can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container." - ], - [ - "7", - "{@b Sleep Ray.} The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain {@condition unconscious} for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead." - ], - [ - "8", - "{@b Petrification Ray.} The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} until freed by the greater restoration spell or other magic." - ], - [ - "9", - "{@b Disintegration Ray.} If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 ({@damage 10d8}) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it." - ], - [ - "10", - "{@b Death Ray.} The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 ({@damage 10d10}) necrotic damage. The target dies if the ray reduces it to 0 hit points." - ] - ] - }, - "As an action, you can perform a DC 16 Intelligence ({@skill Arcana}) check to attempt to use the eyestalk's power against a target you can see within 120 feet of you. The eyestalk can't be used this way again until the next dawn." - ] + "className": "Fighter (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Rune Knight", + "shortName": "Rune Knight", + "source": "TCE", + "className": "Fighter", + "classSource": "PHB" + } }, { - "name": "Black Pudding Arrow", "source": "JBoE", - "page": 113, - "type": "A", - "rarity": "rare", - "entries": [ - "The head of this arrow is a cone-shaped glass chamber that has glyphs etched across its surface. Within the chamber is a portion of the remains of a deceased black pudding.", - "When you hit a target with this arrow, the glass chamber is broken and its contents are released. The hit creature takes an additional {@damage 1d8} acid damage and suffers a -1 penalty to AC until they, or another creature, use an action to scrape the ooze off of them.", - "If multiple Black Pudding Arrows are fired at a target, the AC penalty can stack, but only a single action is needed to remove all ooze from the creature." - ] + "className": "Fighter (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Gladiator Slave", + "shortName": "Gladiator Slave", + "source": "JBoE", + "className": "Fighter", + "classSource": "PHB" + } }, { - "name": "Bloodsucker's Blade", "source": "JBoE", - "page": 113, - "baseItem": "dagger|PHB", - "type": "M", - "rarity": "rare", - "reqAttune": true, - "weight": 1, - "weaponCategory": "simple", - "property": [ - "F", - "L", - "T" - ], - "range": "20/60", - "dmg1": "1d4", - "dmgType": "P", - "entries": [ - "Fashioned out of a strange blackened metal, this piercing blade has a vampire's fang worked into the tip of the weapon, still holding remnants of potent necromantic energy.", - "As a bonus action, you can activate the remnants of un-life in the fang, causing the tip of the dagger to glow slightly. For 1 minute, whenever you hit a creature with this weapon, that creature must succeed on a DC 16 Constitution saving throw or take {@damage 3d6} necrotic damage. You also regain hit points equal to the amount of necrotic damage dealt. Once used, this property of the dagger can't be used again until the next dawn.", - "If you kill a creature with this weapon while the dagger's fang is activated, you can choose to infuse the killed creature with vampiric power, causing the creature to rise as a vampire spawn under your control for 1 hour. The vampire spawn immediately dies if it is reduced to 0 hit points or after 1 hour has passed. After creating a vampire spawn in this way, the dagger loses all of its magical properties for 24 hours." - ] + "className": "Monk (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Way of Shadow", + "shortName": "Shadow", + "source": "PHB", + "className": "Monk", + "classSource": "PHB" + } }, { - "name": "Boots of the Bulette", "source": "JBoE", - "page": 113, - "rarity": "uncommon", - "reqAttune": true, - "wondrous": true, - "entries": [ - "These boots are crafted from thick, durable leather and fastened with heavy buckles. However, they feel light when worn, and move easily with your feet over long journeys. The back stitching of the boot's heel and ankle is interwoven with the tendon of a bulette.", - { - "type": "entries", - "name": "Deadly Leap", - "entries": [ - "As a bonus action, you can leap up to 20 feet to an unoccupied space that you can see. This leap does not provoke attacks of opportunity. Immediately after landing, you can make one melee weapon attack against a creature within 5 feet of you. On a hit, the creature takes an extra {@damage 3d6} damage of the weapon's type, and must make a DC 14 Constitution saving throw or be knocked {@condition prone}. The boots can't be used this way again until you finish a short or long rest." - ] - } - ] + "className": "Monk (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Way of the Four Elements", + "shortName": "Four Elements", + "source": "PHB", + "className": "Monk", + "classSource": "PHB" + } }, { - "name": "Bottled Night", "source": "JBoE", - "page": 113, - "type": "P", - "rarity": "rare", - "entries": [ - "This small crystalline flask holds a shadowy cloud harnessed from the depths of the Underdark.", - "A creature holding this flask can use an action to uncork it, creating a 15-foot-radius sphere of magical darkness centered on the space where the flask was opened, which lasts for 10 minutes." - ] + "className": "Monk (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Way of the Open Hand", + "shortName": "Open Hand", + "source": "PHB", + "className": "Monk", + "classSource": "PHB" + } }, { - "name": "Bottled Wave", "source": "JBoE", - "page": 114, - "type": "P", - "rarity": "rare", - "entries": [ - "This small glass bottle holds oceanic remnants from the Elemental Plane of Water.", - "A creature holding this bottle can use an action to uncork it, creating a wave of water that crashes down on an area adjacent to the space where the bottle was opened up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes {@damage 4d8} bludgeoning damage and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked {@condition prone}. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes." - ] + "className": "Monk (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Way of the Long Death", + "shortName": "Long Death", + "source": "SCAG", + "className": "Monk", + "classSource": "PHB" + } }, { - "name": "Brain Gem", "source": "JBoE", - "page": 114, - "rarity": "legendary", - "wondrous": true, - "entries": [ - "A small pink gem, which looks identical to a humanoid brain, glistening with a wet sheen in direct light. No creature crafts a brain gem. They are said to simply appear through portals that lead to or from the Far Realm.", - "You can spend 1 hour conducting a ritual to place a number of memories into the gem. There is no limit to the amount of memories that can be stored within a single brain gem. You can choose whether these memories are removed from your own mind or not. You can also assign a password to memories that you have stored in the gem, which must be given to gain access to those memories.", - "If you conduct this ritual using a brain gem that already has memories contained within it, you can choose to either place some of your own memories in the gem or to view any number of memories held within it. You can choose specific memories to view or allow the gem to randomly select for you. If you spend more than 1 hour observing memories within the brain gem during a 24 hour period, you must make a DC 14 Wisdom saving throw. This DC increases by 1 for each additional hour of viewing. On a failed save, the DM rolls on one of the madness tables in the {@book Dungeon Master's Guide|DMG} (pg. {@book 259-260|DMG|8|madness), and you are afflicted with that madness}" - ] + "className": "Monk (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Way of the Drunken Master", + "shortName": "Drunken Master", + "source": "XGE", + "className": "Monk", + "classSource": "PHB" + } }, { - "name": "Clockwork Dagger", "source": "JBoE", - "page": 114, - "baseItem": "dagger|PHB", - "type": "M", - "rarity": "rare", - "weight": 1, - "weaponCategory": "simple", - "property": [ - "F", - "L", - "T" - ], - "range": "20/60", - "dmg1": "1d4", - "dmgType": "P", - "bonusWeapon": "+1", - "entries": [ - "A small dagger filled to the brim with clockwork and whirring gears. It is of deep gnome design and is slightly heavier than a standard dagger.", - "The clockwork dagger is a magical dagger that has a +1 bonus to attack and damage rolls.", - "When the dagger is thrown, only the blade leaves the hilt of the weapon and flies toward the target. On a hit, you can pull the target up to 5 feet closer to you. After the attack hits or misses, a rope attached to the blade draws it back to rejoin with the hilt. This weapon can also be used as a grappling hook}" - ] + "className": "Monk (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Way of the Kensei", + "shortName": "Kensei", + "source": "XGE", + "className": "Monk", + "classSource": "PHB" + } }, { - "name": "Conch of Courage", "source": "JBoE", - "page": 115, - "rarity": "rare", - "wondrous": true, - "entries": [ - "Small runes are carved around the inside of this otherwise unassuming conch shell.", - "After you hold this shell up to your ear for 1 minute, you gain 5 temporary hit points. A creature can't gain temporary hit points in this way again until they finish a long rest.", - { - "type": "entries", - "name": "Possible Enhancement", - "entries": [ - "This item can be enhanced to grant 10 temporary hit points if it is blessed by an aquatic being of great power." - ] - } - ] + "className": "Monk (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Way of the Sun Soul", + "shortName": "Sun Soul", + "source": "XGE", + "className": "Monk", + "classSource": "PHB" + } }, { - "name": "Crook of the Sunken Council", "source": "JBoE", - "page": 115, - "type": "M", - "rarity": "rare", - "reqAttune": "by a cleric or paladin", - "reqAttuneTags": [ - { - "class": "cleric" - }, - { - "class": "paladin" - } - ], - "weight": 4, - "weaponCategory": "simple", - "property": [ - "V" - ], - "dmg1": "1d6", - "dmgType": "B", - "dmg2": "1d8", - "recharge": "dawn", - "rechargeAmount": "{@dice 1d6 + 4}", - "charges": 10, - "staff": true, - "entries": [ - "The endless droves of kuo-toa lurking in the depths of the ocean are ruled over by debased Archpriests wielding powerful divine magic granted by dark gods. Every archpriest has a uniquely crafted staff granting them abilities and acting as a focus for their spells.", - "While you are attuned to this staff, your skin is covered in a thin film of a strange, slimy substance. You have advantage on ability checks and saving throws to escape or avoid being {@condition grappled}. You can see {@condition invisible} creatures and creatures on the Ethereal plane within 30 feet of you while you hold this staff.", - "The staff has 10 charges. While holding it, you can use an action to expend 1 or more charges to cast one of the following spells from it, using your spell save DC: {@spell sanctuary} (1 charge), {@spell hold person} (2 charges), {@spell spirit guardians} (3 charges), {@spell control water} (4 charges), or {@spell scrying} (5 charges).", - "The staff regains {@dice 1d6 + 4} expended charges at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff quickly dissolves into a slimy, green substance and is destroyed." - ], - "attachedSpells": [ - "sanctuary", - "hold person", - "spirit guardians", - "control water", - "scrying" - ] + "className": "Monk (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Way of Mercy", + "shortName": "Mercy", + "source": "TCE", + "className": "Monk", + "classSource": "PHB" + } }, { - "name": "Darkmantle Cloak", "source": "JBoE", - "page": 115, - "rarity": "rare", - "reqAttune": "by a druid or ranger", - "reqAttuneTags": [ - { - "class": "druid" - }, - { - "class": "ranger" - } - ], - "wondrous": true, - "modifySpeed": { - "static": { - "fly": 10 - } - }, - "entries": [ - "This cloak is crafted from a darkmantle, a large octopus-like creature that clings to cavern ceilings, waiting to unfurl and drop on its prey.", - "While wearing this cloak, you gain a flying speed of 10 feet. You can't fly higher than 30 feet off the ground.", - "Additionally, you can use an action to emanate an aura of magical darkness in a 15-foot radius centered on yourself that lasts for 1 minute or until you choose to end the effect (no action required). You can see through this magical darkness and the darkness extinguishes non-magical and magical light sources created by spells of 2nd level or below. Once used, this property of the cloak can't be used again until the next dawn." - ] + "className": "Monk (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Way of the Astral Self", + "shortName": "Astral Self", + "source": "TCE", + "className": "Monk", + "classSource": "PHB" + } }, { - "name": "Displacer Beast Armor", "source": "JBoE", - "page": 115, - "type": "LA", - "rarity": "rare", - "reqAttune": true, - "ac": 12, - "entries": [ - "This jet-black armor is made from the hide of the deadly displacer beast.", - "As a reaction, you can force a creature that hits you with an attack to reroll the {@dice d20} and use the new roll, potentially turning a hit into a miss. You can't use your reaction in this way again until you have taken at least 10 damage from a single hit, or until the next dawn." - ] + "className": "Monk (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Way of the Ascendant Dragon", + "shortName": "Ascendant Dragon", + "source": "FTD", + "className": "Monk", + "classSource": "PHB" + } }, { - "name": "Dress of Impression", "source": "JBoE", - "page": 115, - "rarity": "uncommon", - "reqAttune": true, - "wondrous": true, - "entries": [ - "This set of plain looking clothes changes its appearance in accordance with your wishes, such as beggar's rags, noble attire, fine armor, or any other style of dress.", - "A DC 15 Intelligence ({@skill Investigation}) check reveals that the clothing is not authentic, and the appearance of armor does not provide any actual protection." - ] + "className": "Monk (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Way of the Cobalt Soul", + "shortName": "Cobalt Soul", + "source": "TDCSR", + "className": "Monk", + "classSource": "PHB" + } }, { - "name": "Dungeon Weed", "source": "JBoE", - "page": 116, - "rarity": "uncommon", - "wondrous": true, - "entries": [ - "This slightly bioluminescent moss ungulates blue-green light when disturbed. It has a heavily herbal smell to it, and is quite popular with the grey dwarves.", - "A creature can make a DC 13 Intelligence ({@skill Nature}) or Wisdom ({@skill Medicine}) check to identify dungeon weed and ascertain its benefits.", - "If steeped into a tea, the effects of the moss can take full effect. A creature that drinks a full cup of this tea must make a DC 13 Constitution saving throw, taking {@damage 1d4} poison damage and becoming {@condition poisoned} for 1 hour on a failure or gaining a number of positive effects on a success. These positive effects include gaining {@sense truesight} out to 10 feet, and gaining advantage on (Wisdom) {@skill Insight} checks for {@dice 1d4} hours.", - "If smoked, the herb has milder effects, giving the user a relaxed demeanor and granting a +1 bonus to Wisdom ({@skill Insight}) checks for {@dice 1d4} hours.", - "If eaten, the herb causes nausea and hallucinations." - ] + "className": "Monk (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Way of the Sea Mother", + "shortName": "Sea Mother", + "source": "JBoE", + "className": "Monk", + "classSource": "PHB" + } }, { - "name": "Emblem of Blibdoolpoolp", "source": "JBoE", - "page": 116, - "baseItem": "holy symbol|phb", - "rarity": "very rare", - "reqAttune": true, - "wondrous": true, - "recharge": "dawn", - "rechargeAmount": "{@dice 1d6 + 2}", - "charges": 8, - "entries": [ - "A brutally-made copper emblem in the shape of the goddess of the kuo-toa, it is said to have her power of madness poured into its essence.", - "The emblem has 8 charges. While touching it, you can use an action to expend 1 or more charges to cast one of the following spells from it, using your spell save DC: {@spell bane} (1 charge), {@spell crown of madness} (2 charges), {@spell enemies abound|XGE} (3 charges), or {@spell confusion} (4 charges)", - "The emblem regains {@dice 1d6 + 2} expended charges at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the emblem shatters and is destroyed." - ], - "attachedSpells": [ - "bane", - "crown of madness", - "enemies abound|xge", - "confusion" - ] + "className": "Paladin (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Oath of Devotion", + "shortName": "Devotion", + "source": "PHB", + "className": "Paladin", + "classSource": "PHB" + } }, { - "name": "Enchanted Mushroom", "source": "JBoE", - "page": 116, - "rarity": "varies", - "wondrous": true, - "entries": [ - "Many of the fungi found in the Underdark have latent magical properties that can be tapped into by consuming one of these mushrooms. Eating an enchanted mushroom can produce the effect of any potion with a rarity of rare or lower. The DM can choose the mushroom's effect or roll on the Potion Imitation table below. The rarity of the mushroom matches the rarity of the potion it imitated.", - "When eating an enchanted mushroom, there is also a chance that it is poisonous, or particularly potent (see the Enchanted Mushroom Effects table).", - { - "type": "table", - "caption": "Enchanted Mushroom Effects", - "colLabels": [ - "d20", - "Effect" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1", - "The mushroom was poisonous, the potion's effect fail, and the creature that consumed the mushroom must make a DC 12 Constitution saving throw or be {@condition poisoned} for 1 hour." - ], - [ - { - "type": "cell", - "roll": { - "min": 2, - "max": 19 - } - }, - "Potion's effect happens regularly" - ], - [ - "20", - "Potion's effect lasts twice as long. If it imitates a healing potion, it restores twice as many hit points." - ] - ] - }, - { - "type": "table", - "caption": "Potion Imitation", - "colLabels": [ - "d20", - "Effect" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1", - "{@item Potion of Climbing|DMG}" - ], - [ - "2", - "{@item Potion of Healing|DMG}" - ], - [ - "3", - "{@item Potion of Animal Friendship|DMG}" - ], - [ - "4", - "{@item Potion of Fire Breath|DMG}" - ], - [ - "5", - "{@item Potion of Greater Healing|DMG}" - ], - [ - "6", - "{@item Potion of Growth|DMG}" - ], - [ - "7", - "{@item Potion of Hill Giant Strength|DMG}" - ], - [ - "8", - "{@item Potion of Poison|DMG}" - ], - [ - "9", - "{@item Potion of Resistance|DMG} (choose a damage type)" - ], - [ - "10", - "{@item Potion of Water Breathing|DMG}" - ], - [ - "11", - "{@item Potion of Clairvoyance|DMG}" - ], - [ - "12", - "{@item Potion of Diminution|DMG}" - ], - [ - "13", - "{@item Potion of Fire Giant Strength|DMG}" - ], - [ - "14", - "{@item Potion of Frost Giant Strength|DMG}" - ], - [ - "15", - "{@item Potion of Gaseous Form|DMG}" - ], - [ - "16", - "{@item Potion of Heroism|DMG}" - ], - [ - "17", - "{@item Potion of Invulnerability|DMG}" - ], - [ - "18", - "{@item Potion of Mind Reading|DMG}" - ], - [ - "19", - "{@item Potion of Stone Giant Strength|DMG}" - ], - [ - "20", - "{@item Potion of Superior Healing|DMG}" - ] - ] - } - ] + "className": "Paladin (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Oath of the Ancients", + "shortName": "Ancients", + "source": "PHB", + "className": "Paladin", + "classSource": "PHB" + } }, { - "name": "Extending Oil", "source": "JBoE", - "page": 117, - "rarity": "rare", - "wondrous": true, - "entries": [ - "This oil can be extracted from several types of monsters that have tentacles, and is imbued with magical properties. It is stored in a small glass vial.", - "The oil in this vial can be used to coat a melee weapon as part of completing a short or long rest. After 10 applications, the vial is emptied. A weapon coated in this oil gains the reach property. If the weapon already has the reach property, its reach increases by 5 feet. After 8 hours, the oil wears off and the weapon loses this property." - ] + "className": "Paladin (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Oath of Vengeance", + "shortName": "Vengeance", + "source": "PHB", + "className": "Paladin", + "classSource": "PHB" + } }, { - "name": "Flail Snail Shell Shield", "source": "JBoE", - "page": 117, - "baseItem": "shield|PHB", - "type": "S", - "rarity": "rare", - "reqAttune": true, - "weight": 6, - "ac": 2, - "recharge": "dawn", - "rechargeAmount": "{@dice 1d4}", - "charges": 4, - "entries": [ - "The shell of a flail snail is sought by many for its natural resistance to magic. Some claim that a carefully removed shell could even serve as a {@item Spellguard shield}. The colorful and unique look of the shell also makes it desirable among nobles as decor.", - "This shield has 4 charges. While wielding this shield, when you are forced to make a saving throw against a spell or other magical effect, you can expend 1 of the shield's charges to gain advantage on that saving throw.", - "The shield regains {@dice 1d4} expended charges at dawn." - ] + "className": "Paladin (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Oathbreaker", + "shortName": "Oathbreaker", + "source": "DMG", + "className": "Paladin", + "classSource": "PHB" + } }, { - "name": "Gelatinous Cube Armor", "source": "JBoE", - "page": 117, - "type": "HA", - "ac": 18, - "resist": [ - "acid" - ], - "rarity": "very rare", - "reqAttune": true, - "entries": [ - "This armor is made from sculpted chunks of a gelatinous cube and appears translucent.", - "While wearing this armor, you gain resistance to acid damage.", - "Additionally, when a creature is touching you or hits you with a melee attack while you are wearing this armor, you can use your reaction to force that creature to make a DC 17 Dexterity saving throw or take {@damage 4d10} acid damage. Once a creature fails its saving throw, this property of the armor can't be used again until you finish a short or long rest." - ] + "className": "Paladin (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Oath of the Crown", + "shortName": "Crown", + "source": "SCAG", + "className": "Paladin", + "classSource": "PHB" + } }, { - "name": "Glowshroom", "source": "JBoE", - "page": 117, - "rarity": "uncommon", - "wondrous": true, - "entries": [ - "Glowshrooms are innocuous, dark blue mushrooms that grow in the darkest reaches of the Underdark. When a glowshroom colony is threatened, all the fungi start emitting a blinding white light to protect themselves.", - "While holding a glowshroom, you can use a bonus action to cause it to shine {@quickref Vision and Light||2||bright light} in a 30-foot radius and {@quickref Vision and Light||2||dim light} for an additional 30 feet for 1 minute.", - "If 10 or more glowshrooms are packed tightly together and set on fire, they produce the effects of the {@spell daylight} spell for 1 minute, centered on themselves, and then are destroyed." - ] + "className": "Paladin (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Oath of Conquest", + "shortName": "Conquest", + "source": "XGE", + "className": "Paladin", + "classSource": "PHB" + } }, { - "name": "Graviturgic Hammer", "source": "JBoE", - "page": 117, - "baseItem": "maul|PHB", - "type": "M", - "rarity": "very rare", - "reqAttune": true, - "weight": 10, - "weaponCategory": "martial", - "property": [ - "H", - "2H" - ], - "dmg1": "2d6", - "dmgType": "B", - "bonusWeapon": "+2", - "entries": [ - "Crafted by the grey dwarves of the Underdark, this gunmetal black hammer is made from magnetic metals and covered in Dwarven runes and sigils of power.", - "You have a +2 bonus to attack and damage rolls made with this magic weapon.", - "When you hit a creature with an upward swing, you can use your reaction to invoke the power of the hammer. The hit creature falls upward up to 100 feet, as though affected by the {@spell reverse gravity} spell. At the start of the creature's next turn, it falls back to the ground. Flying creatures can make a DC 15 Dexterity saving throw to resist falling back to the ground. Once used, this property of the hammer can't be used again until the next dawn." - ] + "className": "Paladin (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Oath of Redemption", + "shortName": "Redemption", + "source": "XGE", + "className": "Paladin", + "classSource": "PHB" + } }, { - "name": "Helm of the Hells", "source": "JBoE", - "page": 118, - "rarity": "rare", - "reqAttune": true, - "wondrous": true, - "bonusWeaponAttack": "+1", - "entries": [ - "This helmet has a rounded top and long cheek and nose guards. Protruding from the forehead are a pair of demonic horns cut from the head of a goristro. While wearing this helmet you gain the following abilities:", - { - "type": "entries", - "name": "Gore", - "entries": [ - "Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: {@damage 2d8 + 5} piercing damage." - ] - }, - { - "type": "entries", - "name": "Charge", - "entries": [ - "If you move at least 10 feet straight toward a target and then hit it with a gore attack, it must make a DC 16 Strength saving throw or be knocked {@condition prone}." - ] - }, - { - "type": "entries", - "name": "Wall Breaker", - "entries": [ - "Your weapon attacks gain the siege property, dealing double damage to objects and structures." - ] - } - ] + "className": "Paladin (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Oath of Glory", + "shortName": "Glory", + "source": "TCE", + "className": "Paladin", + "classSource": "PHB" + } }, { - "name": "Illithid Earworm", "source": "JBoE", - "page": 118, - "rarity": "rare", - "wondrous": true, - "entries": [ - "The earworm is an inch long purple aberration that looks like a small tentacle with a row of teeth at its front.", - "You must be willing or {@condition restrained} for an earworm to successfully burrow into your ear. While the earworm is implanted, you can expend 2 of your hit dice to feed the earworm, which then grants you the ability to understand and speak any spoken language for 10 minutes.", - "If you do not expend at least 2 hit dice to feed the earworm before finishing a long rest, the earworm leaves your body immediately after you finish a long rest, dealing {@damage 6d6} poison damage to you on its way out.", - "Effects and spells that cure disease also drive out the worm without dealing damage." - ] + "className": "Paladin (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Oath of the Watchers", + "shortName": "Watchers", + "source": "TCE", + "className": "Paladin", + "classSource": "PHB" + } }, { - "name": "Illithid Squidling", "source": "JBoE", - "page": 118, - "rarity": "rare", - "wondrous": true, - "entries": [ - "Held in a thick glass jar with deep speech markings sealing the container closed, a dark purple squid sits inert in the jar. The shape of its body is oddly similar to a humanoid head.", - "While holding the jar you can speak, read, and write Deep Speech.", - "Additionally, the squidling becomes active in the jar (swimming around, placing tentacles on the glass, etc...) when a creature with the aberration creature type is within 120 feet of it." - ] + "className": "Paladin (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Oath of the Open Sea", + "shortName": "Open Sea", + "source": "TDCSR", + "className": "Paladin", + "classSource": "PHB" + } }, { - "name": "Item Binding Tattoo", "source": "JBoE", - "page": 119, - "rarity": "rare", - "reqAttune": true, - "wondrous": true, - "entries": [ - "Produced by a special needle, this magic tattoo resembles the items used in the tattoo's creation.", - { - "type": "entries", - "name": "Attunement Absorption", - "entries": [ - "As part of finishing a long rest, you can touch two items that you are currently attuned to with this tattoo needle. These items can't themselves be tattoo needles. You can then touch your skin at the location where you want the tattoo to appear. While you maintain your attunement on this tattoo, the two items you touched with the needle do not count against the number of attunement slots you have available." - ] - } - ] + "className": "Paladin (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Oath of the Silverhair", + "shortName": "Silverhair", + "source": "JBoE", + "className": "Paladin", + "classSource": "PHB" + } }, { - "name": "Jar of Sealing", "source": "JBoE", - "page": 119, - "rarity": "uncommon", - "wondrous": true, - "entries": [ - "This large jar can contain up to one cubic foot of material. It is made of solid adamantine, and is covered in mythic runes. To open the jar, you must touch the runes on the jar in the proper sequence or succeed on a DC 25 Strength ({@skill Athletics}) check. If you fail to open the jar by either method on the first attempt, the jar can't be opened until the next dawn." - ] + "className": "Paladin (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Oath of Tyranny", + "shortName": "Tyranny", + "source": "JBoE", + "className": "Paladin", + "classSource": "PHB" + } }, { - "name": "Jarlaxle's Pearl Earring", "source": "JBoE", - "page": 119, - "rarity": "uncommon", - "wondrous": true, - "entries": [ - "This small half-sphere cut pearl earring once belonged to Jarlaxle himself. The pearl is approximately the size of marble. If you place the flat face of the earring against a solid surface and say the command word, the earring will magically affix itself to that surface for up to 24 hours. During that time, only the creature that affixed the earring to the surface can remove it.", - "The earring will relay all audible noises back to a small ornate box that the earring can be stored in when not in use, as long as the box is within 1 mile of the earring. The earring stops relaying noise when it is not affixed to a surface. If either the earring or box are destroyed, the remaining object becomes inert." - ] + "className": "Ranger (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Beast Master", + "shortName": "Beast Master", + "source": "PHB", + "className": "Ranger", + "classSource": "PHB" + } }, { - "name": "Keycoin", "source": "JBoE", - "page": 119, - "rarity": "uncommon", - "wondrous": true, - "entries": [ - "As an action, you can press a hidden button on the side of this coin, extending a small skeleton key out of the other side. This skeleton key can be used as a set of {@item Thieves' Tools|PHB}. You have advantage on {@item Thieves' Tools|PHB} checks while using this item." - ] + "className": "Ranger (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Hunter", + "shortName": "Hunter", + "source": "PHB", + "className": "Ranger", + "classSource": "PHB" + } }, { - "name": "Mechanical Gauth", "source": "JBoE", - "page": 119, - "rarity": "legendary", - "reqAttune": true, - "wondrous": true, - "entries": [ - "The pinnacle of deep gnome artificing and tinkering, the {@creature mechanical gauth|JBoE} is a guard unlike any other construct. Its clockwork gears click and turn as its massive ruby eye gleams in the darkness.", - "The {@creature mechanical gauth|JBoE} uses the {@creature gauth|vgm} statblock (found in {@book Volo's Guide to Monsters|vgm} pg. {@book 125|vgm|2}), but it is a construct instead of an aberration. It also has a rudimentary personality and can speak Deep Speech, Common, Undercommon, and Gnomish.", - "The {@creature mechanical gauth|JBoE} regains 10 hit points whenever a creature succeeds on a DC 20 {@item Tinker's tools|PHB|Tinkerer's tools} check to repair it. After three consecutive failures, the {@creature mechanical gauth|JBoE}'s maximum hit points are permanently reduced by 10 and it can't regain any hit points until 24 hours have passed.", - "While you are attuned to the mechanical gauth, you can command it to follow you or to guard a designated area.", - "If you command the {@creature mechanical gauth|JBoE} to follow you, you can use a bonus action on each of your turns to issue a command to it. The {@creature mechanical gauth|JBoE} shares your initiative, taking its turn immediately after yours, and performs your command to the best of its ability. If you do not issue a command, the {@creature mechanical gauth|JBoE} attempts to move to an unoccupied space within 5 feet of you by the safest possible route, but takes no action.", - "If you command the {@creature mechanical gauth|JBoE} to guard an area, the gauth will act independently for no less than 24 hours, guarding the area you have designated. It remains friendly to you and any other creatures you designate. The mechanical gauth will continue to guard the area until you command it to follow you again, you choose to break your attunement to it, or you die.", - "The {@creature mechanical gauth|JBoE} shuts down if it is no longer attuned to a creature, and turns on again when it becomes attuned to a creature. If at least 10 hit points of damage are dealt to the {@creature mechanical gauth|JBoE} while it has 0 hit points, it is permanently destroyed." - ] + "className": "Ranger (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Gloom Stalker", + "shortName": "Gloom Stalker", + "source": "XGE", + "className": "Ranger", + "classSource": "PHB" + } + }, + { + "source": "JBoE", + "className": "Ranger (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Horizon Walker", + "shortName": "Horizon Walker", + "source": "XGE", + "className": "Ranger", + "classSource": "PHB" + } }, { - "name": "Mummified Monk Hand", "source": "JBoE", - "page": 120, - "rarity": "legendary", - "wondrous": true, - "entries": [ - "This item is the mummified hand of a nameless monk that was believed to be able to kill people with a single punch.", - "As an action, you can use this hand to make an unarmed strike against a creature within reach. On a hit, the creature must make a DC 18 Constitution saving throw. On a failed save, the creature is reduced to 0 hit points. On a successful save, it takes {@damage 10d10} necrotic damage. Whether the attack hits or misses, the hand immediately crumbles into dust and is destroyed." - ] + "className": "Ranger (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Monster Slayer", + "shortName": "Monster Slayer", + "source": "XGE", + "className": "Ranger", + "classSource": "PHB" + } }, { - "name": "Myconid Spore", "source": "JBoE", - "page": 120, - "rarity": "uncommon", - "wondrous": true, - "entries": [ - "This dimly luminous, yellow fungi spore can be found in areas near and within myconid colonies.", - "As an action, you can throw the spore at a creature you can see within 10 feet of you. That creature must make a DC 15 Wisdom saving throw or be {@condition charmed} by you for 1 hour. At the moment the creature is {@condition charmed} by you in this way, you can suggest a course of activity (limited to a sentence or two) that sounds reasonable. The creature then pursues the course of action you described to the best of its ability until they have completed the activity or the effect ends.", - "If you or any of your companions damage the target, this effect immediately ends." - ] + "className": "Ranger (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Fey Wanderer", + "shortName": "Fey Wanderer", + "source": "TCE", + "className": "Ranger", + "classSource": "PHB" + } }, { - "name": "Phase Spider Breastplate", "source": "JBoE", - "page": 120, - "baseItem": "breastplate|PHB", - "type": "MA", - "rarity": "very rare", - "reqAttune": true, - "weight": 20, - "ac": 14, - "bonusAc": "+1", - "modifySpeed": { - "equal": { - "climb": "walk" - } - }, - "entries": [ - "This plate mail is made from the carapace of a phase spider, a monstrous arachnid that dwells primarily in the Ethereal plane. While wearing this armor, you gain the following benefits:", - { - "type": "list", - "items": [ - "You gain a +1 bonus to AC.", - "You gain a climbing speed equal to your walking speed.", - "You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.", - "You can use a bonus action to magically shift from the Material Plane to the Ethereal Plane until the start of your next turn. Once used, this property of the armor can't be used again until you finish a short or long rest." - ] - } - ] + "className": "Ranger (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Swarmkeeper", + "shortName": "Swarmkeeper", + "source": "TCE", + "className": "Ranger", + "classSource": "PHB" + } }, { - "name": "Pickpocket's Bane", "source": "JBoE", - "page": 120, - "rarity": "uncommon", - "wondrous": true, - "entries": [ - "Referred to by many as \"the merchants best friend,\" this relatively innocuous-looking wallet or coin purse can, with the utterance of a password while the container is closed, transport the container's contents to a pocket dimension of the same size as the item. The container is then filled with a swarm of insects that attack and chase after any creature that reaches into the container. When the password is uttered again, any stored items are pulled from the pocket dimension back into the container and the swarm vanishes. A creature can set a new password for the container by speaking that password into the container while it is open, empty, and holding no items in its pocket dimension.", - "If one year passes without the container's password being spoken, the contents within the pocket dimension return to the container. If the container is lost, stolen, or destroyed, the last creature to assign the container's password can speak the password into any open container, making the contents within the pocket dimension appear in that container." - ] + "className": "Ranger (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Drakewarden", + "shortName": "Drakewarden", + "source": "FTD", + "className": "Ranger", + "classSource": "PHB" + } }, { - "name": "Purple Worm Collar", "source": "JBoE", - "page": 121, - "rarity": "legendary", - "reqAttune": true, - "wondrous": true, - "entries": [ - "This collar is made to fit on a purple worm, a massive burrowing monster that terrorizes the creatures of the Underdark as it chews through solid rock in pursuit of its prey. The collar is made of segmented iron, covered in udadrow runes. The collar is used to \"tame\" purple worms so that they can be used for construction, protection, or as war beasts.", - "The segments of the collar collapse into a 2 foot long curved metal rod for easy carrying. While you are attuned to the collar, you can speak the command word while holding the rod against a purple worm, causing the segments to extend outward around the purple worm. If the purple worm is conscious and unwilling to be collared, it can make a DC 16 Dexterity saving throw to slip out of the collar before it is locked. Speaking the command word again causes the segments to collapse back into the metal rod.", - "Once the collar is locked, the worm remains uncontrollable for 1 hour. After 1 hour passes, the worm becomes docile and follows the orders of the creature attuned to the collar.", - "The purple worm can make another saving throw to escape the collar once every 24 hours. The collar collapses back into the metal rod if the creature attuned to the collar breaks their attunement or dies." - ] + "className": "Ranger (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Bounty Hunter", + "shortName": "Bounty Hunter", + "source": "JBoE", + "className": "Ranger", + "classSource": "PHB" + } }, { - "name": "Ring of Treasure Seeking", "source": "JBoE", - "page": 121, - "rarity": "uncommon", - "wondrous": true, - "entries": [ - "This ring is made from rough iron and flecked with gem dust formed in the nasal passage of a xorn.", - "While wearing this ring, you can use an action to sense the presence of coins, gems, or other treasure within 1000 feet of you for 1 hour. You know the general direction and distance to the treasure, and have a basic idea of the quantity and quality of the treasure present there. The ring can't be used this way again until the next dawn." - ] + "className": "Ranger (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Darksong Knight", + "shortName": "Darksong Knight", + "source": "JBoE", + "className": "Ranger", + "classSource": "PHB" + } }, { - "name": "Roper Shield", "source": "JBoE", - "page": 121, - "baseItem": "shield|PHB", - "type": "S", - "rarity": "rare", - "reqAttune": true, - "weight": 6, - "ac": 2, - "bonusAc": "+1", - "entries": [ - "Made from the rock-like carapace of a defeated roper, the shield still bears the haunting eye of the beast and a few of its tendrils as well.", - "You gain a +1 bonus to AC while wielding this shield.", - "Additionally, as an action, you can force one creature you can see within 30 feet of you to make a DC 15 Dexterty saving throw. On a failed save, roper tendrils extend from the shield, grappling the creature and pulling it up to 25 feet toward you. Once a creature has failed its saving throw, you can't use this property of the shield again until you finish a short or long rest." - ] + "className": "Rogue (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Arcane Trickster", + "shortName": "Arcane Trickster", + "source": "PHB", + "className": "Rogue", + "classSource": "PHB" + } }, { - "name": "Roper Skin Cloak", "source": "JBoE", - "page": 121, - "rarity": "uncommon", - "reqAttune": true, - "wondrous": true, - "bonusAc": "+1", - "entries": [ - "This cloak has a shifting, gray-brown color that changes as different light hits it.", - "While wearing the cloak, you gain a +1 bonus to AC.", - "If you remain motionless, with your cloak wrapped around your body and your face covered by the hood, you resemble a rock formation, such as a stalagmite. Other creatures have disadvantage on Wisdom ({@skill Perception}) checks to notice you, and you have advantage on Dexterity ({@skill Stealth}) checks to hide." - ] + "className": "Rogue (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Assassin", + "shortName": "Assassin", + "source": "PHB", + "className": "Rogue", + "classSource": "PHB" + } }, { - "name": "Scoundrel Map", "source": "JBoE", - "page": 122, - "rarity": "rare", - "reqAttune": true, - "wondrous": true, - "entries": [ - "This ordinary-looking map is imbued with a powerful enchantment that makes it constantly depict an overhead view of the surrounding area, centered on map's location out to a distance of 300 feet. The map works in underground areas, but does not depict details such as traps, other life forms, or magically hidden rooms and corridors.", - "If no creature is attuned to the map, or if it is held by a creature that is not attuned to it, the map looks like a blank piece of paper." - ] + "className": "Rogue (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Thief", + "shortName": "Thief", + "source": "PHB", + "className": "Rogue", + "classSource": "PHB" + } }, { - "name": "Spider Mask", "source": "JBoE", - "page": 122, - "resist": [ - "poison" - ], - "rarity": "rare", - "reqAttune": true, - "wondrous": true, - "entries": [ - "This udadrow-made item is a velvet face mask with four spider-like, jointed wire \"legs\" protruding from each side of it. It entirely conceals the face when worn.", - "While wearing this mask, you have resistance to poison damage, ignore {@quickref difficult terrain||3} caused by spider webs, and can't be {@condition restrained} by the {@spell web} spell or other effects that attempt to restrain you with webbing." - ] + "className": "Rogue (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Inquisitive", + "shortName": "Inquisitive", + "source": "XGE", + "className": "Rogue", + "classSource": "PHB" + } }, { - "name": "Spidercurse Mask", "source": "JBoE", - "page": 122, - "rarity": "very rare", - "reqAttune": true, - "wondrous": true, - "entries": [ - "This {@item Spider Mask|JBoE} has all of the properties of a normal {@item Spider Mask|JBoE}, but after a creature attunes to it, the mask can't be removed without the use of a {@spell remove curse} cast using a spell slot of 5th level or higher.", - "Over the next 24 hours after attuning to this item, the wearer suffers from a painful and slow version of the {@spell spiderform|JBoE} spell, the effects of which become permanent if the transformation is fully completed. Only a {@spell wish} spell or the divine blessing from Lolth, the Spider Queen, can revert the creature to its original form." - ] + "className": "Rogue (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Mastermind", + "shortName": "Mastermind", + "source": "XGE", + "className": "Rogue", + "classSource": "PHB" + } }, { - "name": "Staff of the Vast Mind", "source": "JBoE", - "page": 122, - "type": "M", - "rarity": "rare", - "reqAttune": "by a wizard", - "reqAttuneTags": [ - { - "class": "wizard" - } - ], - "weight": 4, - "weaponCategory": "simple", - "property": [ - "V" - ], - "dmg1": "1d6", - "dmgType": "B", - "dmg2": "1d8", - "recharge": "dawn", - "rechargeAmount": "{@dice 1d6 + 4}", - "charges": 10, - "staff": true, - "entries": [ - "Every so often, the mind flayers find a mind that has more utility than just sustenance. That mind is preserved by powerful psionic energy on the top of a staff; rumors say the mind is still somewhat conscious.", - "Your Intelligence score is 21 while you are attuned to this staff. This property has no effect on you if your Intelligence is already 21 or higher without it.", - "The staff has 10 charges. While holding it, when you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to expend 1 of the staff's charges and grant yourself advantage on that saving throw.", - "Additionally, you can use a bonus action to expend 1 of the staff's charges and grant yourself advantage on the next skill check you make that relies on your Intelligence, Wisdom, or Charisma score, by the end of your next turn.", - "The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff dissolves into dust, and is destroyed." - ] + "className": "Rogue (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Scout", + "shortName": "Scout", + "source": "XGE", + "className": "Rogue", + "classSource": "PHB" + } }, { - "name": "Stealth Rock", "source": "JBoE", - "page": 122, - "rarity": "uncommon", - "wondrous": true, - "entries": [ - "This small, pocket-sized rock with Gnomish runes placed upon it is often given to less stealthy, but friendly, visitors to the deep gnome settlements of the Underdark.", - "While holding this rock, you can use an action to surround yourself with an illusion of a large stone. If you are in a location where such a stone might naturally appear, such as a cave or forest, you have advantage on Dexterity ({@skill Stealth}) checks to avoid being noticed while you remain still within the illusion. If you move out of the illusion, it vanishes.", - "Physical interaction with the illusory stone reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the illusory stone can determine that it is an illusion with a successful DC 15 Intelligence ({@skill Investigation}) check. If a creature discerns the illusion for what it is, the creature can see through the image." - ] + "className": "Rogue (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Swashbuckler", + "shortName": "Swashbuckler", + "source": "XGE", + "className": "Rogue", + "classSource": "PHB" + } }, { - "name": "Stone of Flumph Summons", "source": "JBoE", - "page": 123, - "rarity": "uncommon", - "wondrous": true, - "entries": [ - "This small, smooth grey stone with the silhouette of a flumph waving on its face is often given as a peace offering to friendly travelers. The jellyfish-like flumphs drift through the Underdark, sharing their wisdom and insight with good-hearted creatures.", - "While holding the stone, you can use an action to summon a flumph in an unoccupied space that you can see within 10 feet of you. The flumph is friendly and will telpathically offer you simple advice about the Underdark. The flumph remain for up to 10 minutes, until its advice is given, or until it takes any damage.", - "If you or any of your companions harm a flumph summoned by this stone, the stone immediately explodes and is destroyed. All creatures within 20 feet of the stone when it explodes must make a DC 18 Dexterity saving throw or take {@damage 4d10} bludgeoning damage from the explosion." - ] + "className": "Rogue (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Phantom", + "shortName": "Phantom", + "source": "TCE", + "className": "Rogue", + "classSource": "PHB" + } }, { - "name": "Manual to the Underdark", "source": "JBoE", - "page": 123, - "rarity": "very rare", - "reqAttune": "by a wizard", - "reqAttuneTags": [ - { - "class": "wizard" - } - ], - "wondrous": true, - "recharge": "dawn", - "rechargeAmount": 3, - "charges": 3, - "focus": [ - "Wizard" - ], - "entries": [ - "This thick, black leather-bound tome is filled with parchment of indeterminate age. The title of the book is engraved into its face alongside the outline of a hooded mage. When found, the book contains the following spells: {@spell alarm}, {@spell darkness}, {@spell fear}, {@spell spider climb}, {@spell summon aberration|TCE}, {@spell transmute rock|XGE}, and {@spell wall of stone}. It functions as a spellbook for you.", - "While you are holding the book, you can use it as a spellcasting focus for your wizard spells.", - "The book has 3 charges, and it regains all expended charges daily at dawn. You can use the charges in the following ways while holding it:", - { - "type": "list", - "items": [ - "If you spend 1 minute studying the book, you can expend 1 charge to gain a +10 bonus to a skill check that relates to knowledge about the Underdark.", - "When you cast the {@spell darkness} spell, you can expend 1 charge to grant one creature within the area of that spell the ability to see within that magical darkness." - ] - } - ], - "attachedSpells": [ - "alarm", - "darkness", - "fear", - "spider climb", - "summon aberration|tce", - "transmute rock|xge", - "wall of stone" - ] + "className": "Rogue (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Soulknife", + "shortName": "Soulknife", + "source": "TCE", + "className": "Rogue", + "classSource": "PHB" + } }, { - "name": "Tiara of Spiders", "source": "JBoE", - "page": 123, - "rarity": "rare", - "reqAttune": true, - "wondrous": true, - "entries": [ - "This white tiara is crafted from the web of giant spiders and decorated with gems carved to look like spiders crawling through the headpiece. Rare and sinister, this crown is often worn by udadrow matrons or their drider kin.", - "While attuned to the tiara spiders can understand your speech.", - "You can also use your action to summon spiders to your aid. Roll on the Spider Reinforcements table below to determine what spiders arrive to your aid. The spiders appear in unoccupied spaces within 30 feet of you, and are friendly to you and your companions. They act on your initiative, taking their turns immediately after yours. You can give them specific directions on your turn (no action required). Otherwise, the spiders do their best to defend you. These spiders remain until reduced to 0 hit points, you dismiss them, the ability is used again, or you die. Once used, this property of the tiara can't be used again until the next dawn.", - { - "type": "table", - "caption": "Spider Reinforcements", - "colLabels": [ - "d4", - "Spider" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1", - "{@dice 2d4} {@creature swarm of spiders||swarms of spiders}" - ], - [ - "2", - "{@dice 1d4 + 1} {@creature giant wolf spider||giant wolf spiders}" - ], - [ - "3", - "{@dice 1d4} {@creature giant spider||giant spiders}" - ], - [ - "4", - "{@dice 1d2} {@creature phase spider||phase spiders}" - ] - ] - } - ] + "className": "Rogue (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Infiltrator", + "shortName": "Infiltrator", + "source": "JBoE", + "className": "Rogue", + "classSource": "PHB" + } }, { - "name": "Trapmaster Goggles", "source": "JBoE", - "page": 124, - "rarity": "rare", - "reqAttune": true, - "wondrous": true, - "entries": [ - "These black-rimmed goggles allow the wearer to more easily spot and disarm traps. While wearing these goggles, you have advantage on skill checks that involve discovering, examining, or disabling traps." - ] + "className": "Rogue (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "The Vengeance Taker", + "shortName": "Vengeance Taker", + "source": "JBoE", + "className": "Rogue", + "classSource": "PHB" + } }, { - "name": "Umber Hulk Plate", "source": "JBoE", - "page": 124, - "baseItem": "plate armor|PHB", - "type": "HA", - "rarity": "very rare", - "reqAttune": true, - "weight": 65, - "ac": 18, - "strength": "15", - "bonusAc": "+1", - "stealth": true, - "entries": [ - "This armor is made from the heavy hide of an umber hulk, an abominable horror that burrows into caves, dungeons, and Underdark settlements in search of humanoid prey. This armor's chest plate is made from an umber hulk's carapace, with the creature's golden eyes inset into the chest piece.", - "You gain +1 to AC while wearing this armor.", - "Additionally, when a creature starts its turn within 30 feet of you and is able to see the umber hulk's eyes, you can use your reaction to magically force the creature to make a DC 15 Charisma saving throw. On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a {@dice d8} to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. Once a creature fails their save, this property of the armor can't be used again until you finish a short or long rest." - ] + "className": "Sorcerer (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Draconic Bloodline", + "shortName": "Draconic", + "source": "PHB", + "className": "Sorcerer", + "classSource": "PHB" + } }, { - "name": "Umberlee's Unyielding Torment", "source": "JBoE", - "page": 124, - "type": "SC", - "rarity": "rare", - "reqAttune": "by warlocks and clerics", - "entries": [ - "Using an action to read the scroll causes a stream of sea-rocks to emanate out from you in a line 60-feet long and 5-feet wide in a horizontal direction you choose. Each creature in the line must succeed on a DC 16 Dexterity saving throw or be encased in rocks for 1 minute, taking {@damage 2d6} bludgeoning damage at the start of each of its turns. While encased, a creature is {@condition blinded}, {@condition restrained}, and is considered to be in total cover. An encased creature can use its action to make a DC 16 Strength ({@skill Athletics}) check, breaking out of the rocks on a success.", - "If this scroll is used underwater, the DC for avoiding or breaking out of being encased increases to 18. Encased creatures sink to the bottom at a rate of 60 feet per round, and take an additional {@damage 2d6} bludgeoning damage at the start of each of their turns." - ] + "className": "Sorcerer (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Wild Magic", + "shortName": "Wild", + "source": "PHB", + "className": "Sorcerer", + "classSource": "PHB" + } }, { - "name": "Underdark Gem", "source": "JBoE", - "page": 124, - "rarity": "rare", - "wondrous": true, - "entries": [ - "This obsidian gem, the size of a grapefruit, was crafted by the matriarchs of powerful udadrow societies to be given to trusted scouts who leave for the surface world to follow their dark leader's whims.", - "While you are carrying this gem, you are immune to the effects of sunlight sensitivity.", - "Additionally, when you hold the gem against rocky ground, you can sense whether a tunnel or chamber in the Underdark lies below you. If there is, you can use an action to smash the gem against the rocky ground, destroying the gem and teleporting yourself directly downward into the Underdark." - ] + "className": "Sorcerer (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Divine Soul", + "shortName": "Divine Soul", + "source": "XGE", + "className": "Sorcerer", + "classSource": "PHB" + } }, { - "name": "Wand of the Basilisk", "source": "JBoE", - "page": 124, - "type": "WD", - "rarity": "rare", - "reqAttune": true, - "entries": [ - "This wand is made with the eye of a basilisk, a reptilian horror whose deadly gaze transforms victims into porous stone. The petrifying property of the eye is suppressed and is only usable with the command word.", - "When a creature starts its turn within 30 feet of you and is able to see this wand in your hand, you can use your reaction to point the wand at them and utter the command word, momentarily activating the basilisk eye. That creature must succeed on a DC 12 Constitution saving throw or be {@condition restrained} and begin to turn into stone. The creature must repeat the saving throw at the end of its next turn. On a success the effect ends. On a failure, the creature is {@condition petrified} until freed by the {@spell greater restoration} spell or other magic. Once a creature fails its first save, this wand can't be used again until you finish a short or long rest.", - "If the basilisk eye fails to restrain a creature after 5 consecutive attempts within a 1 hour period of time, the wand turns to stone and is no longer magical." - ] + "className": "Sorcerer (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Shadow Magic", + "shortName": "Shadow", + "source": "XGE", + "className": "Sorcerer", + "classSource": "PHB" + } + }, + { + "source": "JBoE", + "className": "Sorcerer (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Storm Sorcery", + "shortName": "Storm", + "source": "XGE", + "className": "Sorcerer", + "classSource": "PHB" + } + }, + { + "source": "JBoE", + "className": "Sorcerer (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Aberrant Mind", + "shortName": "Aberrant Mind", + "source": "TCE", + "className": "Sorcerer", + "classSource": "PHB" + } }, { - "name": "Whip of Fangs", "source": "JBoE", - "page": 125, - "baseItem": "whip|PHB", - "type": "M", - "rarity": "rare", - "reqAttune": "by a cleric or paladin", - "reqAttuneTags": [ - { - "class": "cleric" - }, - { - "class": "paladin" - } - ], - "weight": 3, - "weaponCategory": "martial", - "property": [ - "F", - "R" - ], - "dmg1": "1d4", - "dmgType": "S", - "bonusWeapon": "+1", - "entries": [ - "The Whip of Fangs, also known as a scourge of fangs, is a snake-headed whip used by followers of Lolth. The snake heads on the whip will attack a creature that attempts to wield it if that creature is of good alignment, has lost Lolth's favor or betrayed her faith, or has otherwise done something against the Spider Queen's will.", - "The number of living snakes on the whip is determined by the rank of the cult member that brandishes it (see the Church of Lolth Rank table).", - { - "type": "table", - "caption": "Optional Caption", - "colLabels": [ - "Snakes", - "Church of Lolth's Ranks" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "2", - "Priest/Priestess/Paladin" - ], - [ - "3", - "High Priestess" - ], - [ - "4", - "Mistress of Arach-Tinilith" - ], - [ - "5", - "Matron Mother" - ], - [ - "8", - "Avatar of Lolth" - ] - ] - }, - "While holding this whip, you have advantage on Charisma ({@skill Intimidation}) checks.", - "You gain a +1 bonus to attack and damage rolls made with this magic whip. A creature hit by the weapon takes an extra {@damage 1d6} poison damage per snake head on the whip (up to {@dice 8d6}), and must succeed on a Constitution saving throw (DC = 12 + the number of snake heads on the whip) or become {@condition poisoned} for 1 minute." - ] - } - ], - "magicvariant": [ - { - "name": "Heated Armor Modification", - "type": "GV", - "requires": [ - { - "armor": true, - "type": "LA" - }, - { - "armor": true, - "type": "MA" - } - ], - "inherits": { - "nameSuffix": " (Heated Armor Modification)", - "source": "JBoE", - "page": 118, - "resist": [ - "cold" - ], - "rarity": "rare", - "reqAttune": true, - "entries": [ - "Through arcane methods or tinkering, a mundane piece of light or medium armor can be modified to produce heat and keep the wearer warm. The inside of this armor is usually covered in some sort of soft wool to make it comfortable. This armor is sought by those who venture to the north or climb high mountains.", - "The heating property of this armor can be harvested from any monster that is known to produce heat.", - "While wearing this armor, you gain resistance to cold damage.", - "Additionally, when a creature is touching you or hits you with a melee attack while you are wearing this armor, you can use your reaction to force that creature to make a DC 15 Dexterity saving throw or take {@damage 2d10} fire damage. Once a creature fails its saving throw, this property of the armor can't be used again until you finish a short or long rest." - ] + "className": "Sorcerer (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Clockwork Soul", + "shortName": "Clockwork Soul", + "source": "TCE", + "className": "Sorcerer", + "classSource": "PHB" } - } - ], - "monster": [ + }, { - "name": "Aspect of Lolth", "source": "JBoE", - "page": 23, - "size": [ - "L" - ], - "type": "monstrosity", - "alignment": [ - "L", - "E" - ], - "ac": [ - { - "ac": 19, - "from": [ - "natural armor" - ] - } - ], - "hp": { - "special": "230" - }, - "speed": { - "walk": 30, - "climb": 30 - }, - "str": 20, - "dex": 20, - "con": 18, - "int": 14, - "wis": 20, - "cha": 12, - "senses": [ - "darkvision 120 ft." - ], - "passive": 20, - "resist": [ - { - "resist": [ - "bludgeoning", - "piercing", - "slashing" - ], - "note": "from nonmagical attacks", - "cond": true - } - ], - "immune": [ - "necrotic", - "poison" - ], - "conditionImmune": [ - "charmed", - "frightened", - "poisoned" - ], - "languages": [ - "Common", - "Elvish", - "Sylvan", - "Undercommon", - "Deep Speech" - ], - "cr": "17", - "trait": [ - { - "name": "Devil's Sight", - "entries": [ - "Magical darkness doesn't impede the Aspect of Lolth's darkvision." - ] - }, - { - "name": "Legendary Resistance (3/Day)", - "entries": [ - "If the Aspect of Lolth fails a saving throw, it can choose to succeed instead." - ] - }, - { - "name": "Magic Resistance", - "entries": [ - "The Aspect of Lolth has advantage on saving throws against spells and other magical effects." - ] - }, - { - "name": "Magic Weapons", - "entries": [ - "The Aspect of Lolth's weapon attacks are magical." - ] - } - ], - "action": [ - { - "name": "Mutliattack", - "entries": [ - "The Aspect of Lolth makes 2 claw attacks and 1 bite attack, or makes 3 web frenzy attacks." - ] - }, - { - "name": "Claw", - "entries": [ - "{@atk mw} +11 to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 5}) slashing damage and 3 ({@damage 1d8}) poison damage." - ] - }, - { - "name": "Bite", - "entries": [ - "{@atk mw} +11 to hit, reach 5 ft., one target. {@h}15 ({@damage 3d8 + 5}) piercing damage and 10 ({@damage 3d8}) necrotic damage.", - "The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Aspect of Lolth regains hit points equal to that amount." - ] - }, - { - "name": "Web Frenzy", - "entries": [ - "{@atk rw} +11 to hit, range 30/60 ft., one creatures. The target is {@condition restrained} by webbing and takes 7 ({@damage 2d8}) poison damage at the start of each of its turns.", - "As an action, the {@condition restrained} target can make a {@dc 21} Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 16; hp 20; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)." - ] - } - ], - "traitTags": [ - "Devil's Sight", - "Legendary Resistances", - "Magic Resistance", - "Magic Weapons" - ], - "senseTags": [ - "SD" - ], - "languageTags": [ - "C", - "DS", - "E", - "S", - "U" - ], - "damageTags": [ - "I", - "N", - "P", - "S" - ], - "miscTags": [ - "HPR", - "MW", - "RW" - ], - "conditionInflict": [ - "restrained" - ] + "className": "Sorcerer (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Lunar Sorcery", + "shortName": "Lunar", + "source": "DSotDQ", + "className": "Sorcerer", + "classSource": "PHB" + } }, { - "name": "Mechanical Gauth", "source": "JBoE", - "type": "construct", - "languages": [ - "Common", - "Deep Speech", - "Gnomish", - "Undercommon" - ], + "className": "Sorcerer (Expanded)", + "classSource": "JBoE", "_copy": { - "name": "Gauth", - "source": "VGM", - "_mod": { - "*": { - "mode": "replaceTxt", - "replace": "gauth", - "with": "mechanical gauth", - "flags": "i" - } - } + "name": "Runechild", + "shortName": "Runechild", + "source": "TDCSR", + "className": "Sorcerer", + "classSource": "PHB" } - } - ], - "optionalfeature": [ + }, { - "name": "Excruciating Ring", "source": "JBoE", - "page": 6, - "featureType": [ - "AI" - ], - "prerequisite": [ - { - "item": [ - "a ring (requires attunement)" - ] - } - ], - "entries": [ - "The infused ring can release a shocking jolt against those who would touch or strike you. The ring has 5 charges. When hit by a melee attack or touched, the wearer can use its reaction to expend 1 of the ring's charges to release a burst of shocking energy toward the attacker. The target must make a Dexterity saving throw (DC 16), and has disadvantage on the save if they touched the wearer with an object containing metal. On a failed save, the target takes {@damage 1d8} lightning damage, its turn immediately ends, and it can't take reactions until the start of its next turn. The ring regains {@dice 1d4} expended charges daily at dawn.", - "The damage increases to {@dice 3d8} when you reach 10th level in this class." - ] + "className": "Sorcerer (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Deep Diviner", + "shortName": "Deep Diviner", + "source": "JBoE", + "className": "Sorcerer", + "classSource": "PHB" + } }, { - "name": "Trackless Boots", "source": "JBoE", - "page": 7, - "featureType": [ - "AI" - ], - "prerequisite": [ - { - "item": [ - "a pair of boots (requires attunement)" - ] - } - ], - "entries": [ - "While wearing these boots, a creature can use an action to cause themselves to levitate 1 foot off the ground for up to 1 hour. While levitating in this way, the creature is able to walk normally in the air, leaving no trace of their passage. Once used, the boots can't be used again until the next dawn." - ] + "className": "Sorcerer (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Lolth's Blessed", + "shortName": "Lolth's Blessed", + "source": "JBoE", + "className": "Sorcerer", + "classSource": "PHB" + } }, { - "name": "Death Weapon", "source": "JBoE", - "page": 7, - "featureType": [ - "AI" - ], - "prerequisite": [ - { - "level": { - "level": 6, - "class": { - "name": "Artificer" - } - }, - "item": [ - "a simple or martial weapon (requires attunement)" - ] - } - ], - "entries": [ - "This magic weapon deals an extra {@damage 1d6} necrotic damage on a hit. A creature hit by this weapon must make a Constitution saving throw (DC 16) at the start of each of its turns. On a failed save, the creature takes {@damage 1d6} necrotic damage. On a successful save, the effect ends." - ] + "className": "Warlock (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "The Archfey", + "shortName": "Archfey", + "source": "PHB", + "className": "Warlock", + "classSource": "PHB" + } }, { - "name": "House Insignia", "source": "JBoE", - "page": 7, - "featureType": [ - "AI" - ], - "prerequisite": [ - { - "item": [ - "a necklace (requires attunement)" - ] - } - ], - "entries": [ - "The wearer can use this amulet to cast the {@spell bless} spell. Once this amulet is used, it can't be used again until the wearer completes a long rest, unless a creature expends a 1st-level spell slot to recharge it." - ] + "className": "Warlock (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "The Fiend", + "shortName": "Fiend", + "source": "PHB", + "className": "Warlock", + "classSource": "PHB" + } }, { - "name": "Piwafwi", "source": "JBoE", - "page": 7, - "featureType": [ - "AI" - ], - "prerequisite": [ - { - "level": { - "level": 6, - "class": { - "name": "Artificer" - } - }, - "item": [ - "a cloak (requires attunement)" - ] - } - ], - "entries": [ - "While wearing the cloak a creature can use an action to pull up the hood. Wearing the cloak with the hood up grants the following benefits: Wisdom ({@skill Perception}) checks made to see the creature have disadvantage. The creature has advantage on Dexterity ({@skill Stealth}) checks made to hide. The cloak that has the hood pulled up also grants resistance to fire when you reach 10th level in this class." - ] + "className": "Warlock (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "The Great Old One", + "shortName": "Great Old One", + "source": "PHB", + "className": "Warlock", + "classSource": "PHB" + } + }, + { + "source": "JBoE", + "className": "Warlock (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "The Undying", + "shortName": "Undying", + "source": "SCAG", + "className": "Warlock", + "classSource": "PHB" + } + }, + { + "source": "JBoE", + "className": "Warlock (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "The Celestial", + "shortName": "Celestial", + "source": "XGE", + "className": "Warlock", + "classSource": "PHB" + } + }, + { + "source": "JBoE", + "className": "Warlock (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "The Hexblade", + "shortName": "Hexblade", + "source": "XGE", + "className": "Warlock", + "classSource": "PHB" + } + }, + { + "source": "JBoE", + "className": "Warlock (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "The Fathomless", + "shortName": "Fathomless", + "source": "TCE", + "className": "Warlock", + "classSource": "PHB" + } + }, + { + "source": "JBoE", + "className": "Warlock (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "The Genie", + "shortName": "Genie", + "source": "TCE", + "className": "Warlock", + "classSource": "PHB" + } + }, + { + "source": "JBoE", + "className": "Warlock (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "The Undead", + "shortName": "Undead", + "source": "VRGR", + "className": "Warlock", + "classSource": "PHB" + } + }, + { + "source": "JBoE", + "className": "Warlock (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "The Dark Maiden", + "shortName": "Dark Maiden", + "source": "JBoE", + "className": "Warlock", + "classSource": "PHB" + } + }, + { + "source": "JBoE", + "className": "Warlock (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "The Spider Queen", + "shortName": "Spider Queen", + "source": "JBoE", + "className": "Warlock", + "classSource": "PHB" + } }, { - "name": "Mask of the Matriarch", "source": "JBoE", - "page": 7, - "featureType": [ - "AI" - ], - "prerequisite": [ - { - "level": { - "level": 6, - "class": { - "name": "Artificer" - } - }, - "item": [ - "a mask (requires attunement)" - ] - } - ], - "entries": [ - "This mask can be infused in one of the following ways:", - { - "type": "list", - "items": [ - "Visage of Sympathy: The wearer gains advantage on Charisma ({@skill Persuasion}) checks. Once per day, the wearer can cast suggestion (DC 16).", - "Visage of Sincerity: The wearer gains advantage on Charisma ({@skill Deception}) checks, and other creatures have disadvantage on Wisdom ({@skill Insight}) checks against the wearer. The wearer is also immune to the zone of truth spell.", - "Visage of Antipathy: The wearer gains advantage on Charisma ({@skill Intimidation}) checks. Once per day, the wearer can force one creature within 30 feet to make a Wisdom saving throw (DC 16) or suffer the effects of the fear spell." - ] - } - ] - } - ], - "race": [ + "className": "Wizard (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "School of Abjuration", + "shortName": "Abjuration", + "source": "PHB", + "className": "Wizard", + "classSource": "PHB" + } + }, { - "name": "Aevendrow", "source": "JBoE", - "page": 76, - "lineage": "VRGR", - "size": [ - "M" - ], - "speed": 30, - "darkvision": 60, - "traitTags": [ - "Improved Resting", - "Skill Proficiency" - ], - "entries": [ - { - "type": "entries", - "name": "Size", - "entries": [ - "Aevendrow are shorter than humans, typically 5 feet, and are svelte. Your size is Medium." - ] - }, - { - "type": "entries", - "name": "Darkvision", - "entries": [ - "You have {@sense darkvision} out to a range of 60 feet." - ] - }, - { - "type": "entries", - "name": "Fey Ancestry", - "entries": [ - "You have advantage on saving throws against being {@condition charmed}, and magic can't put you to sleep." - ] - }, - { - "type": "entries", - "name": "Trance", - "entries": [ - "Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is \"trance.\") 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 that a human does from 8 hours of sleep.", - "{@note If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.}" - ] - }, - { - "type": "entries", - "name": "Starsong Blessing", - "entries": [ - "You gain an additional skill proficiency based on your Starsong (see the {@table Aevendrow Starsongs|JBoE} table). When you make a skill check using this skill, you can add {@dice 1d4} to the result of the check." - ] - }, - { - "type": "entries", - "name": "Aevendrow Spellcasting", - "entries": [ - "You know the {@spell guidance} cantrip. When you reach 3rd level, you can cast the {@spell guiding bolt} spell once using this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell mirror image} spell once using this trait and regain the ability to do so when you finish a long rest. You can also cast these spell using any spell slots you have. Your spellcasting ability for this trait's spells is Intelligence, Wisdom, or Charisma (choose when you select this lineage)." - ] - } - ], - "fluff": { - "entries": [ - { - "type": "quote", - "entries": [ - "Cold and aloof as the stars themselves." - ], - "by": "Jarlaxle" - }, - { - "type": "entries", - "entries": [ - "Aevendrow, also known as \"Starlight Elves\" are an exceptionally rare group of drow who, like the lorendrow, refused to follow in Lolth's path. They are typically found in the frigid north in large ice-built cities, if they are found at all." - ] - }, - { - "type": "entries", - "name": "Isolated Cities", - "entries": [ - "Aevendrow are masterful mages, capable of interacting on a deep level with their native icy home. Their cities are typically located under thick sheets of ice, built within natural walls that not only serve to keep intruders out, but that also disguise their settlements, ensuring that they remain almost wholly undetected by those who do not know what to look for.", - "The icy caverns crafted to host aevendrow cities are bolstered by their magic, and retain their solid state of matter in spite of the warmth found in the cities themselves. Those few travelers who are welcomed into an aevendrow citadel often bring back shards of \"Starlit Ice\", which is warm to the touch and never melts, as a testament to their journey." - ] - }, - { - "type": "entries", - "name": "Reconciled Worshippers", - "entries": [ - "Despite the hardships faced by the aevendrow when their race lost Corellon's favor, and they elected to abandon the worship of Lolth, the aevendrow remained devoted followers of Corellon, seeking reconciliation for years, until they finally received it, due in no small part to the intervention of Eilistraee. They now worship her as their primary goddess, as well as Corellon himself." - ] - }, - { - "type": "entries", - "name": "Aevendrow Origins", - "entries": [ - "You can roll on or choose an option from the Aevendrow Origins table to determine an origin for an Aevendrow character.", - { - "type": "table", - "caption": "Aevendrow Origins", - "page": 76, - "colLabels": [ - "d8", - "Origin" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1", - "You have never set foot outside of your northern home until now." - ], - [ - "2", - "You seek to regain a powerful magical artifact that was stolen from your people." - ], - [ - "3", - "You have been sent into the world at the behest of Eilistraee, but you do not yet know why." - ], - [ - "4", - "Your people's magic is failing, and your cities are beginning to freeze." - ], - [ - "5", - "The stars have given you tidings of a coming calamity which you are intent on preventing." - ], - [ - "6", - "You have been sent as a diplomat to a hostile foe who believes all Drow are the same." - ], - [ - "7", - "You are an orphan and have never been blessed with a Starsong. It is your lifelong dream to find someone willing to give one to you." - ], - [ - "8", - "You have trained your entire life to take over for your clan's archmage when they die, and they disappeared over a month ago." - ] - ] - } - ] - }, - { - "type": "entries", - "name": "Aevendrow Starsongs", - "entries": [ - "The aevendrow's powerful magics, along with their fascination with the cosmic anomalies demonstrated in the frigid north have, over time, culminated in a ritual naming of their children using magical melodies known as \"starsongs\". Each starsong is meant to channel the parents' hopes and dreams for their child, and to serve as a blessing to them throughout their life. Roll on or choose an option from the Aevendrow Starsong table below to determine what song your character was blessed by. Your character gains an additional proficiency based on their starsong, as listed in the table.", - { - "type": "table", - "caption": "Aevendrow Starsongs", - "page": 77, - "colLabels": [ - "d10", - "Starsong" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1", - "The Song of the Hidden ({@skill Stealth})" - ], - [ - "2", - "The Song of the Muse ({@skill Performance})" - ], - [ - "3", - "The Song of the Vigilant ({@skill Perception})" - ], - [ - "4", - "The Song of the Hero ({@skill Athletics})" - ], - [ - "5", - "The Song of the Lover ({@skill Persuasion})" - ], - [ - "6", - "The Song of the Mage ({@skill Arcana})" - ], - [ - "7", - "The Song of the Scholar ({@skill Investigation})" - ], - [ - "8", - "The Song of the Mediator ({@skill Insight})" - ], - [ - "9", - "The Song of the Graceful ({@skill Acrobatics})" - ], - [ - "10", - "The Song of the Priestess ({@skill Religion})" - ] - ] - } - ] - } - ] + "className": "Wizard (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "School of Conjuration", + "shortName": "Conjuration", + "source": "PHB", + "className": "Wizard", + "classSource": "PHB" } }, { - "name": "Deep Imaskari", "source": "JBoE", - "page": 78, - "lineage": "VRGR", - "size": [ - "M" - ], - "speed": 30, - "darkvision": 60, - "traitTags": [ - "Skill Proficiency" - ], - "entries": [ - { - "type": "entries", - "name": "Size", - "entries": [ - "Deep Imaskari are slightly shorter than humans, and are typically gaunt. Your size is Medium." - ] - }, - { - "type": "entries", - "name": "Darkvision", - "entries": [ - "You have {@sense darkvision} out to a range of 60 feet." - ] - }, - { - "type": "entries", - "name": "Seeker of Magic", - "entries": [ - "You have proficiency in the {@skill Arcana} skill. Additionally, you can cast the {@spell detect magic} and {@spell identify} spells once without expending a spell slot or requiring any material components. You must finish a long rest before you can cast these spells in this way again. You can also cast these spells using any spell slots you have." - ] - }, - { - "type": "entries", - "name": "Silver Tongue", - "entries": [ - "You have proficiency in the {@skill Persuasion} skill." - ] - } - ], - "fluff": { - "entries": [ - { - "type": "quote", - "entries": [ - "Do not make the error of considering the imaskari defeated. Once you get a taste of superiority, it takes eons for it to turn to guilt." - ], - "by": "Jarlaxle" - }, - { - "type": "entries", - "entries": [ - "Long ago, the human empire of the Imaskari thrived on the backs of their slaves. Their powerful wizards and contact with other planes made them one of the great powers of the world. Since that time, much has transpired. After the revolt of their slaves and the bloodbath that followed, the few deep imaskari that survived the massacre fled underground, their once great empire reduced to ruin. Now, after thousands of years living beneath the surface, and bolstered by the alien magics of their powerful spellcasters, deep imaskari are a completely separate race, no longer human, but something far more magical, and to most other races, far more sinister." - ] - }, - { - "type": "entries", - "name": "Masters of Magic", - "entries": [ - "Even before the fall of their empire, Imaskari were known for their powerful magics, and their lust for arcane power has not dulled since their retreat to the recesses of the earth. To them, magic is a path to power, a means by which to reclaim all that was taken from them those many years ago." - ] - }, - { - "type": "entries", - "name": "Secretive but Diplomatic", - "entries": [ - "Deep Imaskari have learned to be exceptionally skilled in diplomacy and negotiation. They are shrewd diplomats and have impeccable manners, doing everything that they can to assuage the fears or prejudices other races may have towards them because of their history. Typically, these mannerisms are simply a tactic by which to get what they want, but even so, their skill and charisma can't be denied." - ] - }, - { - "type": "entries", - "name": "Lost Superiority", - "entries": [ - "Though their once great empire fell millennia ago, most deep imaskari still cling to the idea that they are a superior race, meant to rule over those who are lesser. Though many blame the drow slavers for the many missing persons who become slaves in the Realms. Below, the deep imaskari are equally culpable, keeping slaves of many different racial and cultural backgrounds. They rarely enslave drow, and if they do so, they ensure that the drow slavers that they trade with are unaware of that fact, hoping to maintain good trade relations, particularly where the slave market is concerned.", - "Deep Imaskari slaves are treated far better than most drow slaves are, a cultural habit instilled in the deep imaskari by their fear of having slaves rebel against them again. They try to ensure that their slaves, though in bondage, are well cared for, fed, cleaned, and given necessary care when ill or injured." - ] - }, - { - "type": "entries", - "name": "Deep Imaskari Origins", - "entries": [ - "You can roll on or choose an option from the Deep Imaskari Origins table to determine an origin for a Deep Imaskari character.", - { - "type": "table", - "caption": "Deep Imaskari Origins", - "colLabels": [ - "d8", - "Origin" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1", - "You've been training since your childhood as an infiltrator, intent on taking down governments from the inside." - ], - [ - "2", - "You are a shrewd negotiator. Too shrewd in one case, it seems. A local merchant has recently been lodging complaints, and the town's guardsmen now treat your business with suspicion." - ], - [ - "3", - "You have been promised an exceptionally powerful magical heirloom from your family on the condition that you complete a grueling rite of passage on the surface." - ], - [ - "4", - "You have fallen in love with a slave, and are trying to find a way to free them so that you can elope." - ], - [ - "5", - "A powerful noble has taken a liking to you, and while you despise him treating you as if he is your superior, you know his favor could be useful in the future." - ], - [ - "6", - "You studied at a prestigious Imaskari University, and have the potential to be one of the greatest mages since the old Imaskari masters." - ], - [ - "7", - "You were raised on the surface, away from other deep imaskari, and have not been taught about any of your people's history." - ], - [ - "8", - "You keep having visions of the old Imaskari Empire, and believe it is your duty to restore it to its former glory." - ] - ] - } - ] - }, - { - "type": "entries", - "name": "Deep Imaskari Personality", - "entries": [ - "You can use the Deep Imaskari Quirks table to determine a personality quirk for a Deep Imaskari character or to inspire a unique mannerism.", - { - "type": "table", - "caption": "Deep Imaskari Quirks", - "colLabels": [ - "d8", - "Quirk" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1", - "You can't resist magical items or artifacts. If you can get it, you will." - ], - [ - "2", - "You have an insatiable curiosity about other races and cultures." - ], - [ - "3", - "You see yourself as simply better than everyone else." - ], - [ - "4", - "You are exceptionally paranoid." - ], - [ - "5", - "You feel drawn to powerful people, and seek to ally yourself with them whenever possible." - ], - [ - "6", - "You cannot accept when you are wrong." - ], - [ - "7", - "You quickly adapt to the mannerisms and niceties of any culture in which you find yourself." - ], - [ - "8", - "You check even the most mundane of items for magical properties." - ] - ] - } - ] - }, - { - "type": "entries", - "name": "Deep Imaskari Names", - "entries": [ - "Deep Imaskari typically use rather common human names, though some drow constructions have become more present in their nomenclature over the years. Children are typically named after a great mage, in hopes that they can one day rise to that namesake and perform acts of similar caliber. As such, many deep imaskari are the fifth or sixth to bear their name through their family's generations.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Male Names:", - "entries": [ - "Gareth, Toricc, Revlar, Errick, Benson, Warren, Leynith, Ulik" - ] - }, - { - "type": "entries", - "name": "Female Names:", - "entries": [ - "Gwenneth, Helena, Triss, Phylla, Lystra, Nairi, Rachelle, Lisari" - ] - }, - { - "type": "entries", - "name": "Family Names:", - "entries": [ - "Halvford, Odioun, Vestiri, Tarker, Dracon, Stell, Smithy, Arca" - ] - } - ] - } - ] - } - ] + "className": "Wizard (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "School of Divination", + "shortName": "Divination", + "source": "PHB", + "className": "Wizard", + "classSource": "PHB" + } + }, + { + "source": "JBoE", + "className": "Wizard (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "School of Enchantment", + "shortName": "Enchantment", + "source": "PHB", + "className": "Wizard", + "classSource": "PHB" + } + }, + { + "source": "JBoE", + "className": "Wizard (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "School of Evocation", + "shortName": "Evocation", + "source": "PHB", + "className": "Wizard", + "classSource": "PHB" } }, { - "name": "Gloamings", "source": "JBoE", - "page": 80, - "lineage": "VRGR", - "size": [ - "M" - ], - "speed": { - "walk": 30, - "fly": true - }, - "darkvision": 60, - "entries": [ - { - "type": "entries", - "name": "Size", - "entries": [ - "Gloamings are typically a little smaller than humans, though the tallest can reach just over 6 feet. Your size is medium." - ] - }, - { - "type": "entries", - "name": "Darkvision", - "entries": [ - "You have {@sense darkvision} out to a range of 60 feet." - ] - }, - { - "type": "entries", - "name": "Fur-Covered Wings", - "entries": [ - "You have a flying speed equal to your walking speed. To use this speed, you can't be wearing medium or heavy armor. In addition, your wings can serve as warm clothing. You automatically succeed on Constitution saving throws to avoid levels of {@condition exhaustion} in cold environments." - ] - }, - { - "type": "entries", - "name": "Devoted for a Day", - "entries": [ - "You are completely devoted to your best friend, though who that is might change from moment-to-moment. At the end of a short rest, you can choose one creature that you know to be the object of your devotion. When that creature has advantage as a result of your use of the {@action Help} action, it can reroll one of the dice once." - ] - }, - { - "type": "entries", - "name": "Shining Skin", - "entries": [ - "You have bright, glowing patterns rippling across your skin that can change color, size, and shape as you see fit." - ] - } - ], - "fluff": { - "entries": [ - { - "type": "quote", - "entries": [ - "Wanderlust lurks in the heart of every gloaming. Remember that when you ask for a promise or a plan." - ], - "by": "Jarlaxle" - }, - { - "type": "entries", - "entries": [ - "With luminous skin that can change colors and patterns at will, fur-covered wings, and cat-like eyes, gloamings are uncommon beings even in their supposedly native Underdark. This plane-touched race is mysterious to even the most experienced of adventurers, and many who come across them mistake them for some sort of Tiefling. Little is known about their origin, merely that they are somehow descended from some combination of creatures native to both Toril and the Plane of Shadow. Despite their rarity, adventuring gloamings are almost as common as other adventurers, since their boundless curiosity and wanderlust drives almost all members of this race to embrace a life of adventure." - ] - }, - { - "type": "entries", - "name": "Curious Wanderers", - "entries": [ - "Gloamings have very few settlements of their own, preferring to set out on their own and experience what the world has to offer. They are born to adventure, and will often wander about for days seeking someone or something interesting to interact with.", - "The rarity of gloamings is, in no small part, a result of this wanderlust. Though gloamings can be quite prolific in their reproduction, less than a third will ever find a partner, and even if they do, the odds that it will be another gloaming are exceptionally small." - ] - }, - { - "type": "entries", - "name": "Friendly but Flighty", - "entries": [ - "Gloamings are exceptionally friendly creatures, ready to converse with anyone or anything that they find interesting in the least. They make friends quickly, and will defend allies they have known for only a few days with their lives.", - "Despite this friendly nature, gloamings are easily bored, just as they are easily entertained. When a creature or location becomes boring, they leave, seeking better company and environs. Because of this, gloamings have a reputation of unreliability. Though a gloaming might remember making a promise, they put little stock in contracts of any kind, written or vocal. They prefer to do whatever seems best to them at any given moment." - ] - }, - { - "type": "entries", - "name": "Disturbers of the Peace", - "entries": [ - "Gloamings have an uncanny ability to quickly understand the status quo in any group, city, or conversation that they are in, and their chaotic nature makes them absolutely intent on breaking these cultural norms. They love change, particularly seeing it in other people or places, and will often do all in their power to make such changes occur, whether for good or ill." - ] - }, - { - "type": "entries", - "name": "Gloaming Origins", - "entries": [ - "You can roll on or choose an option from the Gloaming Origins table to determine an origin for a Gloaming character.", - { - "type": "table", - "caption": "Gloaming Origins", - "colLabels": [ - "d8", - "Origin" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1", - "You stole an exceptionally valuable trinket and are now being pursued by mercenaries hired by the nobleman it belonged to." - ], - [ - "2", - "You have discovered a delicacy of the surface that is as delicious as it is rare, and are intent on finding a chef who will share the secret of its creation with you." - ], - [ - "3", - "You meet with your brothers and sisters once each year to share stories. However, the last time you were supposed to meet, you were the only one there." - ], - [ - "4", - "You spent some time in a surface prison for various misdemeanors, and now have a permanent dislike for law enforcement." - ], - [ - "5", - "You have never been to the surface before, and are planning on traveling there with a large group of young gloamings." - ], - [ - "6", - "You recently learned that you fathered a child, and that the child in question has been kidnapped." - ], - [ - "7", - "Your closest friend was killed under mysterious circumstances, and you've made it your quest to find and punish his murderers." - ], - [ - "8", - "You have been named a local hero, which is very inconvenient because with all of the ceremonies, autographs, etc., you haven't found a way to leave town and continue your adventure." - ] - ] - } - ] - }, - { - "type": "entries", - "name": "Gloaming Personality", - "entries": [ - "You can use the Gloaming Quirks table to determine a personality quirk for a Gloaming character or to inspire a unique mannerism.", - { - "type": "table", - "caption": "Gloaming Quirks", - "colLabels": [ - "d8", - "Quirk" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1", - "You get anxious if you sit still for long. You have to be doing something, anything." - ], - [ - "2", - "You can't abide the presence of drow, immediately fleeing or attacking when you see one." - ], - [ - "3", - "You gossip incessantly, and often untruthfully, loving the drama of seeing others at odds with one another." - ], - [ - "4", - "You have a new best friend at least once every day." - ], - [ - "5", - "You mimic every person you speak to, fascinated by their unique speech patterns." - ], - [ - "6", - "You make promises as easily as you blink, and break them just as easily." - ], - [ - "7", - "You always speak your mind." - ], - [ - "8", - "You change your skin tone to match your mood." - ] - ] - } - ] - }, - { - "type": "entries", - "name": "Gloaming Names", - "entries": [ - "Gloamings take their names from exciting events or people in their lives. While gloaming parents give their child a name at birth, both they and the child grow bored of that name quickly. A gloaming will typically choose a new name once or twice each year, and the name can be anything from the word for a specific accomplishment they achieved, to the name of their new favorite food or person.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Gloaming Names:", - "entries": [ - "Goblin-Basher, Kiwi, Ed, Mordenkainen, Dead-Drow, Bookcase, Paintbrush, Beholder" - ] - } - ] - } - ] - } - ] + "className": "Wizard (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "School of Illusion", + "shortName": "Illusion", + "source": "PHB", + "className": "Wizard", + "classSource": "PHB" + } + }, + { + "source": "JBoE", + "className": "Wizard (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "School of Necromancy", + "shortName": "Necromancy", + "source": "PHB", + "className": "Wizard", + "classSource": "PHB" + } + }, + { + "source": "JBoE", + "className": "Wizard (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "School of Transmutation", + "shortName": "Transmutation", + "source": "PHB", + "className": "Wizard", + "classSource": "PHB" + } + }, + { + "source": "JBoE", + "className": "Wizard (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "War Magic", + "shortName": "War", + "source": "XGE", + "className": "Wizard", + "classSource": "PHB" } }, { - "name": "Grimlock", "source": "JBoE", - "page": 82, - "lineage": "VRGR", - "size": [ - "M" - ], - "speed": 30, - "blindsight": 60, - "traitTags": [ - "Natural Armor", - "Natural Weapon", - "Skill Proficiency" - ], - "entries": [ - { - "type": "entries", - "name": "Size", - "entries": [ - "Grimlocks are slightly larger and taller than humans. Your size is Medium." - ] - }, - { - "type": "entries", - "name": "Blind Sense", - "entries": [ - "You have {@sense blindsight} out to a range of 60 feet or to a range of 10 feet while you are {@condition deafened}. You are blind past this range. You are completely blind if you are {@condition deafened} and unable to smell." - ] - }, - { - "type": "entries", - "name": "Bite", - "entries": [ - "You can use your sharpened fangs as a natural weapon to make melee attacks. If you hit with this attack, you deal piercing damage equal to {@damage 1d6} + your Strength modifier and regain hit points equal to half the damage dealt by the bite." - ] - }, - { - "type": "entries", - "name": "Tough Skin", - "entries": [ - "You have naturally thick skin. While you are not wearing armor, your AC is equal to 13 + your Dexterity modifier." - ] - }, - { - "type": "entries", - "name": "Keen Senses", - "entries": [ - "You have proficiency in the {@skill Perception} skill and advantage on {@skill Perception} checks that rely on hearing or smell." - ] - } - ], - "fluff": { - "entries": [ - { - "type": "quote", - "entries": [ - "Survival is understanding consequences." - ], - "by": "Jarlaxle" - }, - { - "type": "entries", - "entries": [ - "Viewing these foul-looking, gray-skinned beasts with eyeless sockets, many races consider grimlocks to be no more than mindless monsters, fit for nothing but extermination. These creatures were once humans, until generations of living in the caverns of the Underdark under the control of their illithid masters slowly transformed their minds and bodies, leaving them forever twisted. Though some grimlocks still serve the illithids, many have also broken away, forming their own colonies and vying for survival therein." - ] - }, - { - "type": "entries", - "name": "Sight of the Sightless", - "entries": [ - "Over the generations during which the grimlocks have lived in the caverns of the Realms Below, they have developed a host of senses that allow them to stalk their Underdark prey with exceptional efficiency. Though their eye sockets now sit empty, these creatures have an incredible sense of hearing and smell, and use echolocation to find and capture their prey with ruthless efficiency." - ] - }, - { - "type": "entries", - "name": "Disdain for Magic", - "entries": [ - "Grimlocks view magic in all its forms as an evil to be feared and avoided at all costs. They shun any member of their society who exhibits sorcerous tendencies, and consider magic of any kind to be the greatest threat to their survival." - ] - }, - { - "type": "entries", - "name": "Ruled by Fear", - "entries": [ - "Grimlocks are motivated almost purely in their endeavors by a deep and desperate desire for survival. Their fear drives them to commit atrocious acts, but some have been known to overcome these natural inclinations when provided with safety and security." - ] - }, - { - "type": "entries", - "name": "Grimlock Origins", - "entries": [ - "You can roll on or choose an option from the Grimlock Origins table to determine an origin for a Grimlock character.", - { - "type": "table", - "caption": "Grimlock Origins", - "colLabels": [ - "d8", - "Origin" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1", - "You have recently made friends with a prisoner the others intend to eat soon, and you're not sure what to do about it." - ], - [ - "2", - "Your superb senses of hearing and smell outstrip even that of other grimlocks, and you have been tasked with keeping the colony safe and sounding an alarm in case of danger." - ], - [ - "3", - "You have lived for years as a drow slave, but were lost in an accident and presumed dead." - ], - [ - "4", - "The colony you belong to has recently lost its crops to a Drow raid. Your elders are discussing returning to the old ways, raiding surface settlements for flesh to feast on." - ], - [ - "5", - "You are the only magic user in your entire clan, but must keep it a secret for fear of execution." - ], - [ - "6", - "You were raised by surface dwellers as a pet, but they died in a terrible accident, and you are now on your own." - ], - [ - "7", - "You have come to trust one surface dweller completely, and travel with them for safety, but are still suspicious of all others." - ], - [ - "8", - "You suffered a grievous wound and were thought dead by your clan, who abandoned you while you were unconscious. Now that you've woken up, they are long gone and you must find them once again, but it's been days since they were here." - ] - ] - } - ] - }, - { - "type": "entries", - "name": "Grimlock Personality", - "entries": [ - "You can use the Grimlock Quirks table to determine a personality quirk for a Grimlock character or to inspire a unique mannerism.", - { - "type": "table", - "caption": "Grimlock Quirks", - "colLabels": [ - "d8", - "Quirk" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1", - "You are terrified of every new person you meet." - ], - [ - "2", - "You sleep restlessly, waking at the smallest disturbance." - ], - [ - "3", - "You have a taste for flesh." - ], - [ - "4", - "The only moral compass you have points to whatever will help you survive the longest." - ], - [ - "5", - "You attempt to destroy every magical item or trinket you come across." - ], - [ - "6", - "You don't feel safe if you can't touch at least one wall at all times." - ], - [ - "7", - "You can be easily calmed by one particular sound or smell." - ], - [ - "8", - "You don't trust anything you are unfamiliar with." - ] - ] - } - ] - }, - { - "type": "entries", - "name": "Grimlock Names", - "entries": [ - "Grimlock names are typically reminiscent of human names, but often incorporate strange sounds only replicable by other grimlocks, such as soft clicks and deep-throated trills. Their names sound harsh with emphasis on stronger sounds such as t's and k's.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Male Grimlock Names:", - "entries": [ - "Gr'rlck, Lot'ril, Benti'rr, Vrrick, Otis, Rikke, Borr'ik, Jagarrt" - ] - }, - { - "type": "entries", - "name": "Female Grimlock Names:", - "entries": [ - "Her'rta, Illik, Pry'tte, Bute'e, Clarr'a, Bethh, Riika, Oryy'ka" - ] - } - ] - } - ] - } - ] + "className": "Wizard (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Chronurgy Magic", + "shortName": "Chronurgy", + "source": "EGW", + "className": "Wizard", + "classSource": "PHB" + } + }, + { + "source": "JBoE", + "className": "Wizard (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Graviturgy Magic", + "shortName": "Graviturgy", + "source": "EGW", + "className": "Wizard", + "classSource": "PHB" + } + }, + { + "source": "JBoE", + "className": "Wizard (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Bladesinging", + "shortName": "Bladesinging", + "source": "TCE", + "className": "Wizard", + "classSource": "PHB" + } + }, + { + "source": "JBoE", + "className": "Wizard (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Order of Scribes", + "shortName": "Scribes", + "source": "TCE", + "className": "Wizard", + "classSource": "PHB" } }, { - "name": "Kuo-Toa", "source": "JBoE", - "page": 84, - "lineage": "VRGR", - "size": [ - "M" - ], - "speed": 30, - "darkvision": 60, - "traitTags": [ - "Amphibious" - ], - "entries": [ - { - "type": "entries", - "name": "Size", - "entries": [ - "Kuo-Toa are quite short, averaging at just under 5 feet tall. Your size is Medium." - ] - }, + "className": "Wizard (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "Blood Magic", + "shortName": "Blood Magic", + "source": "TDCSR", + "className": "Wizard", + "classSource": "PHB" + } + }, + { + "source": "JBoE", + "className": "Wizard (Expanded)", + "classSource": "JBoE", + "_copy": { + "name": "School of Demesne", + "shortName": "Demesne", + "source": "JBoE", + "className": "Wizard", + "classSource": "PHB" + } + }, + { + "name": "Balance Domain", + "shortName": "Balance", + "source": "JBoE", + "className": "Cleric", + "classSource": "PHB", + "page": 18, + "additionalSpells": [ { - "type": "entries", - "name": "Darkvision", - "entries": [ - "You have {@sense darkvision} out to a range of 60 feet." - ] - }, + "prepared": { + "1": [ + "command", + "sanctuary" + ], + "3": [ + "clarity of mind|JBoE", + "hold person" + ], + "5": [ + "glyph of warding", + "hypnotic pattern" + ], + "7": [ + "charm monster|xge", + "mordenkainen's private sanctum" + ], + "9": [ + "antilife shell", + "modify memory" + ] + } + } + ], + "subclassFeatures": [ + "Balance Domain|Cleric||Balance|JBoE|1", + "Channel Divinity: Wisdom's Ward|Cleric||Balance|JBoE|2", + "Balancing Aura|Cleric||Balance|JBoE|6", + "Potent Spellcasting|Cleric||Balance|JBoE|8", + "Blessed Strikes|Cleric||Peace|TCE|8|TCE", + "Balanced Harm|Cleric||Balance|JBoE|17" + ] + }, + { + "name": "Bounty Hunter", + "shortName": "Bounty Hunter", + "source": "JBoE", + "className": "Ranger", + "classSource": "PHB", + "page": 39, + "additionalSpells": [ { - "type": "entries", - "name": "Amphibious", - "entries": [ - "You have a swimming speed equal to your walking speed and you can breathe both air and water." - ] - }, + "known": { + "3": [ + "disguise self" + ], + "5": [ + "blindness/deafness" + ], + "9": [ + "haste" + ], + "13": [ + "otiluke's resilient sphere" + ], + "17": [ + "hold monster" + ] + } + } + ], + "subclassFeatures": [ + "Bounty Hunter|Ranger||Bounty Hunter|JBoE|3", + "Whiplash|Ranger||Bounty Hunter|JBoE|7", + "Aerial Hunter|Ranger||Bounty Hunter|JBoE|11", + "Lie in Wait|Ranger||Bounty Hunter|JBoE|15" + ] + }, + { + "name": "Circle of the Dredge", + "shortName": "Dredge", + "source": "JBoE", + "className": "Druid", + "classSource": "PHB", + "page": 28, + "subclassFeatures": [ + "Circle of the Dredge|Druid||Dredge|JBoE|2", + "Apocryphal Shape|Druid||Dredge|JBoE|6", + "Ooze Master|Druid||Dredge|JBoE|10", + "Acid Absorption|Druid||Dredge|JBoE|14" + ] + }, + { + "name": "Circle of the Moonlit Song", + "shortName": "Moonlit Song", + "source": "JBoE", + "className": "Druid", + "classSource": "PHB", + "page": 29, + "subclassFeatures": [ + "Circle of the Moonlit Song|Druid||Moonlit Song|JBoE|2", + "Moon Maiden's Song|Druid||Moonlit Song|JBoE|6", + "Defend the Hearth|Druid||Moonlit Song|JBoE|10", + "Reactionary Transformation|Druid||Moonlit Song|JBoE|14" + ] + }, + { + "name": "College of Echoes", + "shortName": "Echoes", + "source": "JBoE", + "className": "Bard", + "classSource": "PHB", + "page": 14, + "subclassFeatures": [ + "College of Echoes|Bard|PHB|Echoes|JBoE|3", + "Mystic Ventriloquist|Bard|PHB|Echoes|JBoE|6", + "Echo in Time|Bard|PHB|Echoes|JBoE|14" + ] + }, + { + "name": "College of Fangs", + "shortName": "Fangs", + "source": "JBoE", + "className": "Bard", + "classSource": "PHB", + "page": 14, + "subclassFeatures": [ + "College of Fangs|Bard|PHB|Fangs|JBoE|3", + "Improved Prestidigitation|Bard|PHB|Fangs|JBoE|6", + "Devious Luck|Bard|PHB|Fangs|JBoE|14" + ] + }, + { + "name": "Darksong Knight", + "shortName": "Darksong Knight", + "source": "JBoE", + "className": "Ranger", + "classSource": "PHB", + "page": 39, + "additionalSpells": [ { - "type": "entries", - "name": "Broken Mind", - "entries": [ - "Your mind has been broken, making it very different than most and far more difficult to control. You have advantage on saving throws against spells and abilities that would charm you. Additionally, if a creature uses a spell or ability to peer into your mind, it takes {@damage 1d6} psychic damage every round until it abandons your mind." - ] - }, + "known": { + "3": [ + "shield of faith" + ], + "5": [ + "moonbeam" + ], + "9": [ + "crusader's mantle" + ], + "13": [ + "banishment" + ], + "17": [ + "banishing smite" + ] + } + } + ], + "subclassFeatures": [ + "Darksong Knight|Ranger||Darksong Knight|JBoE|3", + "Suppress Resistance|Ranger||Darksong Knight|JBoE|7", + "Bane of the Vile|Ranger||Darksong Knight|JBoE|11", + "Maiden's Fury|Ranger||Darksong Knight|JBoE|15" + ] + }, + { + "name": "Deep Diviner", + "shortName": "Deep Diviner", + "source": "JBoE", + "className": "Sorcerer", + "classSource": "PHB", + "page": 46, + "additionalSpells": [ { - "type": "entries", - "name": "Slimy Secretions", - "entries": [ - "You secrete a liquid that can be either slippery or sticky. You have advantage on ability checks and saving throws made to escape a grapple, and on checks made to grapple an opponent." - ] + "known": { + "1": [ + "catapult|xge", + "earth tremor|xge", + "magic stone|xge#c" + ], + "3": [ + "earthbind|xge", + "maximilian's earthen grasp|xge" + ], + "5": [ + "erupting earth|xge", + "meld into stone" + ], + "7": [ + "evard's black tentacles", + "stone shape" + ], + "9": [ + "passwall", + "transmute rock|xge" + ] + } } ], - "fluff": { - "entries": [ - { - "type": "quote", - "entries": [ - "No more terrible of a disaster could befall a people than to be infected with the madness of religion." + "subclassFeatures": [ + "Deep Diviner|Sorcerer||Deep Diviner|JBoE|1", + "Earth Node|Sorcerer||Deep Diviner|JBoE|6", + "Elemental Transformation|Sorcerer||Deep Diviner|JBoE|14", + "Improved Nodes|Sorcerer||Deep Diviner|JBoE|18" + ] + }, + { + "name": "Drowcrafter", + "shortName": "Drowcrafter", + "source": "JBoE", + "className": "Artificer", + "classSource": "TCE", + "page": 8, + "subclassFeatures": [ + "Drowcrafter|Artificer|TCE|Drowcrafter|JBoE|3", + "Cleaving Fetters|Artificer|TCE|Drowcrafter|JBoE|5", + "Harness Faerzress|Artificer|TCE|Drowcrafter|JBoE|9", + "Dark Artisan of the Spider Queen|Artificer|TCE|Drowcrafter|JBoE|15" + ] + }, + { + "name": "Eilistraee Domain", + "shortName": "Eilistraee", + "source": "JBoE", + "className": "Cleric", + "classSource": "PHB", + "page": 19, + "additionalSpells": [ + { + "prepared": { + "1": [ + "magic missile", + "stone tell|JBoE" ], - "by": "Jarlaxle" - }, - { - "type": "entries", - "entries": [ - "Kuo-Toa are a depraved race of fish-like humanoids, native to the Underdark, that suffer from a race-wide curse of insanity. Any semblance of mental stability that the race once had has long since disappeared after centuries of enslavement to the illithids. Though most of their race has been freed from that enslavement, their minds have never recovered, though their desire for vengeance and violence remains.", - "Kuo-Toa can secrete substances that can be either sticky or slippery. They coat their weapons and shields with this substance, using it to great effect in battle. They prefer not to wear armor as it interferes with their bodies' natural secretions, but will typically wear small pieces of jewelry and gemstones they collect from the ocean floor." - ] - }, - { - "type": "entries", - "name": "God-Makers", - "entries": [ - "Rather than worship existing deities as a means to gain protection from their foes, kuo-toa create their own gods, worshiping inanimate objects that they create or find, such as statues and shrines. The mind-altering effects of their long enslavement to the illithids somehow granted the race the ability to manifest their insanity into the real world. If enough Kuo-Toa worship a being, their collective energy will cause it to gain a great number of the powers that they attribute to it.", - "The most widely worshiped god of the kuo-toa is Blibdoolpoolp, the Sea Mother, a massive female human with a crayfish's head and claws. The god was likely once a statue, which was changed and empowered by the collective belief of the kuo-toa." - ] - }, - { - "type": "entries", - "name": "Strict Theocracies", - "entries": [ - "Despite being freed from the oppressive rule of the illithids, kuo-toa are accustomed to a strict rule of law, and their rulers have become tyrants in every sense that their predecessors were. Kuo-Toa archpriests rule colonies with a heavy hand, training their successors, kuo-toa whips, to be just as tyrannical and uncompromising.", - "With the powers granted to them by their constructed gods, archpriests and whips are less affected by the insanity that is their race's curse. Their strength of will allows them to easily oppress the minds of the lesser kuo-toa." - ] - }, - { - "type": "entries", - "name": "Natural Rivalry", - "entries": [ - "The kuo-toa have a natural rivalry with the drow that predates even their enslavement by the mind flayers. Most kuo-toa will flee at the sight of a drow, as their race has been historically weaker, but an archpriest or whip will attempt to kill any drow it encounters." - ] - }, - { - "type": "entries", - "name": "Kuo-Toa Origins", - "entries": [ - "You can roll on or choose an option from the Kuo-Toa Origins table to determine an origin for a Kuo-Toa character.", - { - "type": "table", - "caption": "Kuo-Toa Origins", - "colLabels": [ - "d8", - "Origin" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1", - "You have found a magical artifact and want to keep it hidden from other kuo-toa." - ], - [ - "2", - "You have always been a little saner than kuotoa around you, a trait that the local whips are not particularly fond of." - ], - [ - "3", - "You have been banished from your tribe and left to fend for yourself in the Underdark." - ], - [ - "4", - "You have lived almost your whole life as a slave to the drow, but have recently been freed in a stroke of luck." - ], - [ - "5", - "You keep hearing voices in your head, but the most recent ones seem clearer and more meaningful than the normal ones..." - ], - [ - "6", - "You've been trained as a whip, but secretly have no belief in your clan's deity." - ], - [ - "7", - "Your search for meaning has led you to an ancient shipwreck where a powerful being claiming to be a god contacted you, asking for assistance." - ], - [ - "8", - "Your entire family was accused of heresy, and is now being hunted by the archpriest and their whips." - ] - ] - } - ] - }, - { - "type": "entries", - "name": "Kuo-Toa Personality", - "entries": [ - "You can use the Kuo-Toa Quirks table to determine a personality quirk for a Kuo-Toa character or to inspire a unique mannerism.", - { - "type": "table", - "caption": "Kuo-Toa Quirks", - "colLabels": [ - "d8", - "Quirk" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1", - "You hate wearing clothing, and avoid every piece of it that you can." - ], - [ - "2", - "You constantly mutter to yourself in a language not even you can understand." - ], - [ - "3", - "You don't know how to refuse a direct command." - ], - [ - "4", - "You attack or flee whenever you come across a drow." - ], - [ - "5", - "You see things that aren't really there whenever someone says a specific word or phrase." - ], - [ - "6", - "Your sweat becomes sticky whenever you're stressed." - ], - [ - "7", - "You constantly feel the need to keep your skin moist." - ], - [ - "8", - "You burst out with random words or phrases, then forget what you said." - ] - ] - } - ] - }, - { - "type": "entries", - "name": "Kuo-Toa Names", - "entries": [ - "Kuo-Toa names sound foreign, and often silly to those who live on the surface. To other humanoids, the language and names of kuotoa simply sound like garbled words spoken underwater, which are, to some extent, exactly what they are.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Male Kuo-Toa Names:", - "entries": [ - "Boolip, Plobble, Gorb, Voolp, Klub, Globoo, Fdool, Ebut" - ] - }, - { - "type": "entries", - "name": "Female Kuo-Toa Names:", - "entries": [ - "Boola, Plibe, Goora, Veerb, Kuuli, Gleebee, Fdoora, Soorba" - ] - } - ] - } + "3": [ + "pass without trace", + "spider climb" + ], + "5": [ + "hypnotic pattern", + "thunder step|xge" + ], + "7": [ + "dimension door", + "otiluke's resilient sphere" + ], + "9": [ + "circle of power", + "commune" ] } - ] - } + } + ], + "subclassFeatures": [ + "Eilistraee Domain|Cleric||Eilistraee|JBoE|1", + "Channel Divinity: Shelter of Shadows|Cleric||Eilistraee|JBoE|2", + "Dancing Sword|Cleric||Eilistraee|JBoE|6", + "Divine Strike|Cleric||Eilistraee|JBoE|8", + "Blessed Strikes|Cleric||Twilight|TCE|8|TCE", + "Dancer's Disapperance|Cleric||Eilistraee|JBoE|17" + ] + }, + { + "name": "Gladiator Slave", + "shortName": "Gladiator Slave", + "source": "JBoE", + "className": "Fighter", + "classSource": "PHB", + "page": 31, + "subclassFeatures": [ + "Gladiator Slave|Fighter||Gladiator Slave|JBoE|3", + "Runaway|Fighter||Gladiator Slave|JBoE|7", + "Additional Fighting Style|Fighter||Gladiator Slave|JBoE|10", + "Steel Yourself|Fighter||Gladiator Slave|JBoE|15", + "Killing Blow|Fighter||Gladiator Slave|JBoE|18" + ] + }, + { + "name": "Infiltrator", + "shortName": "Infiltrator", + "source": "JBoE", + "className": "Rogue", + "classSource": "PHB", + "page": 42, + "subclassFeatures": [ + "Infiltrator|Rogue||Infiltrator|JBoE|3", + "Defensive Reflexes|Rogue||Infiltrator|JBoE|9", + "Combat Ready|Rogue||Infiltrator|JBoE|13", + "Infilrating Assassin|Rogue||Infiltrator|JBoE|17" + ] }, { - "name": "Lorendrow", + "name": "Lolth Domain", + "shortName": "Lolth", "source": "JBoE", - "page": 86, - "lineage": "VRGR", - "speed": 30, - "size": [ - "M" - ], - "darkvision": 60, - "traitTags": [ - "Improved Resting", - "Skill Proficiency" - ], - "entries": [ - { - "type": "entries", - "name": "Size", - "entries": [ - "Lorendrow are shorter than humans, typically 5 feet, and are sinewy. Your size is Medium." - ] - }, - { - "type": "entries", - "name": "Darkvision", - "entries": [ - "You have {@sense darkvision} out to a range of 60 feet." - ] - }, - { - "type": "entries", - "name": "Fey Ancestry", - "entries": [ - "You have advantage on saving throws against being {@condition charmed}, and magic can't put you to sleep." - ] - }, - { - "type": "entries", - "name": "Trance", - "entries": [ - "Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is \"trance.\") 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 that a human does from 8 hours of sleep.", - "{@note If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.}" - ] - }, - { - "type": "entries", - "name": "Familiar", - "entries": [ - "You may cast the {@spell find familiar} spell once without expending a spell slot or requiring any material components. You must finish a long rest before you can cast this spell in this way again. You can also cast this spell using any spell slots you have." - ] - }, + "className": "Cleric", + "classSource": "PHB", + "page": 21, + "additionalSpells": [ { - "type": "entries", - "name": "Jungle Tracker", - "entries": [ - "You gain proficiency in the {@skill Nature} and {@skill Survival} skills. You also gain a climbing speed equal to your walking speed." - ] - } - ], - "fluff": { - "entries": [ - { - "type": "quote", - "entries": [ - "Oh, how exotic is that smile." + "prepared": { + "1": [ + "command", + "magic missile" ], - "by": "Jarlaxle" - }, - { - "type": "entries", - "entries": [ - "Lorendrow are one of the small subgroups of former drow who rejected Lolth's path of evil, refusing to follow her into the depths of the Underdark." - ] - }, - { - "type": "entries", - "name": "Strict Isolationists", - "entries": [ - "Though the lorendrow did not follow their udadrow brethren into the Realms Below, they did similarly retreat into exile from the rest of the world.", - "Lorendrow make their homes in dense jungles, with settlements that have, for years, escaped the notice of all but a few who venture beneath the canopy. Though the initial group that separated themselves from the udadrow was relatively small, their numbers have grown greatly, in large part due to their communal harmony and lack of outside influences.", - "Their sense of isolation has been reinforced again and again as lorendrow travelers have faced discrimination in the outside world, courtesy of the actions of their udadrow cousins. Most people find it difficult, if not impossible, to distinguish between lorendrow and udadrow, and as such, lorendrow are often treated with suspicion and hatred." - ] - }, - { - "type": "entries", - "name": "Lovers of the Natural World", - "entries": [ - "At the beginning of the lorendrow's society, they found themselves shunned by Corellon, abandoned by Lolth, and left alone in the world. Finding themselves so exceptionally alone, the lorendrow lost faith in deities, and instead turned to nature itself, reveling in the untainted and constant beauty and ferocity of the world around them.", - "As lorendrow society has progressed, their respect for nature, and their sense of oneness with it, has only increased. Many druidic circles have arisen in lorendrow culture, along with a number of ranger orders who are dedicated to protecting the wilds that they call home.", - "Even after these many years, the lorendrow have yet to forgive Corellon for abandoning them following Lolth's descent to evil. They typically consider deities to be powerful beings, worthy of respect, but not of worship." - ] - }, - { - "type": "entries", - "name": "Lorendrow Origins", - "entries": [ - "You can roll on or choose an option from the Lorendrow Origins table to determine an origin for a Lorendrow character.", - { - "type": "table", - "caption": "Lorendrow Origins", - "colLabels": [ - "d8", - "Origin" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1", - "You have never left the jungle and fear the outside world." - ], - [ - "2", - "You must leave your home in search of medicine that your people can't produce." - ], - [ - "3", - "You have a familiar that has a deep connection with a specific place, far beyond your homeland. You have promised you will find a way to take them there." - ], - [ - "4", - "Your jungle has been infested with vermin fleeing some unknown terror beyond your borders. You have been sent to investigate the disturbance." - ], - [ - "5", - "The goddess Eilistraee has been speaking to you since you were a child, but your people do not approve of your worship." - ], - [ - "6", - "You keep hearing voices coming from deep in the jungle. They seem to be calling you, beckoning with promises of power and riches." - ], - [ - "7", - "Udadrow raiders have been attacking your countrymen for months. They are close to seizing your capital city, intent on enslaving you and everyone you love." - ], - [ - "8", - "The jungle is suffering from some sort of disease. You must find a cure before your home dies." - ] - ] - } + "3": [ + "crown of madness", + "web" + ], + "5": [ + "conjure animals", + "fear" + ], + "7": [ + "freedom of movement", + "summon shadowspawn|tce" + ], + "9": [ + "cloud kill", + "mass cure wounds" ] - }, - { - "type": "entries", - "name": "Lorendrow Familiars", - "entries": [ - "Most lorendrow have a strong enough connection to the natural world that each has, at some point, attracted the attention of an animal or fey spirit, which becomes a familiar to them. A lorendrow may have a different familiar depending on where they originate. Roll on or choose an option from the Lorendrow Familiar table to determine what familiar is bonded to your character.", - { - "type": "table", - "caption": "Lorendrow Familiars", - "colLabels": [ - "d10", - "Familiar" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1", - "{@creature Frog}" - ], - [ - "2", - "{@creature Cat}" - ], - [ - "3", - "Dog" - ], - [ - "4", - "{@creature Raven}" - ], - [ - "5", - "Parrot" - ], - [ - "6", - "{@creature Rat}" - ], - [ - "7", - "Monkey" - ], - [ - "8", - "Ferret" - ], - [ - "9", - "Moth" - ], - [ - "10", - "{@creature Lizard}" - ] - ] - } + } + } + ], + "subclassFeatures": [ + "Lolth Domain|Cleric||Lolth|JBoE|1", + "Channel Divinity: Divine Judgement|Cleric||Lolth|JBoE|2", + "Lolth's Favor|Cleric||Lolth|JBoE|6", + "Potent Spellcasting|Cleric||Lolth|JBoE|8", + "Blessed Strikes|Cleric||Peace|TCE|8|TCE", + "Aspect of Lolth|Cleric||Lolth|JBoE|17" + ] + }, + { + "name": "Lolth's Blessed", + "shortName": "Lolth's Blessed", + "source": "JBoE", + "className": "Sorcerer", + "classSource": "PHB", + "page": 47, + "additionalSpells": [ + { + "known": { + "1": [ + "bane", + "command" + ], + "3": [ + "silence", + "web" + ], + "5": [ + "animate dead", + "hypnotic pattern" + ], + "7": [ + "banishment", + "polymorph" + ], + "9": [ + "cloudkill", + "hold monster" ] } - ] - } + } + ], + "subclassFeatures": [ + "Lolth's Blessed|Sorcerer||Lolth's Blessed|JBoE|1", + "Web Slinger|Sorcerer||Lolth's Blessed|JBoE|6", + "Spider's Sense|Sorcerer||Lolth's Blessed|JBoE|14", + "Lolth's Blessing|Sorcerer||Lolth's Blessed|JBoE|18" + ] }, { - "name": "Slyths", + "name": "Oath of the Silverhair", + "shortName": "Silverhair", "source": "JBoE", - "page": 86, - "lineage": "VRGR", - "size": [ - "M" - ], - "speed": 30, - "darkvision": 60, - "traitTags": [ - "Amphibious", - "Skill Proficiency" - ], - "entries": [ - { - "type": "entries", - "name": "Size", - "entries": [ - "Slyths are about the same size as humans in their natural form. Your size is Medium." - ] - }, - { - "type": "entries", - "name": "Darkvision", - "entries": [ - "You gain {@sense darkvision} out to a range of 60 feet." - ] - }, - { - "type": "entries", - "name": "Shapechanger", - "entries": [ - "As an action, you can change your body in a number of ways, such as the color of your skin, hair, or eyes, your height, weight, facial structure, sex, or any other distinguishing physical characteristics. You can't make any changes that would effect your in-game statistics, such as changing your size." - ] - }, - { - "type": "entries", - "name": "Arbiter", - "entries": [ - "You gain proficiency in the {@skill Persuasion} and {@skill Insight} skills." - ] - }, + "className": "Paladin", + "classSource": "PHB", + "page": 35, + "additionalSpells": [ { - "type": "entries", - "name": "Ooze Form", - "entries": [ - "You can take 1 minute to transform into or out of your ooze form. During this transformation, you can't move. You can't carry any clothing or equipment while in this form, but you are able to move along solid surfaces vertically or upside-down, and you can squeeze through any space larger than 1 inch. You don't need eat, sleep, or breathe in this form, but you gain a point of {@condition exhaustion} after each consecutive period of 24 hours that you remain in your ooze form." - ] - } - ], - "fluff": { - "entries": [ - { - "type": "quote", - "entries": [ - "They won't tell you about the wonders of the Underdark \u2013 they will kidnap you to experience them firsthand." + "prepared": { + "3": [ + "ensnaring strike", + "sanctuary" ], - "by": "Jarlaxle" - }, - { - "type": "entries", - "entries": [ - "Slyths are rare and mysterious creatures of the Realms Below whose origins are still not agreed upon. These shapechangers can often resemble humanoids, and almost always choose a feminine form when doing so, but seem to have a natural form of something more akin to an ooze or slime. Though theories abound as to how these creatures came about, none have been proven. Some believe them to be the result of humanoiddjinn pairings, while others claim that slyths are the creations of a deity such as Shar or Chauntea. Whatever the case, these wise and reserved shifters exert a powerful influence in the Underdark, serving as guardians of the ecosystems found beneath the surface, and often providing services to the many races that inhabit that realm." - ] - }, - { - "type": "entries", - "name": "Protectors of the Natural Order", - "entries": [ - "Slyths, whether by divine design or simple racial heritage, are staunch defenders of the natural order of the Underdark, doing all they can to ensure that the ecosystems present are tended to, and that those who would disrupt these natural processes are stopped. Though slyths are almost always non-violent in their dealings with other creatures, one of the few ways to anger them is by destroying or defacing the natural wonders of the Underdark.", - "Though slyths protect the natural order, they are not opposed to the use of natural materials. They allow others to seek gemstones, fungi, and other naturally occurring boons, seeing the use of these materials as part of the ecosystem's natural process. They are easily provoked, however, by the wanton destruction of such riches, eliminating this wonder and beauty without using it in a productive and respectful manner." - ] - }, - { - "type": "entries", - "name": "Diplomats and Arbiters", - "entries": [ - "Slyths are exceptionally adept at deescalating problems, and often serve as arbiters when opposing forces are at odds with one another. Almost all races, even those often considered evil, typically welcome the presence of a slyth, as their wisdom and equitable nature allows commerce and civilization to thrive. In peaceful areas, slyths sometimes offer to assist the residents with farming and foraging efforts, as well as with raising livestock." - ] - }, - { - "type": "entries", - "name": "Mysterious Origins", - "entries": [ - "Slyths are not born naturally, but somehow still manage to reproduce. Some believe that when a slyth dies, its essence infuses the earth beneath them, which eventually coalesces to form a new slyth. Whatever the case may be, slyth make no mention of parentage, and seem to simply come into being, maturing to adulthood within the first week of their life, and being born with an innate ability to speak and comprehend at least two languages." - ] - }, - { - "type": "entries", - "name": "Slyth Origins", - "entries": [ - "You can roll on or choose an option from the Slyth Origins table to determine an origin for a Slyth character.", - { - "type": "table", - "caption": "Slyth Origins", - "colLabels": [ - "d8", - "Origin" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1", - "You were just \"born\", and you remember there was something important you needed to take care of, but you can't quite recall what it was." - ], - [ - "2", - "You have been a diplomat for as long as you can remember, and just found out that most diplomats actually get paid for their services." - ], - [ - "3", - "You have guarded a rare gemstone, artifact, or plant for years, and somehow it was stolen from right under your nose." - ], - [ - "4", - "Another shapeshifter claiming to be you has been causing trouble and ruining your reputation." - ], - [ - "5", - "You have started noticing other slyths are going missing under mysterious circumstances and have decided to investigate." - ], - [ - "6", - "You actually picked a side in a recent conflict, and are now somewhat of an outcast among other slyths." - ], - [ - "7", - "You recently discovered a plot against a powerful noble. It's none of your concern, but you feel it is only fair that he should be made aware, at least." - ], - [ - "8", - "You have served a single noble family for years as an arbiter, but a few days ago, you awoke in the mansion as the only remaining person there." - ] - ] - } - ] - }, - { - "type": "entries", - "name": "Slyth Personality", - "entries": [ - "You can use the Slyth Quirks table to determine a personality quirk for a Slyth character or to inspire a unique mannerism.", - { - "type": "table", - "caption": "Slyth Quirks", - "colLabels": [ - "d8", - "Quirk" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1", - "You hate to see any natural resource go to waste." - ], - [ - "2", - "You never take sides in an argument." - ], - [ - "3", - "You stop to marvel at the smallest and most insignificant plants, rocks, or animals." - ], - [ - "4", - "You feel a deep and intense pain at seeing another creature in pain." - ], - [ - "5", - "The harvest is your favorite event of the year." - ], - [ - "6", - "You have never been angry, and cannot understand the emotion in others." - ], - [ - "7", - "You stop at every sign of unrest, seeking to fix the problems you see." - ], - [ - "8", - "You thank your food before eating it." - ] - ] - } - ] - }, - { - "type": "entries", - "name": "Slyth Names", - "entries": [ - "Slyth names can originate from a number of sources. Most slyths choose their own names after choosing a purpose or mission for their life, but some will change their names after accomplishing a difficult task or experiencing great loss. Slyth names also have no differentiation for males or females; just as the slyth seem not to differ in this sense. Slyth first names are typically onomatopoeic, making sounds similar to the ones heard while travelling through the caverns of the Underdark. Their last names often have reference to a favorite plant, animal, or mineral.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Slyth Names:", - "entries": [ - "Dryp, Tong, Plopp, Grrik, Kkrt, Pah, Craysh, Scree" - ] - }, - { - "type": "entries", - "name": "Slyth Last Names:", - "entries": [ - "Musher, Lakesong, Gloworb, Brightshroom, Rockbud, Stonespeaker, Veincatcher, Batscreecher" - ] - } - ] - } + "5": [ + "detect thoughts", + "warding bond" + ], + "9": [ + "hypnotic pattern", + "spirit guardians" + ], + "13": [ + "fire shield", + "mordenkainen's faithful hound" + ], + "17": [ + "antilife shell", + "wall of force" ] } - ] - } + } + ], + "subclassFeatures": [ + "Oath of the Silverhair|Paladin||Silverhair|JBoE|3", + "Aura of Eilistraee|Paladin||Silverhair|JBoE|7", + "Non-Lethal Technique|Paladin||Silverhair|JBoE|15", + "Shaded Salvation|Paladin||Silverhair|JBoE|20" + ] }, { - "name": "Udadrow", + "name": "Oath of Tyranny", + "shortName": "Tyranny", "source": "JBoE", - "page": 90, - "lineage": "VRGR", - "size": [ - "M" - ], - "speed": 30, - "darkvision": 120, - "traitTags": [ - "Sunlight Sensitivity" - ], - "weaponProficiencies": [ + "className": "Paladin", + "classSource": "PHB", + "page": 36, + "additionalSpells": [ { - "rapier|phb": true, - "shortsword|phb": true, - "hand crossbow|phb": true + "prepared": { + "3": [ + "shield", + "wrathful smite" + ], + "5": [ + "branding smite", + "zone of truth" + ], + "9": [ + "counterspell", + "dispel magic" + ], + "13": [ + "staggering smite", + "stoneskin" + ], + "17": [ + "flame strike", + "geas" + ] + } } ], + "subclassFeatures": [ + "Oath of Tyranny|Paladin||Tyranny|JBoE|3", + "Aura of Convinction|Paladin||Tyranny|JBoE|7", + "Tyrant's Might|Paladin||Tyranny|JBoE|15", + "Ambassador of Tyranny|Paladin||Tyranny|JBoE|20" + ] + }, + { + "name": "Path of the Cavelord", + "shortName": "Cavelord", + "source": "JBoE", + "className": "Barbarian", + "classSource": "PHB", + "page": 11, + "subclassFeatures": [ + "Path of the Cavelord|Barbarian|PHB|Cavelord|JBoE|3", + "Stone's Throw|Barbarian|PHB|Cavelord|JBoE|6", + "Strike from the Darkness|Barbarian|PHB|Cavelord|JBoE|10", + "Stone-Hardened Skin|Barbarian|PHB|Cavelord|JBoE|14" + ] + }, + { + "name": "Path of the Exiled", + "shortName": "Exiled", + "source": "JBoE", + "className": "Barbarian", + "classSource": "PHB", + "page": 12, + "subclassFeatures": [ + "Path of the Exiled|Barbarian|PHB|Exiled|JBoE|3", + "Psychic Resilience|Barbarian|PHB|Exiled|JBoE|6", + "Taunt of Defiance|Barbarian|PHB|Exiled|JBoE|10", + "Break the Shackles|Barbarian|PHB|Exiled|JBoE|14" + ] + }, + { + "name": "Portal Domain", + "shortName": "Portal", + "source": "JBoE", + "className": "Cleric", + "classSource": "PHB", + "page": 23, "additionalSpells": [ { - "innate": { - "3": { - "daily": { - "1": [ - "faerie fire" - ] - } - }, - "5": { - "daily": { - "1": [ - "darkness" - ] - } - } - }, - "ability": "cha", - "known": { + "prepared": { "1": [ - "dancing lights#c" + "chaos bolt|xge", + "protection from evil and good" + ], + "3": [ + "misty step", + "portal view|JBoE" + ], + "5": [ + "dispel magic", + "thunder step|xge" + ], + "7": [ + "dimension door", + "portal barricade|JBoE" + ], + "9": [ + "banishing smite", + "far step|xge" ] } } ], - "entries": [ - { - "type": "entries", - "name": "Size", - "entries": [ - "Udadrow are shorter than humans, typically 5 feet, and are lithe. Your size is Medium." - ] - }, - { - "name": "Superior Darkvision", - "type": "entries", - "entries": [ - "You have darkvision out to a range of 120 feet." - ] - }, - { - "name": "Keen Senses", - "type": "entries", - "entries": [ - "You have proficiency in the {@skill Perception} skill." - ] - }, - { - "name": "Fey Ancestry", - "type": "entries", - "entries": [ - "You have advantage on saving throws against being {@condition charmed}, and magic can't put you to sleep." - ] - }, - { - "name": "Trance", - "type": "entries", - "entries": [ - "Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is \"trance.\") 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 that a human does from 8 hours of sleep.", - "{@note If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.}" - ] - }, - { - "name": "Drow Magic", - "type": "entries", - "entries": [ - "You know the {@spell dancing lights} cantrip. When you reach 3rd level, you can cast the {@spell faerie fire} spell once with this trait; you regain the ability to cast it when you finish a long rest. When you reach 5th level, you can also cast the {@spell darkness} spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells." - ] - }, - { - "name": "Drow Weapon Training", - "type": "entries", - "entries": [ - "You have proficiency with {@item rapier|phb|rapiers}, {@item shortsword|phb|shortswords}, and {@item hand crossbow|phb|hand crossbows}." - ] - }, + "subclassFeatures": [ + "Portal Domain|Cleric||Portal|JBoE|1", + "Channel Divinity: Fall Forward|Cleric||Portal|JBoE|2", + "Sense the Unnatural|Cleric||Portal|JBoE|6", + "Potent Spellcasting|Cleric||Portal|JBoE|8", + "Blessed Strikes|Cleric||Peace|TCE|8|TCE", + "Shift to Safety|Cleric||Portal|JBoE|17" + ] + }, + { + "name": "School of Demesne", + "shortName": "Demesne", + "source": "JBoE", + "className": "Wizard", + "classSource": "PHB", + "page": 55, + "subclassFeatures": [ + "School of Demesne|Wizard||Demesne|JBoE|2", + "Bed of Faerzress|Wizard||Demesne|JBoE|6", + "Spell Dampening|Wizard||Demesne|JBoE|10", + "Faerzress Instability|Wizard||Demesne|JBoE|14" + ] + }, + { + "name": "The Dark Maiden", + "shortName": "Dark Maiden", + "source": "JBoE", + "className": "Warlock", + "classSource": "PHB", + "page": 50, + "additionalSpells": [ { - "name": "Sunlight Sensitivity", - "type": "entries", - "entries": [ - "You have disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight." - ] + "expanded": { + "1": [ + "dissonant whispers", + "guiding bolt" + ], + "3": [ + "calm emotions", + "moonbeam" + ], + "5": [ + "counterspell", + "phantom steed" + ], + "7": [ + "phantasmal killer", + "confusion" + ], + "9": [ + "mislead", + "seeming" + ] + } } ], - "fluff": { - "entries": [ - { - "type": "quote", - "entries": [ - "There is no undying love. There is no polite weakness. There is only Lolth, my friend, so tread lightly." + "subclassFeatures": [ + "Dark Maiden|Warlock||Dark Maiden|JBoE|1", + "Myriad Musician|Warlock||Dark Maiden|JBoE|6", + "Disabling Dirge|Warlock||Dark Maiden|JBoE|10", + "Refrain of Retribution|Warlock||Dark Maiden|JBoE|14" + ] + }, + { + "name": "The Spider Queen", + "shortName": "Spider Queen", + "source": "JBoE", + "className": "Warlock", + "classSource": "PHB", + "page": 52, + "additionalSpells": [ + { + "expanded": { + "1": [ + "false life", + "ray of sickness" ], - "by": "Jarlaxle" - }, - { - "type": "entries", - "entries": [ - "Udadrow are, by far, the most common form of drow, and are often simply called drow, as no differentiation is necessary where they are concerned. These are the Lolth-worshipping denizens of the Underdark that serve as villains in many an elven storybook, coming to the surface only to steal away precious loved ones for their own evil designs, building their kingdom on the backs of slaves taken from above." - ] - }, - { - "type": "entries", - "name": "Lovers of Lolth", - "entries": [ - "To the udadrow, Lolth's authority is absolute and unchallenged. She is the central unifying deity that defines the lives and actions of udadrow far and wide, the founder and matron of their entire civilization.", - "Udadrow follow Lolth's tenets to every extreme possible, and are consistently becoming more corrupted by her influence. Their primary goals often align with her rhetoric: The extermination of elves and domination over all other races in the Realms Below. To accomplish these tasks, their society is built around constant struggle, said by Lolth to make them more capable and resilient in the face of hardship." - ] - }, - { - "type": "entries", - "name": "Udadrow Familiars", - "entries": [ - "Udadrow are brought up in an intensely zealous society, fully devoted to the Spider Queen and her tenets.", - "At a young age, each udadrow chooses one of Lolth's ten Tenets, devoting themselves to a life of service to this ideal. Even those udadrow who eventually leave their own society find their long-standing and intensely trained devotion to these tenets to be a particularly strong motivator over the course of their lives.", - "Whether your character holds staunchly firm in defense of their tenet, or strives, with marginal success, to overcome its longstanding influence, it will always be a part of their life. Roll on or choose an option from the Lolthian Tenet table to determine what tenet your character is most devoted to.", - { - "type": "table", - "caption": "Lolthian Tenets", - "colLabels": [ - "d10", - "Tenet" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1", - "Strength" - ], - [ - "2", - "Pride" - ], - [ - "3", - "Cruelty" - ], - [ - "4", - "Apathy" - ], - [ - "5", - "Power" - ], - [ - "6", - "Beauty" - ], - [ - "7", - "Skill" - ], - [ - "8", - "Pain" - ], - [ - "9", - "Intelligence" - ], - [ - "10", - "Vengeance" - ] - ] - } - ] - }, - { - "type": "entries", - "name": "Death to the Weak", - "entries": [ - "Showing any form of weakness in udadrow society is often a death-sentence. The race's focus on strength and prowess lends itself to the idea that weakness is a trait to be culled, eliminated as early and as quickly as possible. To udadrow, weaknesses that should be snuffed out include tendencies such as compassion, self-sacrifice, strong relationships, and other such faults that lead their possessors to shy away from what needs to be done.", - "For a good or neutral aligned Udadrow surviving in this culture means suppressing their own emotional attachments and putting on a mask of emotionless devotion to Lolth. Even if these rare udadrow manage to break away from their homes later in life, their ability to express emotion and to act as their conscience directs is severely hindered from a lifetime of hiding these feelings away." + "3": [ + "invisibility", + "melf's acid arrow" + ], + "5": [ + "fear", + "stinking cloud" + ], + "7": [ + "freedom of movement", + "vitriolid sphere|xge" + ], + "9": [ + "cloudkill", + "mislead" ] - }, - { - "type": "entries", - "name": "Udadrow Origins", - "entries": [ - "You can roll on or choose an option from the Udadrow Origins table to determine an origin for a Udadrow character.", - { - "type": "table", - "caption": "Udadrow Origins", - "colLabels": [ - "d8", - "Origin" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1", - "You have always been the runt of your family, and have only managed to survive through your cunning. You'll show them that you are strong enough to make it on your own." - ], - [ - "2", - "You have been tasked to accompany a raiding party traveling to the surface for slaves and supplies." - ], - [ - "3", - "You are a prodigy among your people, and everyone expects you to be the one who eliminates an old enemy for good." - ], - [ - "4", - "You have hidden your attachments and emotions away for years, but an old rival finally caught you in a moment of empathy. Now you face judgment and possible execution." - ], - [ - "5", - "The tenets of Lolth are your life. You do nothing but that which the Spider Queen wills." - ], - [ - "6", - "You have outgrown the need for friends, family, and even gods. You have abandoned your home and people, setting out to make a name for yourself without them dragging you down." - ], - [ - "7", - "You have been secretly freeing slaves for years, running a resistance to the udadrow empire from the inside." - ], - [ - "8", - "You were born and raised on the surface, and have no connections to your people aside from sharing in the discrimination they face on the surface." - ] - ] - } + } + } + ], + "subclassFeatures": [ + "Spider Queen|Warlock||Spider Queen|JBoE|1", + "Potent Poison|Warlock||Spider Queen|JBoE|6", + "Lolth's Whispers|Warlock||Spider Queen|JBoE|10", + "Arachnid Appendages|Warlock||Spider Queen|JBoE|14" + ] + }, + { + "name": "The Vengeance Taker", + "shortName": "Vengeance Taker", + "source": "JBoE", + "className": "Rogue", + "classSource": "PHB", + "page": 44, + "subclassFeatures": [ + "Vengeance Taker|Rogue||Vengeance Taker|JBoE|3", + "Arcane Hunter|Rogue||Vengeance Taker|JBoE|9", + "Timely Vengeance|Rogue||Vengeance Taker|JBoE|13", + "Merciless|Rogue||Vengeance Taker|JBoE|17" + ] + }, + { + "name": "Watery Death Domain", + "shortName": "Watery Death", + "source": "JBoE", + "className": "Cleric", + "classSource": "PHB", + "page": 25, + "additionalSpells": [ + { + "prepared": { + "1": [ + "create or destroy water", + "entangle" + ], + "3": [ + "mirror image", + "misty step" + ], + "5": [ + "life from death|JBoE", + "wall of water" + ], + "7": [ + "control water", + "rushing waters|JBoE" + ], + "9": [ + "dehydrate|JBoE", + "maelstorm|xge" ] } - ] - } + } + ], + "subclassFeatures": [ + "Watery Death Domain|Cleric||Watery Death|JBoE|1", + "Channel Divinity: Engulf|Cleric||Watery Death|JBoE|2", + "Watery Double|Cleric||Watery Death|JBoE|6", + "Potent Spellcasting|Cleric||Watery Death|JBoE|8", + "Blessed Strikes|Cleric||Peace|TCE|8|TCE", + "Watery Aura|Cleric||Watery Death|JBoE|17" + ] + }, + { + "name": "Way of the Sea Mother", + "shortName": "Sea Mother", + "source": "JBoE", + "className": "Monk", + "classSource": "PHB", + "page": 33, + "subclassFeatures": [ + "Sea Mother|Monk||Sea Mother|JBoE|3", + "Flow through the Battlefield|Monk||Sea Mother|JBoE|6", + "Slippery Strike|Monk||Sea Mother|JBoE|11", + "Scion of the Sea|Monk||Sea Mother|JBoE|17" + ] } ], - "spell": [ + "classFeature": [ + { + "name": "Reconize Craftmanship", + "source": "JBoE", + "page": 6, + "className": "Artificer (Expanded)", + "classSource": "JBoE", + "level": 4, + "isClassFeatureVariant": true, + "entries": [ + "{@i 4th-level artificer {@variantrule optional class features|tce|optional feature}}", + "You can quickly and accurately deduce the properties of magical items used by your opponents in combat. At the beginning of combat, you know how many of your opponents' visible items are magical. At the start of your turn, you can choose one magic item that an enemy is wielding and make a DC 20 Intelligence ({@skill Investigation}) check (no action required). If the item's quality is common, uncommon, or rare, the DM describes to you what the item is, as well as outlining its properties. The DC for this check decreases by 1 for every round of combat, as you grow more familiar with the items." + ] + }, + { + "name": "Reverse Engineering", + "source": "JBoE", + "page": 6, + "className": "Artificer (Expanded)", + "classSource": "JBoE", + "level": 6, + "isClassFeatureVariant": true, + "entries": [ + "{@i 6th-level artificer {@variantrule optional class features|tce|optional feature}}", + "You can replicate the effects created by other artificers in their work. Whenever you come across an infused item that you did not create, you can make an Intelligence ({@skill Arcana}) check with a DC of 10 + the level required to create the infusion applied to the item. If you succeed on the check and meet the necessary level requirement, you can add the infusion to the list of infusions you know." + ] + }, + { + "name": "Intensified Instigation", + "source": "JBoE", + "page": 10, + "className": "Barbarian (Expanded)", + "classSource": "JBoE", + "level": 6, + "isClassFeatureVariant": true, + "entries": [ + "{@i 6th-level barbarian {@variantrule optional class features|tce|optional feature}}", + "When you enter a rage on your turn, you can choose a number to subtract from your attack rolls for the duration of the rage. On a hit, you deal extra damage equal to two times the number you subtracted.", + "For example, if you choose to subtract 3 from your attack rolls, you will deal an extra 6 damage when you hit." + ] + }, + { + "name": "Cull the Weak", + "source": "JBoE", + "page": 10, + "className": "Barbarian (Expanded)", + "classSource": "JBoE", + "level": 12, + "isClassFeatureVariant": true, + "entries": [ + "{@i 12th-level barbarian {@variantrule optional class features|tce|optional feature}}", + "When you kill a creature, any hostile creature within 10 feet of you whose Challenge Rating is equal to half your level or lower must make a Wisdom saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or drop whatever it is holding and become {@condition frightened} for of you for 1 minute.", + "While {@condition frightened} in this way, a creature must take the {@action Dash} action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the effect ends for that creature." + ] + }, + { + "name": "Stylish Slip-Up", + "source": "JBoE", + "page": 13, + "className": "Bard (Expanded)", + "classSource": "JBoE", + "level": 2, + "isClassFeatureVariant": true, + "entries": [ + "{@i 2nd-level bard {@variantrule optional class features|tce|optional feature}}", + "Whenever you fail an ability check using a skill in which you have expertise, you can use your reaction to regain one expended use of your Bardic Inspiration.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Sticks and Stones", + "source": "JBoE", + "page": 13, + "className": "Bard (Expanded)", + "classSource": "JBoE", + "level": 7, + "isClassFeatureVariant": true, + "entries": [ + "{@i 7th-level bard {@variantrule optional class features|tce|optional feature}}", + "When it comes to quips and insults, you can take as good as you can give. When you take psychic damage, you can use your reaction to reduce that damage by an amount equal to two rolls of your Bardic Inspiration die + your bard level.", + "If this feature reduces the amount of psychic damage you take to 0, the creature that attempted to cause the damage to you has disadvantage on the next saving throw you force it to make until the end of your next turn.", + "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": "Insult to Injury", + "source": "JBoE", + "page": 13, + "className": "Bard (Expanded)", + "classSource": "JBoE", + "level": 11, + "isClassFeatureVariant": true, + "entries": [ + "{@i 11th-level bard {@variantrule optional class features|tce|optional feature}}", + "When an ally deals damage to a creature within 60 feet of you that you can see, you can expend one use of your Bardic Inspiration as a reaction to deal psychic damage to that creature equal to the amount rolled on the Bardic Inspiration die. If this feature is used after a critical hit, the psychic damage dealt by this feature is doubled.", + "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": "Channel Divinity: Master of Vermin", + "source": "JBoE", + "page": 17, + "className": "Cleric (Expanded)", + "classSource": "JBoE", + "level": 2, + "isClassFeatureVariant": true, + "entries": [ + "{@i 2nd-level cleric {@variantrule optional class features|tce|optional feature}, which replaces the Channel Divinity: Turn Undead and Destroy Undead features}", + "As an action, you present your holy symbol and call upon vermin to aid you. Choose a number of unoccupied spaces you can see within 30 feet of you equal to your proficiency bonus. Within each chosen space, you summon a {@creature Swarm of Rats}. These creatures are allies to you and your companions. They gain a bonus to their attack and damage rolls equal to your proficiency bonus. In combat, they share your initiative count, but take their turn immediately after yours. They obey your verbal commands (no action required by you). If you don't issue any, they take the {@action Dodge} action and use their move to avoid danger.", + "In addition, any creature within 30 feet of you that you can see with the words \"swarm\" or \"rat\" in their name must make a Wisdom saving throw against your spell save DC. On a failed save, the creature becomes an ally and follows the same rules as your Swarm of Rats, changing it's initiative to match yours.", + "After 1 hour, the swarms summoned by this feature vanish, and any other creature you gained control of through this feature ceases to be allied with you." + ] + }, + { + "name": "Empathic Healing", + "source": "JBoE", + "page": 17, + "className": "Cleric (Expanded)", + "classSource": "JBoE", + "level": 3, + "isClassFeatureVariant": true, + "entries": [ + "{@i 3rd-level cleric {@variantrule optional class features|tce|optional feature}}", + "When you cast a spell that fully restores a creature's hit points, you regain a number of hit points equal to the remaining amount of healing beyond what was needed to fully heal the creature." + ] + }, + { + "name": "Bolster Resolve", + "source": "JBoE", + "page": 17, + "className": "Cleric (Expanded)", + "classSource": "JBoE", + "level": 7, + "isClassFeatureVariant": true, + "entries": [ + "{@i 7th-level cleric {@variantrule optional class features|tce|optional feature}}", + "As an action, you can end the {@condition frightened} condition on creatures of your choice within 5 feet of you.", + "Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd-level or higher to use it again." + ] + }, + { + "name": "Speech of the Wild", + "source": "JBoE", + "page": 27, + "className": "Druid (Expanded)", + "classSource": "JBoE", + "level": 3, + "isClassFeatureVariant": true, + "entries": [ + "{@i 3rd-level druid {@variantrule optional class features|tce|optional feature}}", + "While in Wild Shape, you are always under the effects of the speak with animals spell." + ] + }, + { + "name": "Aura of Growth", + "source": "JBoE", + "page": 27, + "className": "Druid (Expanded)", + "classSource": "JBoE", + "level": 7, + "isClassFeatureVariant": true, + "entries": [ + "{@i 7th-level druid {@variantrule optional class features|tce|optional feature}}", + "You can cause plants within 5 feet of you to grow at an accelerated rate. While you concentrate and perform no other actions, plants of your choice within range grow at a rate of one month for every minute you spend concentrating." + ] + }, + { + "name": "Combat Training", + "source": "JBoE", + "page": 30, + "className": "Fighter (Expanded)", + "classSource": "JBoE", + "level": 3, + "isClassFeatureVariant": true, + "entries": [ + "{@i 3rd-level fighter {@variantrule optional class features|tce|optional feature}}", + "Your martial training helps you get the drop on your opponents. You may use your Strength instead of Dexterity to determine your bonus to initiative rolls." + ] + }, + { + "name": "Follow-Up Attack", + "source": "JBoE", + "page": 30, + "className": "Fighter (Expanded)", + "classSource": "JBoE", + "level": 6, + "isClassFeatureVariant": true, + "entries": [ + "{@i 6th-level fighter {@variantrule optional class features|tce|optional feature}}", + "You create openings for deadlier follow-up strikes when you hit a creature with an attack. When you hit a creature for the second time on a turn, you gain a +1 bonus to the damage roll. At higher levels, this bonus also applies to your third and fourth hits against a creature on a turn." + ] + }, + { + "name": "Reactive Movement", + "source": "JBoE", + "page": 32, + "className": "Monk (Expanded)", + "classSource": "JBoE", + "level": 3, + "isClassFeatureVariant": true, + "entries": [ + "{@i 3rd-level monk {@variantrule optional class features|tce|optional feature}}", + "If you do not use all of your available movement on your turn, you can use your reaction after another creature moves to use any of your remaining movement that was not used on your turn." + ] + }, + { + "name": "Weakening Strikes", + "source": "JBoE", + "page": 32, + "className": "Monk (Expanded)", + "classSource": "JBoE", + "level": 6, + "isClassFeatureVariant": true, + "entries": [ + "{@i 6th-level monk {@variantrule optional class features|tce|optional feature}}", + "When you critically hit an enemy with an unarmed strike, it suffers disadvantage on saving throws you cause it to make until the start of your next turn." + ] + }, + { + "name": "Divine Resilience", + "source": "JBoE", + "page": 34, + "className": "Paladin (Expanded)", + "classSource": "JBoE", + "level": 3, + "isClassFeatureVariant": true, + "entries": [ + "{@i 3rd-level paladin {@variantrule optional class features|tce|optional feature}}", + "Once during a short rest, you can expend one hit die to regain 15 hit points instead of rolling for healing from that die." + ] + }, + { + "name": "Reactionary Healer", + "source": "JBoE", + "page": 34, + "className": "Paladin (Expanded)", + "classSource": "JBoE", + "level": 7, + "isClassFeatureVariant": true, + "entries": [ + "{@i 7th-level paladin {@variantrule optional class features|tce|optional feature}}", + "Immediately after a turn in which a creature you can see is reduced to 0 hit points, you can use your reaction to attempt to revive that creature. You must expend a number of uses of your Lay On Hands feature equal to the distance between you and the creature you want to revive (minimum of 5). That creature then regains 1 hit point." + ] + }, + { + "name": "Expert Tracker", + "source": "JBoE", + "page": 38, + "className": "Ranger (Expanded)", + "classSource": "JBoE", + "level": 3, + "isClassFeatureVariant": true, + "entries": [ + "{@i 3rd-level ranger {@variantrule optional class features|tce|optional feature}}", + "You gain proficiency in the {@skill Survival} skill. If you already have proficiency with that skill, your proficiency bonus is doubled for any ability check you make with it." + ] + }, { - "name": "Amorphous Form", + "name": "Sharpened Senses", "source": "JBoE", - "page": 100, + "page": 38, + "className": "Ranger (Expanded)", + "classSource": "JBoE", + "level": 6, + "isClassFeatureVariant": true, + "entries": [ + "{@i 6th-level ranger {@variantrule optional class features|tce|optional feature}}", + "You have advantage on skill checks that rely on your sense of hearing or your sense of smell." + ] + }, + { + "name": "Expert's Speed", + "source": "JBoE", + "page": 42, + "className": "Rogue (Expanded)", + "classSource": "JBoE", "level": 3, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "s": true, - "m": "a bit of ash and snot" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - }, - "concentration": true - } - ], + "isClassFeatureVariant": true, "entries": [ - "A creature you touch gains the benefits of an amorphous form until the spell ends. The creature gains a climbing speed equal to its walking speed, the ability to move through difficult terrain and other creatures' spaces without a movement penalty, and the ability to move through a space as narrow as 1 inch wide. The creature also gains advantage on Dexterity ({@skill Stealth}) checks while pressed against a solid surface.", - "The creature's gear melds into its form when it passes through tight spaces or is attempting to hide." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd." - ] - } - ], - "miscTags": [ - "ADV" - ], - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "{@i 3rd-level rogue {@variantrule optional class features|tce|optional feature}}", + "You can use a bonus action instead of an action to make any skill check in which you have expertise." + ] }, { - "name": "Blindsight", + "name": "Exceptional Acrobat", "source": "JBoE", - "page": 100, - "level": 2, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ + "page": 42, + "className": "Rogue (Expanded)", + "classSource": "JBoE", + "level": 7, + "isClassFeatureVariant": true, + "entries": [ + "{@i 7th-level rogue {@variantrule optional class features|tce|optional feature}}", + "You can triple your long and high jump distances, and you have advantage on Dexterity ({@skill Acrobatics}) checks." + ] + }, + { + "name": "Soothing Sorcery", + "source": "JBoE", + "page": 45, + "className": "Sorcerer (Expanded)", + "classSource": "JBoE", + "level": 3, + "isClassFeatureVariant": true, + "entries": [ + "{@i 3rd-level sorcerer {@variantrule optional class features|tce|optional feature}}", + "When you convert sorcery points into spell slots, you regain hit points equal to twice the number of sorcery points spent." + ] + }, + { + "name": "Empath", + "source": "JBoE", + "page": 45, + "className": "Sorcerer (Expanded)", + "classSource": "JBoE", + "level": 7, + "isClassFeatureVariant": true, + "entries": [ + "{@i 7th-level sorcerer {@variantrule optional class features|tce|optional feature}}", + "Your charismatic nature helps you to connect with other creatures on an emotional level. You can use your Charisma modifier instead of your Wisdom modifier when making Wisdom ({@skill Animal Handling}) and Wisdom ({@skill Insight}) checks." + ] + }, + { + "name": "Pact Negotiation", + "source": "JBoE", + "page": 49, + "className": "Warlock (Expanded)", + "classSource": "JBoE", + "level": 3, + "isClassFeatureVariant": true, + "entries": [ + "{@i 3rd-level warlock {@variantrule optional class features|tce|optional feature}}", + "The knowledge gained from your pact has made you wiser in dealings with extraplanar entities. Choose one creature type from among Celestials, Demons, Devils, Elementals, and Fey. You have advantage on Charisma ({@skill Deception}) and Charisma ({@skill Persuasion}) checks made against that type of creature." + ] + }, + { + "name": "Additional Invocation", + "source": "JBoE", + "page": 49, + "className": "Warlock (Expanded)", + "classSource": "JBoE", + "level": 7, + "isClassFeatureVariant": true, + "entries": [ + "{@i 7th-level warlock {@variantrule optional class features|tce|optional feature}}", + "When you finish a long rest, you can choose to exchange one of your pact magic spell slots for an eldritch invocation. You must meet any prerequisites for the eldritch invocation you choose. Until your next long rest, the number of pact magic spell slots you have available to you is reduced by one.", + "When you finish your next long rest, you can choose to keep your currently chosen eldritch invocation, exchange it for another that you meet the prerequisites for, or give up the invocation to regain your lost pact magic spell slot." + ] + }, + { + "name": "Eye for Detail", + "source": "JBoE", + "page": 54, + "className": "Wizard (Expanded)", + "classSource": "JBoE", + "level": 3, + "isClassFeatureVariant": true, + "entries": [ + "{@i 3rd-level wizard {@variantrule optional class features|tce|optional feature}}", + "When you spend at least 10 minutes examining an area or object carefully, you can grant yourself advantage on your next Intelligence ({@skill Investigation}) check." + ] + }, + { + "name": "Experimental Spellcasting", + "source": "JBoE", + "page": 54, + "className": "Wizard (Expanded)", + "classSource": "JBoE", + "level": 6, + "isClassFeatureVariant": true, + "entries": [ + "{@i 6th-level wizard {@variantrule optional class features|tce|optional feature}}", + "When you cast a spell using a spell slot that deals acid, cold, fire, lightning, or thunder damage, you can roll on the Experimental Spellcasting table below in an attempt to alter the spell's chemistry, potentially dealing a different damage type.", { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true + "type": "table", + "caption": "Experimental Spellcasting", + "page": 54, + "colLabels": [ + "{@dice d6}", + "Spell Damage Type" + ], + "colStyles": [ + "col-2 text-center", + "col-10 text-left" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + } + }, + "{@i The spell fails, but the spell slot is not expended}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + } + }, + "{@i The spell deals acid damage}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 3 + } + }, + "{@i The spell deals cold damage}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 4 + } + }, + "{@i The spell deals fire damage}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + } + }, + "{@i The spell deals lightning damage}" + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + } + }, + "{@i The spell deals thunder damage}" + ] + ] } - ], + ] + } + ], + "subclassFeature": [ + { + "name": "Path of the Cavelord", + "source": "JBoE", + "page": 11, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Cavelord", + "subclassSource": "JBoE", + "level": 3, "entries": [ - "You touch a willing creature to grant it {@sense blindsight} out to a range of 30 feet for the duration of the spell." - ], - "entriesHigherLevel": [ { - "type": "entries", - "name": "At Higher Levels", + "type": "quote", "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd." - ] + "Even occasional greatness will destroy a man." + ], + "by": "Jarlaxle" + }, + "Cavelords are often drawn to the darker places of the world, making caverns, tunnels, and lairs their home. They choose to wander the deep places of the world, facing the terrifying foes others only hear about in legend and rumor. Many cavelords are masters of the Underdark, constantly moving through these underground tunnels in search of the foul creatures that live there. These Barbarians revel in the thrill that comes from hunting such dangerous and despicable foes, and though not many know they exist, their efforts often serve to protect those who live above from ever having to face the terrors that they fight on a daily basis.", + { + "type": "refSubclassFeature", + "subclassFeature": "Warrior in Darkness|Barbarian|PHB|Cavelord|JBoE|3" } - ], - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Ranger", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + ] }, { - "name": "Burrow", + "name": "Warrior in Darkness", "source": "JBoE", - "page": 100, - "level": 2, - "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": 10 - }, - "concentration": true - } - ], + "page": 11, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Cavelord", + "subclassSource": "JBoE", + "level": 3, "entries": [ - "You touch a willing creature to grant it a burrow speed of 30 feet through earth and loose rock, and the ability to burrow through solid rock as thought it were difficult terrain." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd." - ] - } - ], - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Ranger", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "{@i 3rd-level Path of the Cavelord feature}", + "You gain {@sense darkvision} out to a range of 60 feet. If you already have {@sense darkvision} from your race, its range increases by 30 feet. While raging, you also gain {@sense blindsight} out to a range of 30 feet.", + "In addition, you gain a +5 to your Passive {@skill Perception} and you can't be surprised while you are conscious." + ] }, { - "name": "Camouflage", + "name": "Stone's Throw", "source": "JBoE", - "page": 100, - "level": 1, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - }, - "concentration": true - } - ], + "page": 11, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Cavelord", + "subclassSource": "JBoE", + "level": 6, "entries": [ - "You touch a willing creature to grant it the ability to change its skin and attire color, adjusting their tint and hue to match its surroundings. The creature gains advantage on Dexterity ({@skill Stealth}) checks made to hide while motionless." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st." - ] - } - ], - "miscTags": [ - "ADV" - ], - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Ranger", - "source": "PHB" - } - ] - } + "{@i 6th-level Path of the Cavelord feature}", + "When you make an attack using a stone as an improvised weapon, you treat the stone as a simple melee weapon with the thrown property. The stone has a normal range of 30 feet and a long range of 60 feet. On a hit, the stone deals bludgeoning damage equal to {@dice 1d12} + your Strength modifier. While raging, you can also add your proficiency bonus to the damage dealt.", + "The number of damage dice used with this weapon increases: at 11th level ({@dice 2d12}) and 17th level ({@dice 3d12})." + ] }, { - "name": "Clarity of Mind", + "name": "Strike from the Darkness", "source": "JBoE", - "page": 101, - "level": 3, - "school": "A", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - }, - "concentration": true - } - ], + "page": 11, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Cavelord", + "subclassSource": "JBoE", + "level": 10, + "entries": [ + "{@i 10th-level Path of the Cavelord feature}", + "When you roll initiative while in darkness or heavy obscurement, you can add your Constitution modifier to the result of the roll.", + "Additionally, once on your first turn in combat, if you hit a creature that has not taken a turn yet, you deal damage to the creature as though it had taken a critical hit. If the hit was a critical hit, double the total amount of damage dealt from the attack." + ] + }, + { + "name": "Stone-Hardened Skin", + "source": "JBoE", + "page": 11, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Cavelord", + "subclassSource": "JBoE", + "level": 14, "entries": [ - "For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on saving throws against spells from the Enchantment and Illusion schools of magic." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd." - ] - } - ], - "damageResist": [ - "psychic" - ], - "damageImmune": [ - "psychic" - ], - "damageVulnerable": [ - "psychic" - ], - "miscTags": [ - "SGT" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Ranger", - "source": "PHB" - }, - { - "name": "Paladin", - "source": "PHB" - } - ] - } + "{@i 14th-level Path of the Cavelord feature}", + "While you are raging, you can use your reaction to gain immunity to bludgeoning, piercing, or slashing damage (your choice) until the end of that turn.", + "Once you use this feature, you can't use it again until you finish a short rest or long rest, unless you use your bonus action to expend one of your uses of Rage to regain the use of this feature." + ] }, { - "name": "Conjure Swarm", + "name": "Hard to Kill", "source": "JBoE", - "page": 101, + "page": 12, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Exiled", + "subclassSource": "JBoE", "level": 3, - "school": "C", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - }, - "concentration": true - } - ], "entries": [ - "When you cast this spell, you summon a fey spirit that takes the form of a swarm of tiny beasts of challenge rating 1/2 or lower, which appears in an unoccupied space that you can see within range. For the duration of the spell, you can use your action to summon an additional swarm. You can have a maximum of 3 swarms summoned at one time.", - "Each swarm is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.", - "The summoned creatures are friendly to you and your companions. Your summoned swarms share your initiative, taking their turns immediately after yours. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.", - "The DM has the creatures' statistics." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, you can increase the number of swarms that you can have summoned at one time by one for each level of above 3rd." - ] - } - ], - "miscTags": [ - "SGT", - "SMN" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Paladin", - "source": "PHB" - } - ] - } + "{@i 3rd-level Path of the Exiled feature}", + "You gain advantage on death saving throws.", + "In addition, when you take damage from a melee or ranged weapon attack, you can use your reaction to reduce the damage you take from that attack by {@dice 1d12} + your barbarian level.", + "You can reduce the damage you take in this way a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest." + ] }, { - "name": "Death-Strikes", + "name": "Path of the Exiled", "source": "JBoE", - "page": 101, + "page": 12, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Exiled", + "subclassSource": "JBoE", "level": 3, - "school": "V", - "time": [ + "entries": [ { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ + "type": "quote", + "entries": [ + "He who controls his path controls the Underdark." + ], + "by": "Jarlaxle" + }, + "In the darkest depths of the Underdark reside fierce men and women who've savagely survived and claimed rule over the unrivaled dangers of this harsh underground caverns. Either there by choice, accident, or by the unfortunate event of being captured by mind flayer or drow slavers, to this reclusive monster-slaying machines, it is kill or be killed.", { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "refSubclassFeature", + "subclassFeature": "Hard to Kill|Barbarian|PHB|Exiled|JBoE|3" } - ], + ] + }, + { + "name": "Psychic Resilience", + "source": "JBoE", + "page": 12, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Exiled", + "subclassSource": "JBoE", + "level": 6, + "entries": [ + "{@i 6th-level Path of the Exiled feature}", + "You gain resistance against psychic damage and can add your Constitution modifier to saving throws that target your Intelligence, Wisdom, or Charisma.", + "In addition, your ability scores can't be reduced by any means short of a {@spell wish} spell." + ] + }, + { + "name": "Taunt of Defiance", + "source": "JBoE", + "page": 12, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Exiled", + "subclassSource": "JBoE", + "level": 10, + "entries": [ + "{@i 10th-level Path of the Exiled feature}", + "You can use a bonus action to taunt a creature within 30 feet of you that can hear and understand you. The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be compelled to spend its next turn attacking only you.", + "If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours." + ] + }, + { + "name": "Break the Shackles", + "source": "JBoE", + "page": 12, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Exiled", + "subclassSource": "JBoE", + "level": 14, + "entries": [ + "{@i 14th-level Path of the Exiled feature}", + "You gain advantage on Intelligence, Wisdom, and Charisma saving throws, and if you succeed on a saving throw against being {@condition charmed}, {@condition frightened}, {@condition incapacitated}, {@condition paralyzed}, or {@condition stunned}, you can deal {@damage 5d10} psychic damage to the creature that forced the saving throw.", + "In addition, if an ally within 30 feet of you fails their saving throw against the same magical effect you succeeded on, you can use your reaction to expend one use of your Rage to turn that ally's failure into a success." + ] + }, + { + "name": "College of Echoes", + "source": "JBoE", + "page": 14, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Echoes", + "subclassSource": "JBoE", + "level": 3, "entries": [ - "You imbue your weapon with necrotic energy. For the duration, you can add {@damage 3d10} necrotic damage to your first hit with a weapon attack on your turn." - ], - "entriesHigherLevel": [ { - "type": "entries", - "name": "At Higher Levels", + "type": "quote", "entries": [ - "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." - ] + "The mystery of life isn't a problem to puzzle out, but an echo to listen to." + ], + "by": "Jarlaxle" + }, + "Bards who join the College of Echoes study the sonorous acoustic properties of the Underdark gaining an intimate understanding of the diverse sounds and culture of its inhabitants. These bards develop a supernatural ability to project their performance at great volumes across vast distances but are most famous for enchanting their audience by augmenting their performances with glorious and mysterious echoes. Simply put, they are able to make the endless impassive stone of the 'World Below' sing.", + "Only the most dedicated artists come to the Underdark as the scarcity of friendly taverns and warm hearths deter all but the most devoted to their craft. Many bards of this college are drawn to the Underdark through the legend of Kel Faldir. This mythical duergar auditorium is famous for the magical amplified properties of its stage, its audience of dwarven ghosts, but mostly for its endless supply of ancient duergar stout. Often these bards begin by searching for this fantastical theatre and wind up making legends of their own.", + "When bards who manage to survive long enough in the Underdark finally return to civilization they astound their audiences using the power of echoing sound to miraculously accompany themselves. Whether it is a soaring instrumental passage which gracefully bounces from wall to wall, immersive sound effects used to punctuate a story or poem or a complex dance based on the sacrificial ceremony of the Kuo-toa, bards of this college create resonant and powerful art from the unrelenting hostility of the Underdark.", + { + "type": "refSubclassFeature", + "subclassFeature": "Reverberating Inspiration|Bard||Echoes|JBoE|3" } - ], - "damageInflict": [ - "necrotic" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Paladin", - "source": "PHB" - } - ] - } + ] + }, + { + "name": "Reverberating Inspiration", + "source": "JBoE", + "page": 14, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Echoes", + "subclassSource": "JBoE", + "level": 3, + "entries": [ + "{@i 3rd-level College of Echoes feature}", + "When an ally you granted Bardic Inspiration to uses their Bardic Inspiration die, the next ally to act gains a bonus to their next attack or ability check equal to the result of the Bardic Inspiration die roll. If no attack or ability check is made within 1 minute, the bonus is lost." + ] }, { - "name": "Dehydrate", + "name": "Mystic Ventriloquist", "source": "JBoE", - "page": 101, + "page": 14, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Echoes", + "subclassSource": "JBoE", "level": 6, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], "entries": [ - "You reach out and touch a creature, draining the water out of its body. The creature must make a Constitution saving throw. On a failed save the creature takes {@damage 10d10} necrotic damage, and you gain temporary hit points equal to half the damage dealt. On a successful save, the creature takes half as much damage, and gain no temporary hit points." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 7th level or higher, the damage increases by {@dice 2d10} for each slot level above 6th." - ] - } - ], - "damageInflict": [ - "necrotic" - ], - "savingThrow": [ - "constitution" - ], - "miscTags": [ - "THP" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "{@i 6th-level College of Echoes feature}", + "As a bonus action you conjure a floating translucent mannequin at an unoccupied location that you can see within 60 feet of you. The mannequin looks like a puppet version of yourself. You can speak and cast spells through this mannequin.", + "While conjured, the mannequin can hear and see, and it has {@sense darkvision} with a range of 60 feet. It can also telepathically share with you what it sees and hears (no action required). The mannequin floats in place, making gestures and mouth movements appropriate to what is being said through it. As a bonus action, you can cause it to move up to 30 feet in any direction. After 1 minute, the mannequin vanishes.", + "As an action, while the mannequin is conjured, you can force creatures of your choice within 30 feet of the mannequin to make a Charisma saving throw against your spell save DC. Any creature that fails its saving throw is {@condition deafened} and silenced as the mannequin absorbs all of the sound around the creature. At the end of each of its turns, an affected creature can make another Charisma saving throw. On a success, it is no longer {@condition deafened} or silenced.", + "Once you use this feature to conjure the mannequin, you can't do so again until you finish a short or long rest." + ] }, { - "name": "Driderform", + "name": "Echo in Time", "source": "JBoE", - "page": 102, - "level": 4, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "an obsidian spider worth 500 gp that has been exposed to faerzress", - "cost": 50000 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - }, - "concentration": true - } - ], + "page": 14, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Echoes", + "subclassSource": "JBoE", + "level": 14, "entries": [ - "This spell transforms a humanoid that you can see within range into a {@creature drider}, a horrid hybrid of a humanoid and a giant spider. An unwilling humanoid must make a Wisdom saving throw against your spell save DC to avoid the effect. Additionally, a follower of Lolth has disadvantage on its saving throw. The spell has no effect on a shapechanger or a humanoid with 0 hit points.", - "The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The target's game statistics, including mental ability scores, are replaced by the statistics of the {@creature drider}. It retains its alignment and personality.", - "The target assumes the hit points of its new drider form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the humanoid's normal form to 0 hit points, it isn't knocked {@condition unconscious}.", - "The humanoid is limited in the actions it can perform by the nature of its drider form, and it can speak, cast spells, and take any other action that requires hands or speech.", - "The target's gear remains and continues to function as long as it fits a drider's body shape. Retained items include anything worn on the upper body. Otherwise, the gear is subsumed into the new form and ceases to function for the duration of the spell." - ], - "conditionInflict": [ - "unconscious" - ], - "savingThrow": [ - "wisdom" - ], - "miscTags": [ - "SGT" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "{@i 14th-level College of Echoes feature}", + "After rolling a {@dice d20} as part of an attack roll, ability check, or saving throw, you can expend one use of your Bardic Inspiration to save that die result for 1 minute. You can then replace a later {@dice d20} roll you make during that minute with the saved die result." + ] }, { - "name": "Excavate", + "name": "Bonus Proficiencies", "source": "JBoE", - "page": 102, - "level": 8, - "school": "T", - "time": [ + "page": 15, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Fangs", + "subclassSource": "JBoE", + "level": 3, + "entries": [ + "{@i 3rd-level College of Fangs feature}", + "You gain proficiency in the {@skill Intimidation} or {@skill Persuasion} skill (your choice), and Poisoner's kit." + ] + }, + { + "name": "College of Fangs", + "source": "JBoE", + "page": 15, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Fangs", + "subclassSource": "JBoE", + "level": 3, + "entries": [ { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true, - "m": "a pinch of excavated dirt" - }, - "duration": [ + "type": "quote", + "entries": [ + "Everyone has the right to live and die by the sword. But death by poison? That's reserved for nobles." + ], + "by": "Jarlaxle" + }, + "The College of Fangs train spectacular minstrels and entertainers, but above all, cunning noble household advisors. Often praised as elite soldiers, they strike in the most opportune moments, deceiving and slaying their enemies with their cunning silver tongue, social skills, and music. They would rather enchant, poison, blackmail, or assassinate than fight a fair fight.", { - "type": "instant" + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Bard||Fangs|JBoE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Killing Melodies|Bard||Fangs|JBoE|3" } - ], + ] + }, + { + "name": "Killing Melodies", + "source": "JBoE", + "page": 15, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Fangs", + "subclassSource": "JBoE", + "level": 3, "entries": [ - "You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. If the wall's thickness is more than 1 foot per caster level, then a single excavate spell simply makes a niche or short tunnel with the stated dimensions.", - "Several {@spell excavate|JBoE} spells can be used in succession to breach very thick walls by forming a continuing passage. Unlike the {@spell passwall} spell, excavate is an instantaneous effect that does not end and cannot be dispelled; any passage it creates is permanent." - ], - "classes": { - "fromClassList": [ - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "{@i 3rd-level College of Fangs feature}", + "As an action, you can roll a Charisma ({@skill Performance}) check in an attempt to wound your enemies with an overwhelming performance. Each creature of your choice within 30 feet of you that can hear you must make a Wisdom ({@skill Insight}) check, taking psychic damage equal to your Charisma ({@skill Performance}) check minus the creature's Wisdom ({@skill Insight}) check. A creature is unaffected if the result is 0 or less." + ] }, { - "name": "Gate Seal", + "name": "Improved Prestidigitation", "source": "JBoE", - "page": 102, + "page": 15, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Fangs", + "subclassSource": "JBoE", "level": 6, - "school": "A", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "a silver bar worth 50 gp.", - "cost": 5000 - } - }, - "duration": [ + "entries": [ + "{@i 6th-level College of Fangs feature}", + "You learn the {@spell prestidigitation} cantrip. If you already know that cantrip, you learn another cantrip from the Bard spell list.", + "When you cast {@spell prestidigitation}, its range is increased to 60 feet and it requires verbal components to cast. You can make a Dexterity (Slight of Hand) check with advantage to conceal the somatic component of the spell.", + "Additional magical effects are also added to the list of available effects for the spell:", { - "type": "permanent", - "ends": [ - "dispel" + "type": "list", + "items": [ + "You coat one piece of ammunition in poison for 1 hour. This ammunition deals {@dice 2d6} extra poison damage on a hit.", + "You infuse one item of food or drink with poison for 1 hour. The poison is colorless and odorless. Any creature that consumes the poison must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes {@damage 6d6} poison damage. Whether the creature succeeds or fails its saving throw, it becomes aware that the food or drink was {@condition poisoned}." ] } - ], + ] + }, + { + "name": "Devious Luck", + "source": "JBoE", + "page": 15, + "className": "Bard", + "classSource": "PHB", + "subclassShortName": "Fangs", + "subclassSource": "JBoE", + "level": 14, "entries": [ - "You seal a magical gate or portal, preventing any activation of the magical gate or portal. This seal can be dispelled by a successful casting of {@spell dispel magic} (DC = the spell save DC of the caster of the gate seal spell). A {@spell knock} spell has no effect on a gate seal spell, but a {@item chime of opening|DMG} immediately dispels it." - ], - "classes": { - "fromClassList": [ - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "{@i 14th-level College of Fangs feature}", + "As a reaction, when you fail an ability check, attack roll, or saving throw, you can reroll, potentially turning a failure into a success. If you make a saving throw, whether the reroll succeeds or fails, you can convince hostile creatures that you failed until the start of your next turn.", + "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": "Impostor", + "name": "Balance Domain", "source": "JBoE", - "page": 103, - "level": 2, - "school": "I", - "time": [ + "page": 18, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Balance", + "subclassSource": "JBoE", + "level": 1, + "entries": [ { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true, - "m": "an item touched by the named humanoid within 24 hours" - }, - "duration": [ + "type": "quote", + "entries": [ + "There is a delicate time for beginnings and endings, but there is always time for balance, do not doubt." + ], + "by": "Jarlaxle" + }, + "Underdark clerics of the balance domain are committed to neutrality and order in all that they pursue. Many slyths follow this path for those reasons, but adherents of all races can be found walking this path. These clerics prefer diplomacy to combat, and are well versed in the art of calming individuals and helping parties that are at odds come to a peaceful, or at least a non-violent, resolution.", + "At each indicated cleric level, add the listed spells to your spells prepared.", { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } + "type": "table", + "caption": "Balance Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell command}, {@spell sanctuary}" + ], + [ + "3rd", + "{@spell clarity of mind|JBoE}, {@spell hold person}" + ], + [ + "5th", + "{@spell glyph of warding}, {@spell hypnotic pattern}" + ], + [ + "7th", + "{@spell charm monster|XGE}, {@spell mordenkainen's private sanctum}" + ], + [ + "9th", + "{@spell antilife shell}, {@spell modify memory}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Cleric||Balance|JBoE|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Persuasive Renewal|Cleric||Balance|JBoE|1" } - ], + ] + }, + { + "name": "Bonus Proficiency", + "source": "JBoE", + "page": 18, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Balance", + "subclassSource": "JBoE", + "level": 1, "entries": [ - "You say the name of one humanoid you have seen before, while touching an item that had been touched by that humanoid within 24 hours. For the duration of the spell, your appearance matches that of the humanoid you named, including any clothing or items worn or carried by the humanoid. Your voice also changes to match the voice of the named humanoid.", - "The changes wrought by this spell fail to hold up to physical inspection. For example, if this spell adds a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.", - "To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence ({@skill Investigation}) check against your spell save DC." - ], - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "{@i 1st-level Balance Domain feature}", + "You gain proficiency in Charisma ({@skill Persuasion}), and may double your proficiency bonus when you attempt to persuade a creature to forego a violent course of action.", + "You may also use your Wisdom modifier, instead of your Charisma modifier when making Charisma ({@skill Persuasion}) and Charisma ({@skill Deception}) checks." + ] }, { - "name": "Insightful Deceiver", + "name": "Persuasive Renewal", "source": "JBoE", - "page": 103, + "page": 18, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Balance", + "subclassSource": "JBoE", "level": 1, - "school": "E", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - }, - "concentration": true - } - ], "entries": [ - "For the duration of the spell, you gain proficiency with the {@skill Insight} and {@skill Deception} skills. If you succeed on a check with one of these skills, your next check using the other skill is made with advantage." - ], - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "{@i 1st-level Balance Domain feature}", + "When you make a successful Charisma ({@skill Persuasion}) or Charisma ({@skill Deception}) check, you gain one balance point. The maximum number of balance points you can have is equal to twice your proficiency bonus. As a bonus action, you can spend an even number of balance points to restore one spell slot. The level of the spell slot restored is equal to half the number of balance points expended." + ] + }, + { + "name": "Channel Divinity: Wisdom's Ward", + "source": "JBoE", + "page": 18, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Balance", + "subclassSource": "JBoE", + "level": 2, + "entries": [ + "{@i 2nd-level Balance Domain feature}", + "As a reaction, you can present your holy symbol when hit by an attack to summon a magical ward that grants you a bonus to your AC equal to your Wisdom modifier, potentially turning the hit into a miss. The ward lasts for 1 minute, or until you are hit by an attack, in which the ward explodes, causing all creatures of your choice within 5 feet of you to make a Strength saving throw against your spell save DC or be pushed back 10 feet and take force damage equal to {@dice 1d10} + your cleric level." + ] + }, + { + "name": "Balancing Aura", + "source": "JBoE", + "page": 19, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Balance", + "subclassSource": "JBoE", + "level": 6, + "entries": [ + "{@i 6th-level Balance Domain feature}", + "You learn to subtly influence the minds of those around you, encouraging them to make rational decisions. You and friendly creatures within 10 feet of you gain advantage on Wisdom saving throws.", + "If you or an friendly creature fail a Wisdom saving throw, you can expend a number of balance points, adding the number of points spent to the failed save, potentially turning the failure into a success." + ] }, { - "name": "Life from Death", + "name": "Potent Spellcasting", "source": "JBoE", - "page": 103, - "level": 3, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], + "page": 19, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Balance", + "subclassSource": "JBoE", + "level": 8, "entries": [ - "You afflict a creature you can see within range with a horrible, desiccating curse. That creature must succeed on a Wisdom saving throw. On a failed save, the creature takes {@damage 3d6} necrotic damage at the start of each of its turns. The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.", - "Oozes, plants and aquatic creatures have disadvantage on saving throws against this spell. Undead, constructs, and other creatures that do not need water or blood to survive automatically succeed on their saving throw against this spell.", - "If damage from this spell kills a Medium or smaller humanoid creature, it becomes a zombie under your control for the duration of the spell. The zombie is friendly to you and your companions. It shares your initiative, taking its turns immediately after yours. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands, it defend itself from hostile creatures, but otherwise take no actions." - ], - "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 about 3rd." - ] - } - ], - "damageInflict": [ - "necrotic" - ], - "savingThrow": [ - "wisdom" - ], - "miscTags": [ - "SGT" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "{@i 8th-level Balance Domain feature}", + "You add your Wisdom modifier to the damage you deal with any cleric cantrip." + ] }, { - "name": "Locate Node", + "name": "Balanced Harm", "source": "JBoE", - "page": 103, - "level": 2, - "school": "D", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "miles", - "amount": 1 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true - } - ], + "page": 19, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Balance", + "subclassSource": "JBoE", + "level": 17, "entries": [ - "You sense the direction of any earth node within range. If you have visited a specific node before, you can sense its direction within a range of 10 miles. This spell can't detect nodes protected by a node lock spell." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, the range increases by 1 mile for each slot level above 2nd." - ] - } - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "{@i 17th-level Balance Domain feature}", + "Your powerful connection to balance allows you to change the flow of combat, spreading the damage dealt to a single target among yourself and your allies. When an ally within 60 feet of you that you can see takes damage, you can use your reaction to divide that damage evenly between the original target, yourself, and up to two other allies within 60 feet of you. You can't choose allies whose current hit points are less than the amount of damage they would be taking.", + "Before dividing the damage dealt, you can expend a number of balance points to reduce the total damage by {@dice 1d6} for each balance point expended.", + "You can use this ability a number of times equal to your Wisdom modifier, and regain all expended uses after a long rest." + ] }, { - "name": "Magical Backlash", + "name": "Bonus Proficiencies", "source": "JBoE", - "page": 104, - "level": 2, - "school": "A", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], + "page": 20, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Eilistraee", + "subclassSource": "JBoE", + "level": 1, "entries": [ - "You target one creature you can see within range that has at least one beneficial spell currently affecting it. That creature takes force damage equal to {@dice 2d10} times the number of beneficial spells currently affecting the creature, unless that creature uses their reaction to allow this spell to remove one of the beneficial spells currently affecting it. If the creature uses their reaction in this way, you learn what spells are currently affecting the creature and can choose which spell effect to end." - ], - "miscTags": [ - "SGT" - ], - "classes": { - "fromClassList": [ - { - "name": "Artificer", - "source": "TCE" - }, - { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "{@i 1st-level Eilistraee Domain feature}", + "You gain proficiency in the {@skill Stealth} skill. You also gain proficiency in weapons with the Finesse property." + ] + }, + { + "name": "Dance of Darkness", + "source": "JBoE", + "page": 20, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Eilistraee", + "subclassSource": "JBoE", + "level": 1, + "entries": [ + "{@i 1st-level Eilistraee Domain feature}", + "As a bonus action, you can begin a magic dance that lasts for 1 minute. The dance ends immediately if you are {@condition incapacitated} or if your speed becomes 0. While dancing, you gain the following benefits.", + { + "type": "list", + "items": [ + "You gain a +2 bonus to AC while in dim light or darkness.", + "Your walking speed increases by 10 feet.", + "You can add your proficiency bonus to the damage you deal with Finesse weapons." + ] + }, + "You can use this feature a number of times equal to your Wisdom modifier (a minimum of one), and you regain all expended uses when you finish a long rest." + ] }, { - "name": "Mark of the Outcast", + "name": "Eilistraee Domain", "source": "JBoE", - "page": 104, - "level": 4, - "school": "N", - "time": [ + "page": 19, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Eilistraee", + "subclassSource": "JBoE", + "level": 1, + "entries": [ { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ + "type": "quote", + "entries": [ + "She moved so gracefully, I thought there was two of her. Turns out, it was her and her sword." + ], + "by": "Jarlaxle" + }, + "The most elite clerics of Eilistraee are granted the title of Sword Dancer. These devoted individuals serve The Dark Maiden as warriors, infiltrators, and diplomats, taking their name from their agile, dancelike movements in battle. They often lead expeditions into Lolth-controlled portions of The Underdark, seeking to free the Drow there of her dangerous and divisive dogma.", + "As a Sword Dancer, you are no stranger to the blade, knowing that while mercy and kindness are important aspects of the Dark Maiden's teachings, violence must nonetheless be met with equal force.", + "Sword Dancers prefer to strike from the shadows, using subtlety and spells to disable their foes without killing them outright.", + "At each indicated cleric level, add the listed spells to your spells prepared.", { - "type": "permanent" + "type": "table", + "caption": "Eilistraee Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell magic missile}, {@spell stone tell|JBoE}" + ], + [ + "3rd", + "{@spell pass without trace}, {@spell spider climb}" + ], + [ + "5th", + "{@spell hypnotic pattern}, {@spell thunder step|XGE}" + ], + [ + "7th", + "{@spell dimension door}, {@spell otiluke's resilient sphere}" + ], + [ + "9th", + "{@spell circle of power}, {@spell commune}" + ] + ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Cleric||Eilistraee|JBoE|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Dance of Darkness|Cleric||Eilistraee|JBoE|1" } - ], + ] + }, + { + "name": "Channel Divinity: Shelter of Shadows", + "source": "JBoE", + "page": 20, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Eilistraee", + "subclassSource": "JBoE", + "level": 2, "entries": [ - "You touch a creature and choose one of the creature's ability scores to target. That creature must succeed on a saving throw using the ability score you targeted. For example, if you target Wisdom, the creature must make a Wisdom saving throw. If the creature is not {@condition restrained}, it makes this saving throw with advantage. On a failed save,the creature becomes cursed with an indelible mark on the their face. A creature with this mark has disadvantage on ability checks and saving throws using the ability score that was targeted by this spell.", - "A creature that already has a mark automatically succeeds on their saving throw against this spell. The mark can't be dispelled, but it can be removed with a remove curse or wish spell." - ], - "conditionInflict": [ - "restrained" - ], - "savingThrow": [ - "wisdom" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Paladin", - "source": "PHB" - } - ] - } + "{@i 2nd-level Eilistraee Domain feature}", + "As an action, you may invoke divine power to avoid detection. For 10 minutes, or until you end the effect using a bonus action, you or a willing creature you touch has advantage on all Dexterity ({@skill Stealth}) and Dexterity ({@skill Acrobatics}) checks, and make no noise while moving.", + "If the creature is in an area of dim light or darkness when this effect ends, it regains hit points equal to {@dice 1d8} + your cleric level." + ] }, { - "name": "Minor Telekinesis", + "name": "Dancing Sword", "source": "JBoE", - "page": 104, - "level": 0, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "round", - "amount": 1 - } - } - ], + "page": 20, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Eilistraee", + "subclassSource": "JBoE", + "level": 6, "entries": [ - "You gain the ability to move or manipulate an object by thought. Choose an unattended object that you can see within range that weighs less than 100 pounds. You can move the object up to 30 feet in any direction through unoccupied spaces within the range of this spell. You can maintain control of an object if you use your action on each of your turns to continue casting this spell. If you attempt to drop an object that weighs at least 10 pounds onto a creature, that creature must make a Dexterity saving throw or take {@damage 1d10} bludgeoning damage.", - "This spell's damage increases by {@dice 1d10} when you reach 5th level ({@dice 2d10}), 11th level ({@dice 3d10}), and 17th level ({@dice 4d10})." - ], - "scalingLevelDice": { - "label": "bludgeoning damage", - "scaling": { - "1": "1d10", - "5": "2d10", - "11": "3d10", - "17": "4d10" - } - }, - "damageInflict": [ - "bludgeoning" - ], - "savingThrow": [ - "dexterity" - ], - "miscTags": [ - "OBJ", - "SCL", - "SGT" - ], - "classes": { - "fromClassList": [ - { - "name": "Artificer", - "source": "TCE" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "{@i 6th-level Eilistraee Domain feature}", + "As an action, you can touch a sword that you are proficient with and turn it into a dancing sword for 1 minute. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While your Dance of Darkness is active, you can also add your proficiency bonus to the damage the Dancing Sword deals.", + "While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.", + "After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.", + "You can use this feature a number of times equal to your Wisdom modifier (a minimum of one), and you regain all expended uses when you finish a long rest." + ] }, { - "name": "Minor Telepathy", + "name": "Divine Strike", "source": "JBoE", - "page": 104, - "level": 0, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "s": true, - "m": "a twisting wire or copper chord" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - } - } - ], + "page": 21, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Eilistraee", + "subclassSource": "JBoE", + "level": 8, "entries": [ - "You forge a telepathic link with a willing creature you can see within range, giving you both the ability to communicate with each other telepathically for the duration of the spell. In order to understand each other, you both need to have one language in common. You can maintain a maximum number of telepathic links at one time equal to your proficiency bonus. Other creatures you are linked with can't communicate directly with each other." - ], - "miscTags": [ - "SGT" - ], - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "{@i 8th-level Eilistraee Domain feature}", + "You gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} necrotic damage to the target. When you reach 14th level, the extra damage increases to {@dice 2d8}." + ] }, { - "name": "Necrotic Glow", + "name": "Dancer's Disapperance", "source": "JBoE", - "page": 105, - "level": 1, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": "phosphorescent moss" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], + "page": 21, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Eilistraee", + "subclassSource": "JBoE", + "level": 17, "entries": [ - "You infuse one weapon with necrotic energy, causing it to shed dim light in a 10-foot radius. Natural bright light can't penetrate this radius, but magical light can.", - "When a creature is hit by an attack from this weapon, the attack deals an additional {@damage 1d4} necrotic damage to the target.", - "A weapon under the effect of this spell can't benefit from any other spell that increases its damage, such as {@spell divine favor} or {@spell holy weapon}." - ], - "damageInflict": [ - "necrotic" - ], - "miscTags": [ - "LGT" - ], - "classes": { - "fromClassList": [ - { - "name": "Artificer", - "source": "TCE" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "{@i 17th-level Eilistraee Domain feature}", + "You manifest a spark of divine power in defense of the Realms Below. Whenever you are in an area of dim light or darkness, you can use a bonus action become {@condition invisible} until the end of your next turn, or until you enter an area of bright light." + ] }, { - "name": "Node Door", + "name": "Bend Will", "source": "JBoE", - "page": 105, - "level": 3, - "school": "C", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "unlimited" - } - }, - "components": { - "v": true - }, - "duration": [ + "page": 22, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Lolth", + "subclassSource": "JBoE", + "level": 1, + "entries": [ + "{@i 1st-level Lolth Domain feature}", + "You can cast the {@spell command} spell without expending a spell slot. When you cast {@spell command} in this way, you can choose to issue one of the following special commands:", { - "type": "instant" - } - ], + "type": "list", + "items": [ + "{@b Thrityh.} The target attacks a creature you point to, using its movement to reach the creature if necessary.", + "{@b Or'Shanse.} The target makes a melee attack against itself.", + "{@b Aster.} The target must answer the next question asked of it truthfully." + ] + }, + "You can use this feature 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": "Bonus Cantrip", + "source": "JBoE", + "page": 22, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Lolth", + "subclassSource": "JBoE", + "level": 1, "entries": [ - "While within 10 feet of the center of an earth node, you can cast this spell to instantly teleport to an unoccupied space within 10 feet of any other earth node you have visited. If there are no unoccupied spaces within 10 feet of the earth node you attempt to teleport to, the spell fails." - ], - "miscTags": [ - "TP" - ], - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "{@i 1st-level Lolth Domain feature}", + "You learn the {@spell resistance} cantrip if you don't already know it. When you cast this spell, its duration is increased to 1 hour and it does not require {@status concentration}." + ] }, { - "name": "Node Lock", + "name": "Lolth Domain", "source": "JBoE", - "page": 105, - "level": 2, - "school": "A", - "time": [ + "page": 21, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Lolth", + "subclassSource": "JBoE", + "level": 1, + "entries": [ { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true - }, - "duration": [ + "type": "quote", + "entries": [ + "Fear is the spider's weapon. Fear is the true-poison that keeps others mindful of the spider." + ], + "by": "Jarlaxle" + }, + "The Spider Queen Lolth blesses noble women strong in her faith to dominate above all hierarchy and rule over the vast Drow kingdoms of the Underdark. Her goal? That her followers assert their dominance over the dark elves' souls. Priestesses of Lolth prevent the spreading of different faiths or ideas. Those loyal to the goddesses' web are granted powerful divine powers, to bend the will of their enemies and destroy everything that threatens her absolute power. Though priests of Lolth are usually women due to the matriarchal nature of Drow societies. Male dark elves in disguise have been known to try and deceive others in the past, seeking the unrivaled power of their goddess for their own.", + "At each indicated cleric level, add the listed spells to your spells prepared.", { - "type": "permanent", - "ends": [ - "dispel" + "type": "table", + "caption": "Lolth Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell command}, {@spell magic missile}" + ], + [ + "3rd", + "{@spell crown of madness}, {@spell web}" + ], + [ + "5th", + "{@spell conjure animals} (2 {@creature giant spider||giant spiders}), {@spell fear}" + ], + [ + "7th", + "{@spell freedom of movement}, {@spell summon shadowspawn|TCE}" + ], + [ + "9th", + "{@spell cloudkill}, {@spell mass cure wounds}" + ] ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Cantrip|Cleric||Lolth|JBoE|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bend Will|Cleric||Lolth|JBoE|1" } - ], - "entries": [ - "When you cast this spell upon an earth node, you magically \"lock\" it against others who might wish to use its power. You can affect an earth node whose class value is equal to or less than your spellcasting modifier." - ], - "classes": { - "fromClassList": [ - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + ] }, { - "name": "Obsidian Stare", + "name": "Channel Divinity: Divine Judgement", "source": "JBoE", - "page": 105, + "page": 22, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Lolth", + "subclassSource": "JBoE", "level": 2, - "school": "A", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true, - "m": "a piece of obsidian" - }, - "duration": [ + "entries": [ + "{@i 2nd-level Lolth Domain feature}", + "You can use your Channel Divinity to destroy your enemies and heal your allies.", + "As an action, you present your holy symbol and draw raw magical power into it. Roll a number of d10s equal to your proficiency bonus. You can then divide the result of the roll between any number of creatures within 30 feet of you, granting healing to your allies and inflicting necrotic damage on your enemies." + ] + }, + { + "name": "Lolth's Favor", + "source": "JBoE", + "page": 22, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Lolth", + "subclassSource": "JBoE", + "level": 6, + "entries": [ + "{@i 6th-level Lolth Domain feature}", + "You faithfulness to the Spider Queen gains you the following favors:", { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "list", + "items": [ + "You are permanently under the effects of the {@spell spider climb} spell and you ignore difficult terrain caused by webbing or rocks.", + "You can't be {@condition restrained} by webs and creatures caught in your {@spell web} spell have disadvantage on strength checks to break free.", + "You gain a {@item whip of fangs|JBoE}" + ] } - ], + ] + }, + { + "name": "Potent Spellcasting", + "source": "JBoE", + "page": 22, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Lolth", + "subclassSource": "JBoE", + "level": 8, "entries": [ - "For the duration of the spell, you can use your reaction to make a Charisma ({@skill Intimidation}) check against a creature you can see that attempts to hit you with an attack. If the result of your Charisma ({@skill Intimidation}) check is higher than the creature's attack roll, you cause the attack to miss if it would have hit, and that creature is unable to attack you again until the end of its next turn." - ], - "miscTags": [ - "SGT" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Paladin", - "source": "PHB" - } - ] - } + "{@i 8th-level Lolth Domain feature}", + "You add your Wisdom modifier to the damage you deal with any cleric cantrip." + ] }, { - "name": "Oozing Wall", + "name": "Aspect of Lolth", "source": "JBoE", - "page": 105, + "page": 22, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Lolth", + "subclassSource": "JBoE", + "level": 17, + "entries": [ + "{@i 17th-level Lolth Domain feature}", + "You learn the {@spell shapechange} spell, which is a cleric spell for you. You also gain a creature form exclusively available to members of the Lolth Domain, the {@creature Aspect of Lolth|JBoE}" + ] + }, + { + "name": "Bonus Proficiency", + "source": "JBoE", + "page": 23, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Portal", + "subclassSource": "JBoE", + "level": 1, + "entries": [ + "{@i 1st-level Portal Domain feature}", + "You gain proficiency with the {@skill Arcana} skill and have advantage on Intelligence ({@skill Arcana}) checks made in relation to extraplanar phenomena." + ] + }, + { + "name": "Portal Domain", + "source": "JBoE", + "page": 23, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Portal", + "subclassSource": "JBoE", "level": 1, - "school": "C", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], "entries": [ - "When you cast this spell, you can cover a 20- foot square section of a vertical surface that you can see within range with a grappling ooze. A creature that starts its turn within 5 feet of this ooze-covered surface must succeed on a Strength saving throw or take {@damage 1d4} acid damage and be {@condition grappled} by tendrils that extend outward from the ooze-covered surface. A creature that has been {@condition grappled} by these tendrils takes {@damage 1d4} acid damage at the start of each of its turns until the spell ends or the creature frees itself. A {@condition grappled} creature can use its action to make a Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check against your spell save DC, freeing itself on a success." - ], - "entriesHigherLevel": [ { - "type": "entries", - "name": "At Higher Levels", + "type": "quote", "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d4} for each slot level above 1st." + "The Underark is full of doors and you may be the key, I wonder?" + ], + "by": "Jarlaxle" + }, + "Clerics of the Portal domain are drawn to the multitude of portals and pathways strewn across the Underdark. They see themselves as defenders of their reality, and focus on keeping extraplanar entities in their own realms, or returning them there when they stray. Though these clerics can create the portals they are named after, they are far more often found closing them, and forever locking away the horrors that wait on the other side.", + "At each indicated cleric level, add the listed spells to your spells prepared.", + { + "type": "table", + "caption": "Portal Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell chaos bolt|XGE}, {@spell protection from evil and good}" + ], + [ + "3rd", + "{@spell misty step}, {@spell portal view|JBoE}" + ], + [ + "5th", + "{@spell dispel magic}, {@spell thunder step|XGE}" + ], + [ + "7th", + "{@spell dimension door}, {@spell portal barricade|JBoE}" + ], + [ + "9th", + "{@spell banishing smite}, {@spell far step|XGE}" + ] ] - } - ], - "damageInflict": [ - "acid" - ], - "conditionInflict": [ - "grappled" - ], - "savingThrow": [ - "strength" - ], - "miscTags": [ - "SGT" - ], - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Ranger", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Cleric||Portal|JBoE|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Portal Hopper|Cleric||Portal|JBoE|1" + } + ] }, { - "name": "Pickpocketeer", + "name": "Portal Hopper", "source": "JBoE", - "page": 106, + "page": 24, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Portal", + "subclassSource": "JBoE", "level": 1, - "school": "I", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], "entries": [ - "When you make a successful Dexterity ({@skill Sleight of Hand}) check, you become {@condition invisible} until the start of your next turn." - ], - "conditionInflict": [ - "invisible" - ], - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "{@i 1st-level Portal Domain feature}", + "You learn to create small portals to escape danger and access distant locations. As a bonus action, you create a shimmering portal in your space that opens to any other spot within 60 feet of you. This spot can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"30 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 30 feet.\" If the spot you designate is occupied by an object or a creature, the portal fails to open.", + "The portal remains open until the end of your turn. A creature that uses its movement to move through the portal appears at the spot you chose when creating the portal. If you move through the portal immediately after creating it, your movement through the portal does not provoke attacks of opportunity.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] }, { - "name": "Portal Barricade", + "name": "Channel Divinity: Fall Forward", "source": "JBoE", - "page": 106, - "level": 5, - "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": "hour", - "amount": 1 - } - } - ], + "page": 24, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Portal", + "subclassSource": "JBoE", + "level": 2, "entries": [ - "For the duration, a portal you can see within range is closed, preventing it from functioning. Magic such as the {@spell knock} spell, a {@item chime of opening|DMG}, or similar effects can't end or suppress a portal barricade, though a dispel magic spell can end the spell immediately." - ], - "miscTags": [ - "SGT" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "{@i 2nd-level Portal Domain feature}", + "As an action, you present your holy symbol and cause a portal to appear beneath a huge or smaller creature you can see within 60 feet of you that is standing on a solid surface.", + "Choose a cube of unoccupied spaces equal to the size of the creature you can see within 60 feet of you to create the portal's exit. You can also determine the orientation of the portal's exit (facing up, down, or any other direction). If the creature is unwilling, it must make a Dexterity saving throw against your spell save DC or fall through the portal. Upon exiting the portal from the location you chose, the creature's momentum propels it at least 20 feet in the direction of the exit portal's orientation, unless it's movement is stopped by colliding with an object or another creature." + ] }, { - "name": "Portal Redirection", + "name": "Sense the Unnatural", "source": "JBoE", - "page": 106, + "page": 24, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Portal", + "subclassSource": "JBoE", "level": 6, - "school": "T", - "time": [ - { - "number": 10, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "a two-sided mirror worth 500 gp", - "cost": 50000 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 6 - } - } - ], "entries": [ - "You change the destination of the portal on which this spell is cast for the duration of the spell. You may choose any existing portal through which you have traveled as the new, temporary destination. This spell does not change any of the portal's other properties." - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "{@i 6th-level Portal Domain feature}", + "You are innately aware of the presence of extraplanar creatures and objects. As an action, you can sense the general location and creature type of the nearest creature you were not already aware of that is not native to your current plane of existence within one mile of you. Within the same range, you can also sense the general location of the nearest portal or object you were not already aware of that originated from or is connected to a different plane of existence.", + "You can use this feature a number of times equal to your proficiency modifier, and you regain all expended uses when you finish a long rest." + ] }, { - "name": "Portal View", + "name": "Potent Spellcasting", "source": "JBoE", - "page": 106, - "level": 3, - "school": "D", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true - } - ], - "entries": [ - "For the duration, a portal you can see within range becomes transparent from your side only. The spell does not reveal any special properties of the portal; it only allows creatures on your side to view the portal's destination." - ], - "miscTags": [ - "SGT" - ], - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "page": 24, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Portal", + "subclassSource": "JBoE", + "level": 8, + "entries": [ + "{@i 8th-level Portal Domain feature}", + "You add your Wisdom modifier to the damage you deal with any cleric cantrip." + ] }, { - "name": "Quickening", + "name": "Shift to Safety", "source": "JBoE", - "page": 106, - "level": 1, - "school": "T", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": "a pinch of dirt" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "round", - "amount": 1 - } - } - ], + "page": 24, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Portal", + "subclassSource": "JBoE", + "level": 17, "entries": [ - "You touch a willing creature and grant them a momentary burst of speed. That creature can take its next turn immediately after the turn in which you cast this spell. The next time that creature's turn comes up in the initiative order, their turn is skipped." - ], - "classes": { - "fromClassList": [ - { - "name": "Ranger", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "{@i 17th-level Portal Domain feature}", + "When you or a friendly creature you can see within 30 feet of you is hit by an attack, you can use your reaction to teleport that creature to another location you can see within 30 feet of you, causing the attack to miss.", + "Once you use this feature, you can't use it again until you finish a short or long rest, unless you expend a spell slot of 1st level or higher to use it again." + ] }, { - "name": "Root Wall", + "name": "Protection of the Depths", "source": "JBoE", - "page": 106, - "level": 2, - "school": "C", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - }, - "concentration": true - } - ], + "page": 25, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Watery Death", + "subclassSource": "JBoE", + "level": 1, "entries": [ - "You summon a network of climbable roots that are 15-feet wide and 60-feet long. The roots can extend upward or downward and have the tensile strength of rope. A wall or other surface does not need to be present for the roots to rise upward but there needs to be something for the roots to anchor themselves to at the top." - ], - "miscTags": [ - "SMN" - ], - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Ranger", - "source": "PHB" - } - ] - } + "{@i 1st-level Watery Death Domain feature}", + "When you are hit by a weapon attack or take fire damage, you can use your reaction to grant yourself resistance to that instance of damage as a momentary watery barrier forms around you.", + "You may use this ability a number of times equal to your Wisdom modifier, and regain all expended uses after you finish a long rest." + ] }, { - "name": "Rushing Waters", + "name": "Strong Swimmer", "source": "JBoE", - "page": 107, - "level": 3, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "cone", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], + "page": 25, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Watery Death", + "subclassSource": "JBoE", + "level": 1, "entries": [ - "You send a blast of water outward in a 30-foot cone. Each creatures within the area of the cone must make a Dexterity saving throw or take {@damage 5d6} bludgeoning damage and be knocked {@condition prone}. On a successful save, the creature takes half as much damage and isn't knocked {@condition prone}.", - "The water also drenches anything in its area, extinguishing any non-magical fires.", - "Creatures that are made of fire are considered vulnerable to the damage from this spell, and creatures that are made of water are considered immune to the damage from this spell." - ], - "entriesHigherLevel": [ + "{@i 1st-level Watery Death Domain feature}", + "When you choose this domain at 1st level, you gain the following benefits:", { - "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." + "type": "list", + "items": [ + "You have a swimming speed equal to your walking speed.", + "While underwater, you can take the {@action Dash} action as a bonus action.", + "Attacking with melee weapons underwater does not impose disadvantage on your attacks." ] } - ], - "damageInflict": [ - "bludgeoning" - ], - "conditionInflict": [ - "prone" - ], - "savingThrow": [ - "dexterity" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + ] }, { - "name": "Shatter Captivity", + "name": "Watery Death Domain", "source": "JBoE", - "page": 107, - "level": 0, - "school": "T", - "time": [ + "page": 25, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Watery Death", + "subclassSource": "JBoE", + "level": 1, + "entries": [ { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true - }, - "duration": [ + "type": "quote", + "entries": [ + "Water births life, extends life, but it breathes death." + ], + "by": "Jarlaxle" + }, + "The watery death domain, while not necessarily exclusive, is almost entirely composed of Kuo-Toa in the Underdark. Though this domain can fall under the jurisdiction of gods other than Blibdoolploop and Umberleee, few gods wish to fraternize with a deity that was literally created by mortal hands, and as such, clerics of this domain are relatively rare on the surface. Despite this, those who do follow the path set out by this domain are fearsome foes who harness divine power to distract, disable, and drown their foes, surrounding them with watery illusions before finishing them off in their confused and disoriented state.", + "At each indicated cleric level, add the listed spells to your spells prepared.", + { + "type": "table", + "caption": "Watery Death Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell create or destroy water}, {@spell entangle}" + ], + [ + "3rd", + "{@spell mirror image}, {@spell misty step}" + ], + [ + "5th", + "{@spell life from death|JBoE}, {@spell wall of water|XGE}" + ], + [ + "7th", + "{@spell control water}, {@spell rushing waters|JBoE}" + ], + [ + "9th", + "{@spell dehydrate|JBoE}, {@spell maelstrom|XGE}" + ] + ] + }, { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "When you cast this spell, tiny magical spikes sprout all over your body, breaking any bonds that restrain you that are not made of metal. Any creature that touches you during the duration of this spell takes {@damage 1d4} piercing damage, and any creature attempting to grapple you or maintain a grapple on you must do so with disadvantage." - ], - "entriesHigherLevel": [ + "type": "refSubclassFeature", + "subclassFeature": "Strong Swimmer|Cleric||Watery Death|JBoE|1" + }, { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "This spell's damage increases by {@dice 1d4} when you reach certain levels: 5th level ({@dice 2d4}), 11th level ({@dice 3d4}), and 17th level ({@dice 4d4})." - ] - } - ], - "scalingLevelDice": { - "label": "piercing damage", - "scaling": { - "1": "1d4", - "5": "2d4", - "11": "3d4", - "17": "4d4" + "type": "refSubclassFeature", + "subclassFeature": "Protection of the Depths|Cleric||Watery Death|JBoE|1" } - }, - "damageInflict": [ - "piercing" - ], - "miscTags": [ - "SCL" - ], - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + ] }, { - "name": "Skillful Servant", + "name": "Channel Divinity: Engulf", "source": "JBoE", - "page": 107, + "page": 25, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Watery Death", + "subclassSource": "JBoE", "level": 2, - "school": "C", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true, - "m": "a bit of fleece" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "meta": { - "ritual": true - }, "entries": [ - "You target a willing creature within range and cause a translucent duplicate of that creature to appear in an unoccupied space next to that creature. This duplicate has all of the skill proficiencies of the creature it was duplicated from. It has AC 10, 1 hit point, it can carry or move objects up to 20 pounds, and it can't attack. If it drops to 0 hit points, the spell ends.", - "Once on each of your turns as a bonus action, you can mentally command the duplicate to move up to 15 feet and perform a skill check. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.", - "If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends." - ], - "miscTags": [ - "UBA" - ], - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "{@i 2nd-level Watery Death Domain feature}", + "As an action, you present your holy symbol and target a medium or smaller creature you can see within 60 feet of you. The creature must make a Strength saving throw against your spell save DC as a sphere of water forms around them. On a successful save, the creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. On a failure, the target is {@condition restrained} and is unable to breathe unless it can breathe water. At the end of each of its turns, the {@condition restrained} target can repeat the saving throw, ending the effect on itself on a success.", + "The sphere disappears after 1 minute, until you lose your {@status concentration} (as if you were {@status concentration||concentrating} on a spell), or until the targeted creature succeeds on its saving throw." + ] }, { - "name": "Soul Bolts", + "name": "Watery Double", "source": "JBoE", - "page": 107, - "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" - } - ], + "page": 26, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Watery Death", + "subclassSource": "JBoE", + "level": 6, "entries": [ - "You release a bolt of radiant energy at a point you can see within range. The bolt then splits into multiple smaller bolts, each targeting a creature within 10 feet of that point. Roll {@dice 1d10} to determine the total amount of radiant damage the bolts carry, then choose how much damage each bolt contains. A targeted creature must succeed on a Dexterity saving throw or take the damage from the bolt that had targeted it." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "This spell's damage increases by {@dice 1d10} when you reach certain levels: 5th level ({@dice 2d10}), 11th level ({@dice 3d10}), and 17th level ({@dice 4d10})." - ] - } - ], - "scalingLevelDice": { - "label": "radiant damage", - "scaling": { - "1": "1d10", - "5": "2d10", - "11": "3d10", - "17": "4d10" - } - }, - "savingThrow": [ - "dexterity" - ], - "miscTags": [ - "SCL", - "SGT" - ], - "classes": { - "fromClassList": [ - { - "name": "Artificer", - "source": "TCE" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "{@i 6th-level Watery Death Domain feature}", + "As an action, you can create a transparent duplicate of yourself made of water in an unoccupied space you can see within 30 feet of you. The duplicate blocks ranged attacks from enemy attackers who shoot through the duplicate's space. It also blocks enemy movement through its space.", + "An enemy creature can attempt a Strength check against your spell save DC as part of its movement to attempt to move through the duplicate's space. On a successful save, the creature can move through the space, which is considered difficult terrain. On a failure, the creature is unable to move through the duplicate's space and their speed is reduced to 0 until the start of their next turn.", + "As a bonus action, you can direct any of your watery duplicates to move up to 30 feet to spaces that you can see. A duplicate is immune to all damage except fire and cold damage, has AC 10 and 15 hit points, and disappears after 1 hour or if it is reduced to 0 hit points.", + "You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Potent Spellcasting", + "source": "JBoE", + "page": 26, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Watery Death", + "subclassSource": "JBoE", + "level": 8, + "entries": [ + "{@i 8th-level Watery Death Domain feature}", + "You add your Wisdom modifier to the damage you deal with any cleric cantrip." + ] + }, + { + "name": "Watery Aura", + "source": "JBoE", + "page": 26, + "className": "Cleric", + "classSource": "PHB", + "subclassShortName": "Watery Death", + "subclassSource": "JBoE", + "level": 17, + "entries": [ + "{@i 17th-level Watery Death Domain feature}", + "Whenever you use your bonus action to control your watery duplicates, you can activate or deactivate a 10-foot radius watery aura that emanates from yourself and any of your duplicates that you choose. The area within the aura counts as difficult terrain, and spaces where the auras overlap require an additional foot of movement for each overlapping aura.", + "While your watery aura is active on yourself, you can use your reaction when a creature misses you with a melee attack to attempt to knock them {@condition prone}. The creature must make a Dexterity saving throw against your spell save DC. On a failure, the creature is knocked {@condition prone}.", + "If you roll initiative, do not have a watery duplicate summoned, and have no more uses of your Watery Double feature remaining, you regain one use of that feature." + ] }, { - "name": "Spectral Dagger", + "name": "Circle of the Dredge", "source": "JBoE", - "page": 108, - "level": 0, - "school": "C", - "time": [ + "page": 28, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Dredge", + "subclassSource": "JBoE", + "level": 2, + "entries": [ { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ + "type": "quote", + "entries": [ + "All wisdom comes from doorways and gutters." + ], + "by": "Jarlaxle" + }, + "There are certain individuals that find amusing the corrupting nature of oozes and slime-like creatures. In their bizarre corrupting nature, that is often claimed to be originally drawn from apocryphal ancient tomes. Defenders of this misunderstood branch of nature learn to destroy their enemies with these corrosive living acids after dwelling in the numerous slimy abandoned cities and caves of the Underdark.", { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } + "type": "refSubclassFeature", + "subclassFeature": "Corrosive Touch|Druid||Dredge|JBoE|2" } - ], + ] + }, + { + "name": "Corrosive Touch", + "source": "JBoE", + "page": 28, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Dredge", + "subclassSource": "JBoE", + "level": 2, "entries": [ - "You conjure a spectral dagger in one of your open hands. This magic dagger is a simple melee weapon with the finesse and thrown properties. It has a normal range of 30 feet with no long-range. You can make a melee or ranged weapon attack with this dagger, dealing {@damage 1d6} force damage on a hit. The blade vanishes when the spell ends, if you cast it again, or if you choose to end the spell early (no action required)." - ], - "entriesHigherLevel": [ + "{@i 2nd-level Circle of the Dredge feature}", + "The time you have spent around oozes, slimes and other dangerous substances has granted you the following benefits:", { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "This spell's damage increases by {@dice 1d6} when you reach certain levels: 5th level ({@dice 2d6}), 11th level ({@dice 3d6}), and 17th level ({@dice 4d6})." + "type": "list", + "items": [ + "You have resistance to acid damage.", + "Once a turn, when a hostile creature hits you with a melee weapon attack, it must succeed on a Dexterity saving throw against your spell save DC or take acid damage equal to your druid level.", + "If you hit a creature with an unarmed strike, you can choose to reduce their AC by 1 instead of dealing damage. When you make an unarmed strike in this way, you can choose to add your Wisdom modifier instead of your Strength modifier to your attack roll." ] } - ], - "scalingLevelDice": { - "label": "force damage", - "scaling": { - "1": "1d6", - "5": "2d6", - "11": "3d6", - "17": "4d6" - } - }, - "damageInflict": [ - "force" - ], - "miscTags": [ - "SCL" - ], - "classes": { - "fromClassList": [ - { - "name": "Ranger", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + ] }, { - "name": "Spiderform", + "name": "Apocryphal Shape", "source": "JBoE", - "page": 108, - "level": 3, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true, - "m": "a spider egg" - }, - "duration": [ + "page": 28, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Dredge", + "subclassSource": "JBoE", + "level": 6, + "entries": [ + "{@i 6th-level Circle of the Dredge feature}", + "The bond with your oozes enhances your body, breaking it down into moist, soft, and slippery shapes. When you use your Wild Shape, you can choose to transform into an ooze (see the Ooze Wild Shapes table).", { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - }, - "concentration": true + "type": "table", + "caption": "Ooze Wild Shapes", + "page": 28, + "colLabels": [ + "Druid Level", + "Shapes" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "6th", + "{@creature Gray Ooze}" + ], + [ + "8th", + "{@creature Ochre Jelly} (without Split)" + ], + [ + "10th", + "{@creature Gelatinous Cube}" + ], + [ + "12th", + "{@creature Black Pudding} (without Split)" + ] + ] } - ], + ] + }, + { + "name": "Ooze Master", + "source": "JBoE", + "page": 28, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Dredge", + "subclassSource": "JBoE", + "level": 10, "entries": [ - "This spell transforms a creature that you can see within range into a giant spider. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.", - "The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The target's game statistics, including mental ability scores, are replaced by the statistics of the giant spider. It retains its alignment and personality.", - "The target assumes the hit points of its new spiderform. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked {@condition unconscious}.", - "The creature is limited in the actions it can perform by the nature of its spiderform, and it can't speak, cast spells, or take any other action that requires hands or speech.", - "The target's gear melds into the spiderform. The creature can't activate, use, wield, or otherwise benefit from any of its equipment." - ], - "savingThrow": [ - "wisdom" - ], - "miscTags": [ - "SGT" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "{@i 10th-level Circle of the Dredge feature}", + "As an action, you can summon a gelatinous cube in an unoccupied space you can see within 30 feet of you. The gelatinous cube is friendly to you and your companions and takes its turn immediately after yours. The gelatinous cube disappears after 1 hour or if it is reduced to 0 hit points.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] }, { - "name": "Spore Stream", + "name": "Acid Absorption", "source": "JBoE", - "page": 108, - "level": 1, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "cone", - "distance": { - "type": "feet", - "amount": 15 - } - }, - "components": { - "v": true, - "s": true, - "m": "a mushroom" - }, - "duration": [ - { - "type": "instant" - } - ], + "page": 28, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Dredge", + "subclassSource": "JBoE", + "level": 14, "entries": [ - "You cast a deadly stream of choking spores in front of you. Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes {@damage 2d8} poison damage on a failed save, or half as much damage on a successful one. Creatures that fail their save are also considered {@condition poisoned} for 1 minute. An affected creature can make a new Constitution saving throw at the end of each of its turns to end the {@condition poisoned} condition on 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 1d8} for each slot level above 1st." - ] - } - ], - "damageInflict": [ - "poison" - ], - "conditionInflict": [ - "poisoned" - ], - "savingThrow": [ - "constitution" - ], - "classes": { - "fromClassList": [ - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Ranger", - "source": "PHB" - } - ] - } + "{@i 14th-level Circle of the Dredge feature}", + "Whenever you are subjected to acid damage, you take no damage and instead regain a number of hit points equal to the acid damage dealt." + ] }, { - "name": "Stone Tell", + "name": "Circle of the Moonlit Song", "source": "JBoE", - "page": 108, - "level": 1, - "school": "D", - "time": [ + "page": 29, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Moonlit Song", + "subclassSource": "JBoE", + "level": 2, + "entries": [ { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ + "type": "quote", + "entries": [ + "Ritual dances are best done at night as to hide all the blushing." + ], + "by": "Jarlaxle" + }, + "Druids of the Circle of the Moonlit Song are devoted servants of the Dark Maiden, the goddess Eilistraee. Though most of the druids of this order are drow, the circle is open to all, and is widely known for its peculiar ceremonies and rites under the light of the full moon.", + "Druids of this circle are encouraged to allow their emotions to be manifested, contrary to the culture many Lolth-ruled drow are familiar with, and their rituals are a means by which to express these emotions.", + "Like other Druidic circles, this circle emphasizes a love and reverence for nature. However, unlike many other circles, those of the Circle of the Moonlit Song focus primarily on their own personal nature, and on allowing themselves to grow just as one would nurture a plant. Those in these conclaves are often extremely tight knit and protective of one another.", { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - } + "type": "refSubclassFeature", + "subclassFeature": "Strength in Unity|Druid||Moonlit Song|JBoE|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Support the Circle|Druid||Moonlit Song|JBoE|2" } - ], + ] + }, + { + "name": "Strength in Unity", + "source": "JBoE", + "page": 29, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Moonlit Song", + "subclassSource": "JBoE", + "level": 2, "entries": [ - "You gain the ability to speak with stones, which relate to you who or what has touched them, as well as revealing what is covered by them or concealed behind them. The stones relate complete descriptions if asked. A stone's perspective, perception, and knowledge may prevent the stone from providing the details you are looking for. You can speak with natural or worked stone." - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Ranger", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "{@i 2nd-level Circle of the Moonlit Song feature}", + "Your deep wellspring of self-awareness and sense of camaraderie with those around you allows you to overcome fears and temptations that would break others. You have advantage on saving throws against being {@condition charmed} or {@condition frightened}, and you are immune to those conditions when at least two friendly creatures are within 10 feet of you." + ] }, { - "name": "Sudden Swarm", + "name": "Support the Circle", "source": "JBoE", - "page": 109, - "level": 0, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], + "page": 29, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Moonlit Song", + "subclassSource": "JBoE", + "level": 2, "entries": [ - "You touch the corpse of a creature that has died within the past minute, causing a swarm of spiders to bursts from the corpse. As a bonus action, you can command the swarm until the spell ends or the swarm is destroyed. The swarm is friendly to you and your companions and takes its turn immediately after yours. If you do not use your bonus action to issue a command to the swarm, it does not move and takes the {@action Dodge} action.", - "If you cast this spell again, the swarm created from the previous casting of this spell is immediately destroyed." - ], - "miscTags": [ - "UBA" - ], - "classes": { - "fromClassList": [ - { - "name": "Artificer", - "source": "TCE" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "{@i 2nd-level Circle of the Moonlit Song feature}", + "As a bonus action, you can expend a use of your Wild Shape feature to cause a healing aura to emanate in a 10-foot radius around you. Other friendly creatures within your aura regain 1 hit point at the start of their turn. The aura lasts a number of rounds equal to your druid level. It ends early if you dismiss it (no action required), are {@condition incapacitated}, die, or use this feature again." + ] + }, + { + "name": "Moon Maiden's Song", + "source": "JBoE", + "page": 29, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Moonlit Song", + "subclassSource": "JBoE", + "level": 6, + "entries": [ + "{@i 6th-level Circle of the Moonlit Song feature}", + "Whenever you roll hit dice to recover hit points as part of a short rest, you can choose to spend any of your recovered hit points on yourself or your allies. When you spend these recovered hit points on an ally, they also gain a number of temporary hit points equal to the amount of healing you provided to them.", + "Additionally, if you sleep outdoors under the light of the moon as part of finishing a long rest, you regain all expended hit dice." + ] + }, + { + "name": "Defend the Hearth", + "source": "JBoE", + "page": 29, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Moonlit Song", + "subclassSource": "JBoE", + "level": 10, + "entries": [ + "{@i 10th-level Circle of the Moonlit Song feature}", + "You have learned to quickly conjure wards to protect your allies. When a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by an amount equal to {@dice 1d10} + your proficiency bonus.", + "Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again. When you expend a spell slot of 2nd level or higher to use this feature, you can add an additional {@dice 1d10} of damage reduction for each spell slot level above 1st level." + ] + }, + { + "name": "Reactionary Transformation", + "source": "JBoE", + "page": 30, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Moonlit Song", + "subclassSource": "JBoE", + "level": 14, + "entries": [ + "{@i 14th-level Circle of the Moonlit Song feature}", + "When you take damage, you can use your reaction to activate one of the following effects on yourself for 1 minute:", + { + "type": "list", + "items": [ + "{@b Thorny Defense.} Your body sprouts thorny spines. Any creature that hits you with a melee attack takes {@damage 2d6} piercing damage.", + "{@b Oaken Skin.} Your skin hardens to resist damage. You gain resistance to nonmagical piercing, bludgeoning, and slashing damage.", + "{@b Moon Phased.} Your body repeatedly shifts through three phases, changing to the next phase at the start of each of your turns.", + { + "type": "list", + "items": [ + "Phase 1: You become {@condition invisible}.", + "Phase 2: You become translucent. You are visible, but attacks against you are made with disadvantage.", + "Phase 3: You become fully visible, shedding dim light in a 10-foot radius around you." + ] + } + ] + }, + "Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of 4th level or higher to use it again." + ] + }, + { + "name": "Bonus Proficiencies", + "source": "JBoE", + "page": 31, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Gladiator Slave", + "subclassSource": "JBoE", + "level": 3, + "entries": [ + "{@i 3rd-level Gladiator Slave feature}", + "You gain proficiency with Smith's tools and Weaver's tools." + ] }, { - "name": "Thieving Step", + "name": "Gladiator Slave", "source": "JBoE", - "page": 109, + "page": 31, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Gladiator Slave", + "subclassSource": "JBoE", "level": 3, - "school": "C", - "time": [ + "entries": [ { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true - }, - "duration": [ + "type": "quote", + "entries": [ + "As an honest response, we pay for the violence of our ancestors." + ], + "by": "Jarlaxle" + }, + "Slaves of many different races and backgrounds populate the many cities of the Underdark, tasked with laborious jobs, little to no food and even less respect. Some of these unfortunate creatures are chosen to be gladiators for the noble houses' amusement. Fighting in large savage coliseums, they are expected to show no mercy and destroy everything that stands in their path if they ever hope to be released. These surviving brutes specialize in raw face-to-face combat, fighting men and ravenous monsters, only the most versatile endure the violent games of the Underdark.", { - "type": "instant" + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Fighter||Gladiator Slave|JBoE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Master of the Sport|Fighter||Gladiator Slave|JBoE|3" } - ], - "entries": [ - "You teleport up to 30 feet to an unoccupied space that you can see. Before the end of your turn, you can use your bonus action to make a Dexterity ({@skill Sleight of Hand}) check. If the check is successful, you can immediately use your reaction to teleport back to the place where you cast the spell." - ], - "miscTags": [ - "SGT", - "TP", - "UBA" - ], - "classes": { - "fromClassList": [ - { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + ] }, { - "name": "Tidal Bolts", + "name": "Master of the Sport", "source": "JBoE", - "page": 109, - "level": 5, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 150 - } - }, - "components": { - "v": true, - "s": true, - "m": "vial of spring water" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], + "page": 31, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Gladiator Slave", + "subclassSource": "JBoE", + "level": 3, "entries": [ - "When you cast this spell, and as an action on each of your turns until the spell ends, you can make a ranged spell attack against a creature you can see within range, hurling a bolt of water at them. On a hit, the creature takes {@damage 5d10} bludgeoning damage and is pushed back 10 feet.", - "Creatures that are made of fire are considered vulnerable to the damage from this spell, and creatures that are made of water are considered immune to the damage from this spell." - ], - "entriesHigherLevel": [ + "{@i 3rd-level Gladiator Slave feature}", + "You learn how to craft special weapons that only Gladiator Slaves are proficient with. Each weapon requires 8 hour of labor and 10 gold worth of materials to craft.", { - "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 1d10} and the creature is pushed back an additional 5 feet for each slot level above 5th." + "type": "list", + "items": [ + { + "type": "entries", + "entries": [ + "{@b Gladiator's Net.} You can craft a special net made of metallic mesh. When you use a bonus action to attack with this net, your action and reaction are not restricted and may be used to make attacks normally.", + "In addition, if a creature attacks this net and hits it (AC 13), the net is thrown to the ground but is not destroyed. Using an action to free a creature from this net requires a successful DC 13 Strength check." + ] + }, + "{@b Gladiator's Trident.} You can craft a special trident that has a chain connected to the base of the trident that runs to a manacle. While the manacle is attached to your wrist, you can throw the trident up to 60 feet without suffering disadvantage for throwing at long range. You can also use an Object Interaction to pull the trident back to yourself after being thrown.", + "{@b Gladiator's Gladius.} You can craft a special short sword that deals {@damage 1d8} piercing or slashing damage (your choice). While wielding a gladius in each hand, you gain a +1 to AC." ] } - ], - "damageInflict": [ - "bludgeoning" - ], - "spellAttack": [ - "R" - ], - "miscTags": [ - "FMV", - "SGT" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + ] }, { - "name": "Water Barrier", + "name": "Runaway", "source": "JBoE", - "page": 109, - "level": 0, - "school": "A", - "time": [ - { - "number": 1, - "unit": "reaction" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true, - "m": "a sponge" - }, - "duration": [ - { - "type": "instant" - } - ], + "page": 31, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Gladiator Slave", + "subclassSource": "JBoE", + "level": 7, "entries": [ - "When you take nonmagical bludgeoning, piercing, or slashing damage, you can use your reaction to momentarily encase yourself in a watery shell, reducing the damage taken by {@dice 1d6}." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "This spell's protection increases by {@dice 1d6} when you reach certain levels: 5th level ({@dice 2d6}), 11th level ({@dice 3d6}), and 17th level ({@dice 4d6})." - ] - } - ], - "scalingLevelDice": { - "label": "bludgeoning damage", - "scaling": { - "1": "1d6", - "5": "2d6", - "11": "3d6", - "17": "4d6" - } - }, - "miscTags": [ - "SCL" - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + "{@i 7th-level Gladiator Slave feature}", + "You can take the {@action Dash} action as a bonus action. When you do so, Opportunity Attacks against you are made with disadvantage." + ] + }, + { + "name": "Additional Fighting Style", + "source": "JBoE", + "page": 32, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Gladiator Slave", + "subclassSource": "JBoE", + "level": 10, + "entries": [ + "{@i 10th-level Gladiator Slave feature}", + "You learn one additional Fighting Style option of your choice. The one you choose must be different from any fighting styles you already have." + ] + }, + { + "name": "Steel Yourself", + "source": "JBoE", + "page": 32, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Gladiator Slave", + "subclassSource": "JBoE", + "level": 15, + "entries": [ + "{@i 15th-level Gladiator Slave feature}", + "When you are hit by a melee or ranged weapon attack, you can use your reaction to gain a +2 bonus to your AC against that attack, potentially turning the hit into a miss." + ] }, { - "name": "Watery Spear", + "name": "Killing Blow", "source": "JBoE", - "page": 109, - "level": 1, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true, - "m": "a piece of a swordfish's rostral bone" - }, - "duration": [ - { - "type": "instant" - } - ], + "page": 32, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Gladiator Slave", + "subclassSource": "JBoE", + "level": 18, "entries": [ - "You launch a watery spear that affects an area 30 feet long and 5 feet wide, emanating from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes {@damage 3d8} piercing damage on a failed save, or half as much damage on a successful one.", - "Creatures that are made of fire are considered vulnerable to the damage from this spell, and creatures that are made of water are considered immune to the damage from this spell." - ], - "entriesHigherLevel": [ + "{@i 18th-level Gladiator Slave feature}", + "Once on your turn, after you hit a creature with a melee attack, you can cause that creature to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier). If the creature has 100 hit points or fewer after taking damage from your melee attack, it dies. A creature with legendary actions that fails this saving throw gains a point of {@condition exhaustion} instead of dying.", + "You can use this feature a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a long rest." + ] + }, + { + "name": "Aquatic Adaptation", + "source": "JBoE", + "page": 33, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Sea Mother", + "subclassSource": "JBoE", + "level": 3, + "entries": [ + "{@i 3rd-level Way of the Sea Mother feature}", + "As a monk initiated into the Way of the Sea Mother, you gain the following benefits:", { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@dice 1d8} for each slot level above 2nd." + "type": "list", + "items": [ + "You gain a swimming speed equal to your walking speed and can breathe underwater. If your race already grants you a swimming speed, that speed is increased to 60 feet.", + "You gain proficiency in the {@skill Athletics} skill, and you can double your proficiency bonus for Strength ({@skill Athletics}) checks you make while underwater.", + "When you deal damage with an unarmed strike while underwater, you can add your proficiency bonus to the damage dealt." ] } - ], - "damageInflict": [ - "piercing" - ], - "savingThrow": [ - "dexterity" - ], - "classes": { - "fromClassList": [ - { - "name": "Artificer", - "source": "TCE" - }, - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } + ] }, { - "name": "Wind Slash", + "name": "Sea Mother", "source": "JBoE", - "page": 110, - "level": 0, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], + "page": 33, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Sea Mother", + "subclassSource": "JBoE", + "level": 3, "entries": [ - "You launch a razor-thin arc of wind at a creature you can see within range. Make a melee spell attack against the target. On a hit, the target takes {@damage 1d12} slashing damage. You can't target a creature that is behind cover with this spell." - ], - "entriesHigherLevel": [ { - "type": "entries", - "name": "At Higher Levels", + "type": "quote", "entries": [ - "This spell's damage increases by {@dice 1d12} when you reach certain levels: 5th level ({@dice 2d12}), 11th level ({@dice 3d12}), and 17th level ({@dice 4d12})." - ] - } - ], - "scalingLevelDice": { - "label": "slashing damage", - "scaling": { - "1": "1d12", - "5": "2d12", - "11": "3d12", - "17": "4d12" + "Nothing wins more loyalty than water to the thirsty." + ], + "by": "Jarlaxle" + }, + "Monks of the Way of the Sea Mother are most commonly kuo-toan warriors dedicated to the defense of their homes from outside threats. In rare circumstances, a member of another race may come to be a disciple of a Koa-Toan master who passes on this monastic technique to them. These powerful monks are most at home when fighting in or near a source of water.", + "Though they don't often leave the guardianship of their own homes and cities, some monks of this order do become adventurers, seeking to better understand the world so that they may return and teach future generations to better adapt to potential threats from the world above the waves.", + { + "type": "refSubclassFeature", + "subclassFeature": "Aquatic Adaptation|Monk||Sea Mother|JBoE|3" } - }, - "damageInflict": [ - "slashing" - ], - "spellAttack": [ - "M" - ], - "miscTags": [ - "SCL", - "SGT" - ], - "classes": { - "fromClassList": [ - { - "name": "Artificer", - "source": "TCE" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ] - } - } - ], - "subclass": [ + ] + }, { + "name": "Flow through the Battlefield", "source": "JBoE", - "className": "Artificer (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Alchemist", - "source": "TCE", - "shortName": "Alchemist", - "className": "Artificer", - "classSource": "TCE" - } + "page": 33, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Sea Mother", + "subclassSource": "JBoE", + "level": 6, + "entries": [ + "{@i 6th-level Way of the Sea Mother feature}", + "Your martial form flows like the waves of the sea, with fluid movements that baffle your foes. As an action, you can spend 2 Ki points to move up to your movement speed without provoking opportunity attacks. While moving in this way, you can make one unarmed strike against each hostile creature that you pass." + ] }, { + "name": "Slippery Strike", "source": "JBoE", - "className": "Artificer (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Armorer", - "source": "TCE", - "shortName": "Armorer", - "className": "Artificer", - "classSource": "TCE" - } + "page": 33, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Sea Mother", + "subclassSource": "JBoE", + "level": 11, + "entries": [ + "{@i 11th-level Way of the Sea Mother feature}", + "When you hit a creature that is standing on a solid surface with an unarmed strike, you can spend 1 Ki point to slick the ground beneath its feet, creating a 5 foot square of difficult terrain, and causing the creature to make a Dexterity saving throw. On a failed save, the creature slips and falls {@condition prone}.", + "Additionally, a creature must expend its full movement to get up from {@condition prone} while on a slick surface you created." + ] + }, + { + "name": "Scion of the Sea", + "source": "JBoE", + "page": 33, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Sea Mother", + "subclassSource": "JBoE", + "level": 17, + "entries": [ + "{@i 17th-level Way of the Sea Mother feature}", + "As a bonus action, you can cause a 5-foot diameter orb of water to form around you for 1 minute. The orb moves with you as you move, forming a pillar of water below you up to a height of 60 feet above ground or a body of water if you use your movement to travel upward. You gain a number of benefits while within the orb:", + { + "type": "list", + "items": [ + "You can use your swim speed to move and are considered to be underwater.", + "You gain a +2 to AC.", + "You become resistant to acid, cold, and fire damage." + ] + }, + "Once you use this feature, you can't use it again until you finish a long rest, unless you expend 5 Ki points to use it again." + ] }, { + "name": "Oath of the Silverhair", "source": "JBoE", - "className": "Artificer (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Artillerist", - "source": "TCE", - "shortName": "Artillerist", - "className": "Artificer", - "classSource": "TCE" - } + "page": 35, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Silverhair", + "subclassSource": "JBoE", + "level": 3, + "entries": [ + { + "type": "quote", + "entries": [ + "Mercy and redemption are two sides of the same blade." + ], + "by": "Jarlaxle" + }, + "Paladins who take upon themselves the Oath of the Silverhair are staunch followers of Eilistraee and are exceptionally dedicated to her ideals of mercy and redemption. They are most often found defending or rescuing those who wish to shake off the chains of wicked gods such as Lolth and Vhaeraun.", + "Like most followers of Eilistraee, these paladins prefer to use non-lethal means whenever possible, and are dedicated to the idea that all people are capable of redeeming themselves.", + { + "type": "refSubclassFeature", + "subclassFeature": "Tenets of the Silverhair|Paladin||Silverhair|JBoE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Oath Spells|Paladin||Silverhair|JBoE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Paladin||Silverhair|JBoE|3" + } + ] }, { + "name": "Channel Divinity", "source": "JBoE", - "className": "Artificer (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Battle Smith", - "source": "TCE", - "shortName": "Battle Smith", - "className": "Artificer", - "classSource": "TCE" - } + "page": 35, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Silverhair", + "subclassSource": "JBoE", + "level": 3, + "header": 1, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "{@i 3rd-level Oath of the Silverhair feature}", + "When you take this oath at 3rd level, you gain the following two Channel Divinity options.", + { + "type": "refSubclassFeature", + "subclassFeature": "Second Impression|Paladin||Silverhair|JBoE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Words of the Maiden|Paladin||Silverhair|JBoE|3" + } + ] }, { + "name": "Oath Spells", "source": "JBoE", - "className": "Artificer (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Drowcrafter", - "source": "JBoE", - "shortName": "Drowcrafter", - "className": "Artificer", - "classSource": "TCE" - } + "page": 35, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Silverhair", + "subclassSource": "JBoE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Oath of the Silverhair feature}", + "You gain oath spells at the paladin levels listed in the Oath of the Silverhair Spells table. See the Sacred Oath class feature for how oath spells work.", + { + "type": "table", + "caption": "Oath of the Silverhair Spells", + "colLabels": [ + "Paladin Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell ensnaring strike}, {@spell sanctuary}" + ], + [ + "5th", + "{@spell detect thoughts}, {@spell warding bond}" + ], + [ + "9th", + "{@spell hypnotic pattern}, {@spell spirit guardians}" + ], + [ + "13th", + "{@spell fire shield}, {@spell mordenkainen's faithful hound}" + ], + [ + "17th", + "{@spell antilife shell}, {@spell wall of force}" + ] + ] + } + ] }, { - "name": "Drowcrafter", + "name": "Second Impression", "source": "JBoE", - "page": 8, - "className": "Artificer", - "classSource": "TCE", - "shortName": "Drowcrafter", - "subclassFeatures": [ - "Drowcrafter|Artificer|TCE|Drowcrafter|JBoE|3", - "Cleaving Fetters|Artificer|TCE|Drowcrafter|JBoE|5", - "Harness Faerzress|Artificer|TCE|Drowcrafter|JBoE|9", - "Dark Artisan of the Spider Queen|Artificer|TCE|Drowcrafter|JBoE|15" + "page": 35, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Silverhair", + "subclassSource": "JBoE", + "level": 3, + "header": 1, + "entries": [ + "As a bonus action, you present your holy symbol and force one creature you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, the creature forgets any interactions it has had with you in the last 10 minutes." ] }, { + "name": "Tenets of the Silverhair", "source": "JBoE", - "className": "Barbarian (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Path of the Berserker", - "source": "PHB", - "shortName": "Berserker", - "className": "Barbarian", - "classSource": "PHB" - } + "page": 35, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Silverhair", + "subclassSource": "JBoE", + "level": 3, + "header": 1, + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Mercy", + "entries": [ + "Violence only begets more violence. Only by refusing to slay our enemies will we ever see a day in which we can all be united." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Protection", + "entries": [ + "Those who have left their old lives are often followed by the evils of their past, it is my duty to see that these evils are repelled." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Redemption", + "entries": [ + "No foe is so far gone that they cannot be saved. Indeed, most are simply misguided or unaware that they have a choice." + ] + } + ] + } + ] }, { + "name": "Words of the Maiden", "source": "JBoE", - "className": "Barbarian (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Path of the Totem Warrior", - "source": "PHB", - "shortName": "Totem Warrior", - "className": "Barbarian", - "classSource": "PHB" - } + "page": 35, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Silverhair", + "subclassSource": "JBoE", + "level": 3, + "header": 1, + "entries": [ + "You can use your Channel Divinity to interrupt combat and seek a non-violent resolution. As an action, you present your holy symbol and force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature is {@condition incapacitated} until the end of your next turn. Creatures that do not understand any languages are immune to this feature, and the effect ends immediately on a creature that takes damage or sees one of its allies take damage." + ] + }, + { + "name": "Aura of Eilistraee", + "source": "JBoE", + "page": 36, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Silverhair", + "subclassSource": "JBoE", + "level": 7, + "entries": [ + "{@i 7th-level Oath of the Silverhair feature}", + "Blessings of Eilistraee rest on you and your companions. When you or a friendly creature within 10 feet of you takes damage, that damage is reduced by an amount equal to your proficiency bonus. A creature can only benefit from this feature once per turn.", + "At 18th level, the range of this aura increases to 30 feet." + ] }, { + "name": "Non-Lethal Technique", "source": "JBoE", - "className": "Barbarian (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Path of the Battlerager", - "source": "SCAG", - "shortName": "Battlerager", - "className": "Barbarian", - "classSource": "PHB" - } + "page": 36, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Silverhair", + "subclassSource": "JBoE", + "level": 15, + "entries": [ + "{@i 15th-level Oath of the Silverhair feature}", + "When you reduce a creature to 0 hit points and choose to deal non-lethal damage by knocking the creature {@condition unconscious}, you gain a number of temporary hit points equal to the number of hit points the creature had remaining before it was knocked out." + ] }, { + "name": "Shaded Salvation", "source": "JBoE", - "className": "Barbarian (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Path of the Ancestral Guardian", - "source": "XGE", - "shortName": "Ancestral Guardian", - "className": "Barbarian", - "classSource": "PHB" - } + "page": 36, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Silverhair", + "subclassSource": "JBoE", + "level": 20, + "entries": [ + "{@i 20th-level Oath of the Silverhair feature}", + "You can harness the saving power of Eilistraee. As an action, you cause the following effects to occur:", + { + "type": "list", + "items": [ + "You can choose to immediately roll a number of your hit dice, dividing the total amount of healing provided as you choose among any creatures of your choice that you can see within 60 feet of you.", + "All creatures of your choice that you can see within 60 feet of you are granted the effects of the death ward spell for 1 minute." + ] + }, + "Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again." + ] }, { + "name": "Oath of Tyranny", "source": "JBoE", - "className": "Barbarian (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Path of the Storm Herald", - "source": "XGE", - "shortName": "Storm Herald", - "className": "Barbarian", - "classSource": "PHB" - } + "page": 36, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Tyranny", + "subclassSource": "JBoE", + "level": 3, + "entries": [ + { + "type": "quote", + "entries": [ + "You might find the line between purpose and tyranny among us to be too sharp and quick." + ], + "by": "Jarlaxle" + }, + "The Oath of Tyranny binds paladins dedicated to the authoritarian rule of a single god or goddess. Often called dark knights, iron fist henchmen, or fanatics, they swear to spread and impose the solitary teachings of their way. They believe those who defy the divine word of their patron god or goddess deserve no mercy.", + { + "type": "refSubclassFeature", + "subclassFeature": "Tenets of Tyranny|Paladin||Tyranny|JBoE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Oath Spells|Paladin||Tyranny|JBoE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Paladin||Tyranny|JBoE|3" + } + ] }, { + "name": "Channel Divinity", "source": "JBoE", - "className": "Barbarian (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Path of the Zealot", - "source": "XGE", - "shortName": "Zealot", - "className": "Barbarian", - "classSource": "PHB" - } + "page": 37, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Tyranny", + "subclassSource": "JBoE", + "level": 3, + "header": 1, + "consumes": { + "name": "Channel Divinity" + }, + "entries": [ + "{@i 3rd-level Oath of Tyranny feature}", + "When you take this oath at 3rd level, you gain the following two Channel Divinity options.", + { + "type": "refSubclassFeature", + "subclassFeature": "Smiting Battle Cry|Paladin||Tyranny|JBoE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Life Stealing Strikes|Paladin||Tyranny|JBoE|3" + } + ] }, { + "name": "Life Stealing Strikes", "source": "JBoE", - "className": "Barbarian (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Path of the Beast", - "source": "TCE", - "shortName": "Beast", - "className": "Barbarian", - "classSource": "PHB" - } + "page": 37, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Tyranny", + "subclassSource": "JBoE", + "level": 3, + "header": 1, + "entries": [ + "As an action, you imbue one weapon you are holding with life stealing necrotic energy. For 10 minutes, each time you deal damage to a hostile creature with this weapon, the creature must roll a Constitution saving throw. On a failed save, you gain temporary hit points equal to half the damage dealt. The weapon also emits purplish black dim light in a 10-foot radius, and is considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage." + ] }, { + "name": "Oath Spells", "source": "JBoE", - "className": "Barbarian (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Path of Wild Magic", - "source": "TCE", - "shortName": "Wild Magic", - "className": "Barbarian", - "classSource": "PHB" - } + "page": 37, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Tyranny", + "subclassSource": "JBoE", + "level": 3, + "header": 1, + "entries": [ + "{@i 3rd-level Oath of Tyranny feature}", + "You gain oath spells at the paladin levels listed in the Oath of Tyranny Spells table. See the Sacred Oath class feature for how oath spells work.", + { + "type": "table", + "caption": "Oath of Tyranny Spells", + "colLabels": [ + "Paladin Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell shield}, {@spell wrathful smite}" + ], + [ + "5th", + "{@spell branding smite}, {@spell zone of truth}" + ], + [ + "9th", + "{@spell counterspell}, {@spell dispel magic}" + ], + [ + "13th", + "{@spell staggering smite}, {@spell stoneskin}" + ], + [ + "17th", + "{@spell flame strike}, {@spell geas}" + ] + ] + } + ] }, { + "name": "Smiting Battle Cry", "source": "JBoE", - "className": "Barbarian (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Path of the Giant", - "source": "BGG", - "shortName": "Giant", - "className": "Barbarian", - "classSource": "PHB" - } + "page": 37, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Tyranny", + "subclassSource": "JBoE", + "level": 3, + "header": 1, + "entries": [ + "You can use your Channel Divinity to unleash a powerful battle cry. As a bonus action, you can force a number of creatures equal to your proficiency bonus that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, the creature takes psychic damage equal to half your paladin level and have disadvantage on attacks until the end of your next turn. On a successful save, a creature takes half as much damage and suffers no other effect." + ] }, { + "name": "Tenets of Tyranny", "source": "JBoE", - "className": "Barbarian (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Path of the Juggernaut", - "source": "TDCSR", - "shortName": "Juggernaut", - "className": "Barbarian", - "classSource": "PHB" - } + "page": 37, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Tyranny", + "subclassSource": "JBoE", + "level": 3, + "header": 1, + "entries": [ + "The tenets of the Oath of Tyranny are to preserve power and terminate the weak, primarily by defying and punishing those who worship rival gods. This oath emphasizes the principles of absolute rule. The concepts of good or evil are of no consequence, as long as the goal of spreading the word of their deity is achieved.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Strength", + "entries": [ + "Strong deities choose the strongest people to spread their word." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Power", + "entries": [ + "With sacrifice comes power." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Loyalty", + "entries": [ + "Loyalty to your god and institution is one's sacred duty. Fail, and you face certain death." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "No Mercy for the Weak", + "entries": [ + "There is no place in this world for those that can't defend their faith." + ] + } + ] + }, + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Retribution", + "entries": [ + "Seek retribution upon any that dare defy the word of your god." + ] + } + ] + } + ] }, { + "name": "Aura of Convinction", "source": "JBoE", - "className": "Barbarian (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Path of the Cavelord", - "source": "JBoE", - "shortName": "Cavelord", - "className": "Barbarian", - "classSource": "PHB" - } + "page": 37, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Tyranny", + "subclassSource": "JBoE", + "level": 7, + "entries": [ + "{@i 7th-level Oath of Tyranny feature}", + "You have advantage on Charisma ({@skill Persuasion}) and Charisma ({@skill Intimidation}) checks against creatures within 10 feet of you.", + "In addition, while a friendly creature that has pledged loyalty to your deity is within 10 feet of you, you both gain a +1 to AC. Only one other creature within your aura can benefit from this feature at a time.", + "At 18th level, the range of this aura increases to 30 feet, and two other creatures can benefit from your aura at the same time." + ] }, { + "name": "Tyrant's Might", "source": "JBoE", - "className": "Barbarian (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Path of the Exiled", - "source": "JBoE", - "shortName": "Exiled", - "className": "Barbarian", - "classSource": "PHB" - } + "page": 37, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Tyranny", + "subclassSource": "JBoE", + "level": 15, + "entries": [ + "{@i 15th-level Oath of Tyranny feature}", + "Your Strength score increases by 4, as does your maximum for that score." + ] }, { - "name": "Path of the Cavelord", + "name": "Ambassador of Tyranny", "source": "JBoE", - "page": 11, - "className": "Barbarian", + "page": 37, + "className": "Paladin", "classSource": "PHB", - "shortName": "Cavelord", - "subclassFeatures": [ - "Path of the Cavelord|Barbarian|PHB|Cavelord|JBoE|3", - "Stone's Throw|Barbarian|PHB|Cavelord|JBoE|6", - "Strike from the Darkness|Barbarian|PHB|Cavelord|JBoE|10", - "Stone-Hardened Skin|Barbarian|PHB|Cavelord|JBoE|14" + "subclassShortName": "Tyranny", + "subclassSource": "JBoE", + "level": 20, + "entries": [ + "{@i 20th-level Oath of Tyranny feature}", + "As an action, you cause your body and anything you are wearing to emanate a purplish black aura that shines dim light in a 30-foot radius. This aura lasts for 1 minute and grants the following benefits:", + { + "type": "list", + "items": [ + "When a creature enters your aura for the first time on a turn, you can use your reaction to force it make a Wisdom saving throw. On a failed save, the creature is {@condition stunned} until the end of its next turn.", + "You have advantage on saving throws against spells and other magical effects.", + "Your melee weapon attacks deal an extra {@damage 1d8} necrotic damage, and considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage." + ] + }, + "Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again." ] }, { - "name": "Path of the Exiled", + "name": "Bounty Hunter", "source": "JBoE", - "page": 12, - "className": "Barbarian", + "page": 39, + "className": "Ranger", "classSource": "PHB", - "shortName": "Exiled", - "subclassFeatures": [ - "Path of the Exiled|Barbarian|PHB|Exiled|JBoE|3", - "Psychic Resilience|Barbarian|PHB|Exiled|JBoE|6", - "Taunt of Defiance|Barbarian|PHB|Exiled|JBoE|10", - "Break the Shackles|Barbarian|PHB|Exiled|JBoE|14" + "subclassShortName": "Bounty Hunter", + "subclassSource": "JBoE", + "level": 3, + "entries": [ + { + "type": "quote", + "entries": [ + "Nothing about people is simple\u2014until they run." + ], + "by": "Jarlaxle" + }, + "Elite rangers that take up the bounty hunting profession are self-employed mercenaries that are constantly looking for work. Usually hunting for outlaws and criminals, though sometimes whoever has a high price on their head, whether it's a noble lord or a monstrous creature. They populate the numerous cities of the Underdark, hanging around taverns, pubs, and solitary alley ways. Deadly and cunning, when a bounty hunter takes a job, it's almost certain they will get it done.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bounty Hunter Magic|Ranger||Bounty Hunter|JBoE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Sleep Dart|Ranger||Bounty Hunter|JBoE|3" + } ] }, { + "name": "Bounty Hunter Magic", "source": "JBoE", - "className": "Bard (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "College of Lore", - "source": "PHB", - "shortName": "Lore", - "className": "Bard", - "classSource": "PHB" - } + "page": 39, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Bounty Hunter", + "subclassSource": "JBoE", + "level": 3, + "entries": [ + "{@i 3rd-level Bounty Hunter feature}", + "You learn an additional spell when you reach certain levels in the class, as shown in the Bounty Hunter spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.", + { + "type": "table", + "caption": "Bounty Hunter Spells", + "colLabels": [ + "Ranger Level", + "Spell" + ], + "colStyles": [ + "col-4 text-center", + "col-8 text-left" + ], + "rows": [ + [ + "3rd", + "{@spell disguise self}" + ], + [ + "5th", + "{@spell blindness/deafness}" + ], + [ + "9th", + "{@spell haste}" + ], + [ + "13th", + "{@spell otiluke's resilient sphere}" + ], + [ + "17th", + "{@spell hold monster}" + ] + ] + } + ] }, { + "name": "Sleep Dart", "source": "JBoE", - "className": "Bard (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "College of Valor", - "source": "PHB", - "shortName": "Valor", - "className": "Bard", - "classSource": "PHB" - } + "page": 39, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Bounty Hunter", + "subclassSource": "JBoE", + "level": 3, + "entries": [ + "{@i 3rd-level Bounty Hunter feature}", + "As a bonus action, you can coat a dart with a serum that causes the target to fall asleep. When you hit a creature with a Sleep Dart, the creature must make a Consitution saving throw against your spell save DC. On a failed save, the creature falls asleep, falling {@condition prone} and becoming {@condition unconscious} for 1 minute or until the creature is shaken awake by another creature or takes any damage.", + "As part of finishing a long rest, you can craft a number of Sleep Dart serum doses equal to your proficiency bonus. After 24 hours, a serum dose that has not been used loses its potency and is unable to put a creature to sleep." + ] }, { + "name": "Whiplash", "source": "JBoE", - "className": "Bard (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "College of Glamour", - "source": "XGE", - "shortName": "Glamour", - "className": "Bard", - "classSource": "PHB" - } + "page": 39, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Bounty Hunter", + "subclassSource": "JBoE", + "level": 7, + "entries": [ + "{@i 7th-level Bounty Hunter feature}", + "You have crafted a device that helps you subdue your target. You are proficient with this device, called the Whiplash. It may look like a whip, grappling hook, or some other similar device of your choice.", + "When you take the {@action Attack} action, you can use your Whiplash to make a melee weapon attack against one creature. Drawing or stowing this weapon does not count as an Object Interaction on your turn. The Whiplash has a reach of 20 feet and the Finesse property. When you hit a creature with the Whiplash, the creature takes {@damage 1d4} slashing damage and must make a Strength saving throw (DC = 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus). On a failed save, you can pull a large or smaller creature up to 15 feet closer to you and knock it {@condition prone}. Huge and larger creatures can't be pulled, but can be knocked {@condition prone}. You can also target objects to pull toward you. If the object is being held by a creature, the creature must make a Strength saving throw, losing its grip of the object on a failure." + ] }, { + "name": "Aerial Hunter", "source": "JBoE", - "className": "Bard (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "College of Swords", - "source": "XGE", - "shortName": "Swords", - "className": "Bard", - "classSource": "PHB" - } + "page": 40, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Bounty Hunter", + "subclassSource": "JBoE", + "level": 11, + "entries": [ + "{@i 11th-level Bounty Hunter feature}", + "As a bonus action, you can grant yourself a flying speed equal to your walking speed for 1 minute, and can hover. The method you use to achieve this flight may be mechanical or magical, and may take on any appearance that is appropriate in your game setting.", + "You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest." + ] }, { + "name": "Lie in Wait", "source": "JBoE", - "className": "Bard (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "College of Whispers", - "source": "XGE", - "shortName": "Whispers", - "className": "Bard", - "classSource": "PHB" - } + "page": 40, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Bounty Hunter", + "subclassSource": "JBoE", + "level": 15, + "entries": [ + "{@i 15th-level Bounty Hunter feature}", + "If you surprise a creature, you can choose not to use any of your movement and instead perform two actions on your first turn of combat.", + "Additionally, any saving throws you force a surprised creature to make are made with disadvantage." + ] }, { + "name": "Darksong Knight", "source": "JBoE", - "className": "Bard (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "College of Creation", - "source": "TCE", - "shortName": "Creation", - "className": "Bard", - "classSource": "PHB" - } + "page": 40, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Darksong Knight", + "subclassSource": "JBoE", + "level": 3, + "entries": [ + { + "type": "quote", + "entries": [ + "There is a hidden dance between the hunter and the hunted." + ], + "by": "Jarlaxle" + }, + "Darksong Knights are strict followers of Eilistraee, who serve as a bulwark between the good people of this realm and evil incursions by those loyal to Lolth. They have a particular hatred for yochlols.", + "Unlike many other adherents of Eilistraee, Darksong Knights are not above using excessive violence to accomplish their designs. Though they respect Eilistraee's teachings of mercy and compassion, the foes they fight are twisted creatures that will not and cannot be changed. It is a mercy to eliminate these perverted life forms so that all that is good in the world can thrive.", + { + "type": "refSubclassFeature", + "subclassFeature": "Darksong Magic|Ranger||Darksong Knight|JBoE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Magic Sense|Ranger||Darksong Knight|JBoE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Swift Responder|Ranger||Darksong Knight|JBoE|3" + } + ] }, { + "name": "Darksong Magic", "source": "JBoE", - "className": "Bard (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "College of Eloquence", - "source": "TCE", - "shortName": "Eloquence", - "className": "Bard", - "classSource": "PHB" - } + "page": 41, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Darksong Knight", + "subclassSource": "JBoE", + "level": 3, + "entries": [ + "{@i 3rd-level Darksong Knight feature}", + "You learn an additional spell when you reach certain levels in the class, as shown in the Darksong Knight spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.", + { + "type": "table", + "caption": "Darksong Knight Spells", + "colLabels": [ + "Ranger Level", + "Spell" + ], + "colStyles": [ + "col-4 text-center", + "col-8 text-left" + ], + "rows": [ + [ + "3rd", + "{@spell shield of faith}" + ], + [ + "5th", + "{@spell moonbeam}" + ], + [ + "9th", + "{@spell crusader's mantle}" + ], + [ + "13th", + "{@spell banishment}" + ], + [ + "17th", + "{@spell banishing smite}" + ] + ] + } + ] }, { + "name": "Magic Sense", "source": "JBoE", - "className": "Bard (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "College of Spirits", - "source": "VRGR", - "shortName": "Spirits", - "className": "Bard", - "classSource": "PHB" - } + "page": 41, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Darksong Knight", + "subclassSource": "JBoE", + "level": 3, + "entries": [ + "{@i 3rd-level Darksong Knight feature}", + "You gain proficiency in the {@skill Arcana} skill, and your proficiency bonus is doubled for any ability check you make with it.", + "In addition, you learn the {@spell detect magic} spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can't cast it in this way again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level." + ] }, { + "name": "Swift Responder", "source": "JBoE", - "className": "Bard (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "College of Tragedy", - "source": "TDCSR", - "shortName": "Tragedy", - "className": "Bard", - "classSource": "PHB" - } + "page": 41, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Darksong Knight", + "subclassSource": "JBoE", + "level": 3, + "entries": [ + "{@i 3rd-level Darksong Knight feature}", + "You have mastered the art of striking first and striking hard. You may add your Wisdom modifier to your initiative rolls.", + "In addition, when you hit a creature that has not yet acted in combat, you deal an extra {@damage 1d8} damage of the weapon's damage type to that opponent. A creature can take this extra damage only once during a combat.", + "When you reach certain levels in this class, the extra damage from this feature increases: at 5th level ({@dice 2d8}), 11th level ({@dice 4d8}), and 17th level ({@dice 6d8})." + ] }, { + "name": "Suppress Resistance", "source": "JBoE", - "className": "Bard (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "College of Echoes", - "source": "JBoE", - "shortName": "Echoes", - "className": "Bard", - "classSource": "PHB" - } + "page": 41, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Darksong Knight", + "subclassSource": "JBoE", + "level": 7, + "entries": [ + "{@i 7th-level Darksong Knight feature}", + "As a bonus action, you can target one creature you can see within 60 feet of you and make an {@skill Arcana} check. The DC for the check is equal to the creature's Constitution score. On a successful check, the DM will tell you what damage resistances, if any, the creature has. You can then chose one of those resistances and suppress it for 1 minute. During that time, the creature gains no benefit from that damage resistance type.", + "Alternatively, you can ask the DM to tell you what the creature's damage immunities or condition immunities are. You can then choose one immunity to suppress for 1 minute. A suppressed damage immunity becomes a damage resistance of the same type, and a suppressed condition immunity causes the creature to become susceptible to that condition, but the creature has advantage on saving throws against that condition.", + "A creature can only be effected by this feature once per combat." + ] }, { + "name": "Bane of the Vile", "source": "JBoE", - "className": "Bard (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "College of Fangs", - "source": "JBoE", - "shortName": "Fangs", - "className": "Bard", - "classSource": "PHB" - } + "page": 41, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Darksong Knight", + "subclassSource": "JBoE", + "level": 11, + "entries": [ + "{@i 11th-level Darksong Knight feature}", + "You are exceptionally well versed in fighting vile creatures such as aberrations, fiends, and monstrosities. When you hit one of these kinds of creature with an attack, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is {@condition frightened} of you and can't take reactions until the end of your next turn", + "You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses when you finish a long rest. A use of this feature is expended only when a creature fails its saving throw." + ] }, { - "name": "College of Echoes", + "name": "Maiden's Fury", "source": "JBoE", - "page": 14, - "className": "Bard", + "page": 41, + "className": "Ranger", "classSource": "PHB", - "shortName": "Echoes", - "subclassFeatures": [ - "College of Echoes|Bard|PHB|Echoes|JBoE|3", - "Mystic Ventriloquist|Bard|PHB|Echoes|JBoE|6", - "Echo in Time|Bard|PHB|Echoes|JBoE|14" + "subclassShortName": "Darksong Knight", + "subclassSource": "JBoE", + "level": 15, + "entries": [ + "{@i 15th-level Darksong Knight feature}", + "As a vessel of the Dark Maiden's will, you have learned to channel her power to turn the tide of battle against the most dangerous of foes. When you hit a creature with an attack while you have less than half of you maximum hit points, you can use this feature to immediately deal an additional {@damage 10d8} radiant damage to the target.", + "Once you use this feature, you can't use it again until you have finished a long rest." ] }, { - "name": "College of Fangs", + "name": "Follow-Up Attack", "source": "JBoE", - "page": 14, - "className": "Bard", + "page": 43, + "className": "Rogue", "classSource": "PHB", - "shortName": "Fangs", - "subclassFeatures": [ - "College of Fangs|Bard|PHB|Fangs|JBoE|3", - "Improved Prestidigitation|Bard|PHB|Fangs|JBoE|6", - "Devious Luck|Bard|PHB|Fangs|JBoE|14" + "subclassShortName": "Infiltrator", + "subclassSource": "JBoE", + "level": 3, + "entries": [ + "{@i 3rd-level Infiltrator feature}", + "Your quick reflexes allow you to follow-up an ally's successful attack with an attack of your own. When a creature within 60 feet of you that you can see is hit by an attack made by one of your allies, you can use your reaction to make a weapon attack against that creature.", + "You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. A use of this feature is only expended when you hit a creature." ] }, { + "name": "Infiltration Skills", "source": "JBoE", - "className": "Cleric (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Knowledge Domain", - "source": "PHB", - "shortName": "Knowledge", - "className": "Cleric", - "classSource": "PHB" - } + "page": 43, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Infiltrator", + "subclassSource": "JBoE", + "level": 3, + "entries": [ + "{@i 3rd-level Infiltrator feature}", + "Your enhanced spy abilities allow you to sneak, move and steal with phenomenal skill. You gain a +2 bonus to ability checks with Dexterity ({@skill Acrobatics}), Dexterity ({@skill Stealth}), and Dexterity ({@skill Sleight of Hand})." + ] + }, + { + "name": "Infiltrator", + "source": "JBoE", + "page": 42, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Infiltrator", + "subclassSource": "JBoE", + "level": 3, + "entries": [ + { + "type": "quote", + "entries": [ + "I have seen a friend become a spy, then an assassin. History will call you an opportunist." + ], + "by": "Jarlaxle" + }, + "Regarded as the pinnacle of many Underdark societies, when it comes to serving noble houses, criminal gang organizations, or warring businesses, infiltrators are the key to victory. Skilled spies and assassins that hide in the shadows, they remain hidden until necessary action is needed. While they usually gather intelligence for themselves or their masters from a safe distance, they should never be underestimated if encountered directly.", + { + "type": "refSubclassFeature", + "subclassFeature": "Infiltration Skills|Rogue||Infiltrator|JBoE|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Follow-Up Attack|Rogue||Infiltrator|JBoE|3" + } + ] }, { + "name": "Defensive Reflexes", "source": "JBoE", - "className": "Cleric (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Life Domain", - "source": "PHB", - "shortName": "Life", - "className": "Cleric", - "classSource": "PHB" - } + "page": 43, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Infiltrator", + "subclassSource": "JBoE", + "level": 9, + "entries": [ + "{@i 9th-level Infiltrator feature}", + "You have honed your reflexes to avoid being hit by your enemies. When you use your Uncanny {@action Dodge} feature, you can choose to take no damage instead taking half damage.", + "You can't use this feature more than once during a combat encounter, and you can't use it at all outside of combat." + ] }, { + "name": "Combat Ready", "source": "JBoE", - "className": "Cleric (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Light Domain", - "source": "PHB", - "shortName": "Light", - "className": "Cleric", - "classSource": "PHB" - } + "page": 43, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Infiltrator", + "subclassSource": "JBoE", + "level": 13, + "entries": [ + "{@i 13th-level Infiltrator feature}", + "When you roll for initiative and get a result of 20 or higher, you can make one melee or ranged weapon attack before the first creature in the initiative order takes their turn." + ] }, { + "name": "Infilrating Assassin", "source": "JBoE", - "className": "Cleric (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Nature Domain", - "source": "PHB", - "shortName": "Nature", - "className": "Cleric", - "classSource": "PHB" - } + "page": 43, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Infiltrator", + "subclassSource": "JBoE", + "level": 17, + "entries": [ + "{@i 17th-level Infiltrator feature}", + "While there are no friendly creatures in sight or within 120 feet of you, you gain advantage on attack rolls and ability checks with Dexterity ({@skill Acrobatics}), Dexterity ({@skill Stealth}), and Dexterity ({@skill Sleight of Hand}).", + "In addition, if you name a specific creature as your assassination target at least 10 minutes before encountering that creature and surprise that creature when you attack them, your first attack against them is an automatic critical hit." + ] }, { + "name": "Avenge the Fallen", "source": "JBoE", - "className": "Cleric (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Tempest Domain", - "source": "PHB", - "shortName": "Tempest", - "className": "Cleric", - "classSource": "PHB" - } + "page": 44, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Vengeance Taker", + "subclassSource": "JBoE", + "level": 3, + "entries": [ + "{@i 3rd-level Vengeance Taker feature}", + "Whenever a friendly creature you can see is killed or reduced to 0 hit points by a hostile creature you can see, all attacks you make against that hostile creature are made with advantage for 1 minute.", + "Additionally, the first time you hit a hostile creature that has triggered this feature, you deal extra damage to that creature equal to the character level or challenge rating of the friendly creature that was killed or knocked unconsious." + ] }, { + "name": "Vengeance Taker", "source": "JBoE", - "className": "Cleric (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Trickery Domain", - "source": "PHB", - "shortName": "Trickery", - "className": "Cleric", - "classSource": "PHB" - } + "page": 44, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Vengeance Taker", + "subclassSource": "JBoE", + "level": 3, + "entries": [ + { + "type": "quote", + "entries": [ + "Know yourself. Then, know who lives in your shadow." + ], + "by": "Jarlaxle" + }, + "Though rogues are often thought of as shifty tricksters, vengeance takers are another breed entirely. These rogues are strict believers in the law who often take it upon themselves to punish those who have broken it and have escaped justice. This often puts them at odds with local authorities, as they find themselves regularly breaking the law in order to enforce it.", + "Vengeance takers, as their name implies, often seek to mete out justice for wrongs that require vengeance. They are easily prevailed upon to aid those seeking retribution for injustices, and often seek revenge for those who are not strong enough to do it themselves. They use powerful divination magic to hunt down they quarry, and never stop until their quest for justice is fulfilled.", + { + "type": "refSubclassFeature", + "subclassFeature": "Avenge the Fallen|Rogue||Vengeance Taker|JBoE|3" + } + ] }, { + "name": "Arcane Hunter", "source": "JBoE", - "className": "Cleric (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "War Domain", - "source": "PHB", - "shortName": "War", - "className": "Cleric", - "classSource": "PHB" - } + "page": 44, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Vengeance Taker", + "subclassSource": "JBoE", + "level": 9, + "entries": [ + "{@i 9th-level Vengeance Taker feature}", + "The forces of evil can't hide from you. You learn the spells {@spell detect evil and good}, {@spell see invisibility}, {@spell locate creature}, {@spell locate object}, and {@spell scrying}. Your spell save DC for these spells is 8 + your Wisdom modifier + your proficiency bonus.", + "You can cast each of the spells from this feature once without using a spell slot or any material components, and you regain all expended uses of this feature when you finish a long rest." + ] }, { + "name": "Timely Vengeance", "source": "JBoE", - "className": "Cleric (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Death Domain", - "source": "DMG", - "shortName": "Death", - "className": "Cleric", - "classSource": "PHB" - } + "page": 44, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Vengeance Taker", + "subclassSource": "JBoE", + "level": 13, + "entries": [ + "{@i 13th-level Vengeance Taker feature}", + "When a hostile creature deals damage to an ally that you can see within 30 feet of you, you can use your reaction to make a weapon attack against that hostile creature." + ] }, { + "name": "Merciless", "source": "JBoE", - "className": "Cleric (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Arcana Domain", - "source": "SCAG", - "shortName": "Arcana", - "className": "Cleric", - "classSource": "PHB" - } + "page": 44, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Vengeance Taker", + "subclassSource": "JBoE", + "level": 17, + "entries": [ + "{@i 17th-level Vengeance Taker feature}", + "When you roll a 1 on a sneak attack damage die, you can reroll it. You can continue rerolling 1s until no sneak attack dice show 1 as their result." + ] }, { + "name": "Deep Diviner", "source": "JBoE", - "className": "Cleric (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Forge Domain", - "source": "XGE", - "shortName": "Forge", - "className": "Cleric", - "classSource": "PHB" - } + "page": 46, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Deep Diviner", + "subclassSource": "JBoE", + "level": 1, + "entries": [ + { + "type": "quote", + "entries": [ + "This is an inheritance. One doesn't waste an inheritance." + ], + "by": "Jarlaxle" + }, + "Deep Diviners have an intimate connection with the land around them, particularly with the stones that make up the earth upon which they tread. These sorcerers harness the power of earth and stone to fuel their spells, and can channel powerful energy from earth nodes that follow them through the battlefield.", + "Deep diviners are often found living solitary lives apart from the rest of the world. These reclusive mages are content to remain hidden away with nothing but earth and stone as their companions, but can be roused to action if their lands are threatened. Though they do not often become adventurers, those that do are staunch and reliable allies who remain firm and unshakable in their resolve and values.", + { + "type": "refSubclassFeature", + "subclassFeature": "Deep Diviner Magic|Sorcerer||Deep Diviner|JBoE|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Earth's Defense|Sorcerer||Deep Diviner|JBoE|1" + } + ] }, { + "name": "Deep Diviner Magic", "source": "JBoE", - "className": "Cleric (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Grave Domain", - "source": "XGE", - "shortName": "Grave", - "className": "Cleric", - "classSource": "PHB" - } + "page": 46, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Deep Diviner", + "subclassSource": "JBoE", + "level": 1, + "entries": [ + "{@i 1st-level Deep Diviner feature}", + "You learn additional spells when you reach certain levels in this class, as shown on the Deep Diviner Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. These spells can't be replaced when you gain a level in this class.", + { + "type": "table", + "caption": "Deep Diviner Spells", + "colLabels": [ + "Sorcerer Level", + "Spells" + ], + "colStyles": [ + "col-4 text-center", + "col-8" + ], + "rows": [ + [ + "1st", + "{@spell catapult|xge}, {@spell earth tremor|xge}, {@spell magic stone|xge}" + ], + [ + "3rd", + "{@spell earthbind|xge}, {@spell maximilian's earthen grasp|xge}" + ], + [ + "5th", + "{@spell erupting earth|xge}, {@spell meld into stone}" + ], + [ + "7th", + "{@spell evard's black tentacles}, {@spell stone shape}" + ], + [ + "9th", + "{@spell passwall}, {@spell transmute rock|xge}" + ] + ] + } + ] }, { + "name": "Earth's Defense", "source": "JBoE", - "className": "Cleric (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Order Domain", - "source": "TCE", - "shortName": "Order", - "className": "Cleric", - "classSource": "PHB" - } + "page": 46, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Deep Diviner", + "subclassSource": "JBoE", + "level": 1, + "entries": [ + "{@i 1st-level Deep Diviner feature}", + "You can channel the strength of the earth through your body, bolstering your defenses. While you are wearing no armor, as a bonus action, you can cause your body to become encased in a rock-hard carapace for 1 minute. During that time, your movement speed is halved and you gain resistance to bludgeoning, piercing, and slashing damage.", + "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": "Earth Node", "source": "JBoE", - "className": "Cleric (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Peace Domain", - "source": "TCE", - "shortName": "Peace", - "className": "Cleric", - "classSource": "PHB" - } + "page": 46, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Deep Diviner", + "subclassSource": "JBoE", + "level": 6, + "entries": [ + "{@i 6th-level Deep Diviner feature}", + "You learn to harness the energy of earth nodes-small outcroppings of magical stone buried just beneath the surface that only those deeply attuned to the earth can sense. As a bonus action, you can summon an earth node at an unoccupied space on the ground you can see within 30 feet of you. You and friendly creatures gain a +1 bonus to AC, attack rolls, ability checks, and saving throws while within 10 feet of an earth node summoned in this way.", + "A summoned earth node occupies a 5 foot cube space, has an AC of 20, and has hit points equal to twice your sorcerer level. It crumbles to rubble after 1 minute or when it is reduced to 0 hit points, and the space it occupied becomes difficult terrain for 1 minute.", + "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": "Elemental Transformation", "source": "JBoE", - "className": "Cleric (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Twilight Domain", - "source": "TCE", - "shortName": "Twilight", - "className": "Cleric", - "classSource": "PHB" - } + "page": 47, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Deep Diviner", + "subclassSource": "JBoE", + "level": 14, + "entries": [ + "{@i 14th-level Deep Diviner feature}", + "Your connection to the earth has begun to alter your body in a number of ways:", + { + "type": "list", + "items": [ + "You gain a burrowing speed equal to your walking speed.", + "You gain the Earth Glide feature: You can burrow through nonmagical, unworked earth and stone. While doing so, you doesn't disturb the material you move through.", + "You gain {@sense tremorsense|MM} with a range of 60 feet.", + "You gain an additional 30 hit points." + ] + } + ] }, { + "name": "Improved Nodes", "source": "JBoE", - "className": "Cleric (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Blood Domain", - "source": "TDCSR", - "shortName": "Blood", - "className": "Cleric", - "classSource": "PHB" - } + "page": 47, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Deep Diviner", + "subclassSource": "JBoE", + "level": 18, + "entries": [ + "{@i 18th-level Deep Diviner feature}", + "Your mastery of your earth nodes increases. You can now immediately summon an earth node whenever you cast a spell of 5th level or higher and you can use a bonus action to move a summoned earth node up to 30 feet along the ground. You can move an earth node through other creatures' spaces without treating those spaces as difficult terrain, but you can't end an earth node's movement in another creature's space. If you move an earth node into a space occupied by a hostile creature, that creature must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes {@damage 4d6} bludgeoning damage and is knocked {@condition prone}." + ] }, { + "name": "Arachnid Climbing", "source": "JBoE", - "className": "Cleric (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Moon Domain", - "source": "TDCSR", - "shortName": "Moon", - "className": "Cleric", - "classSource": "PHB" - } + "page": 48, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Lolth's Blessed", + "subclassSource": "JBoE", + "level": 1, + "entries": [ + "{@i 1st-level Lolth's Blessed feature}", + "Lolth has granted your bloodline with remarkable spider-like abilities. You have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free." + ] }, { + "name": "Lolth's Blessed", "source": "JBoE", - "className": "Cleric (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Balance Domain", - "source": "JBoE", - "shortName": "Balance", - "className": "Cleric", - "classSource": "PHB" - } + "page": 47, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Lolth's Blessed", + "subclassSource": "JBoE", + "level": 1, + "entries": [ + { + "type": "quote", + "entries": [ + "She who can destroy a thing has real control of it." + ], + "by": "Jarlaxle" + }, + "Bloodlines blessed with the power of the Spider Queen use their powerful magical gift to strive in Underdark societies as fearsome devote spellcasters chosen by the goddess herself. This raw supernatural privilege makes this caster Lolth's living image in the material plane. Climbing walls, awakening multiple eyes, and moving as fast as a spider is just to name a few of the bizarre, yet magnificent things these individuals can do.", + { + "type": "refSubclassFeature", + "subclassFeature": "Lolth's Blessed Magic|Sorcerer||Lolth's Blessed|JBoE|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Arachnid Climbing|Sorcerer||Lolth's Blessed|JBoE|1" + } + ] }, { + "name": "Lolth's Blessed Magic", "source": "JBoE", - "className": "Cleric (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Eilistraee Domain", - "source": "JBoE", - "shortName": "Eilistraee", - "className": "Cleric", - "classSource": "PHB" - } + "page": 48, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Lolth's Blessed", + "subclassSource": "JBoE", + "level": 1, + "entries": [ + "{@i 1st-level Lolth's Blessed feature}", + "You learn additional spells when you reach certain levels in this class, as shown on the Lolth's Blessed Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. These spells can't be replaced when you gain a level in this class.", + { + "type": "table", + "caption": "Lolth's Blessed Spells", + "colLabels": [ + "Sorcerer Level", + "Spells" + ], + "colStyles": [ + "col-4 text-center", + "col-8" + ], + "rows": [ + [ + "1st", + "{@spell bane}, {@spell command}" + ], + [ + "3rd", + "{@spell silence}, {@spell web}" + ], + [ + "5th", + "{@spell animate dead}, {@spell hypnotic pattern}" + ], + [ + "7th", + "{@spell banishment}, {@spell polymorph}" + ], + [ + "9th", + "{@spell cloudkill}, {@spell hold monster}" + ] + ] + } + ] }, { + "name": "Web Slinger", "source": "JBoE", - "className": "Cleric (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Lolth Domain", - "source": "JBoE", - "shortName": "Lolth", - "className": "Cleric", - "classSource": "PHB" - } + "page": 48, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Lolth's Blessed", + "subclassSource": "JBoE", + "level": 6, + "entries": [ + "{@i 6th-level Lolth's Blessed feature}", + "As an action, you can sling a mass of sticky webbing toward a creature or object you can see within 60 feet of you. If you target a creature, that creature must make a Dexterity saving throw against your spell save DC. On a failure, the creature is {@condition restrained} until the end of your next turn. If you target an object, you can create a rope-like strand of spider silk between yourself and the object. The strand of spider silk can only pass through unoccupied spaces. As a bonus action, you can pull an object that weighs less than 30 pounds toward you. You can catch the object or allow it to land in an unoccupied space within 5 feet of you. If you try to pull an object that is being held by a creature, the creature must make a Strength saving throw against your spell save DC, losing its grip of the object on a failure.", + "In addition, if the object you target is a solid surface such as a wall or ceiling, you can use your movement to pull yourself toward that surface or swing from it." + ] }, { + "name": "Spider's Sense", "source": "JBoE", - "className": "Cleric (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Portal Domain", - "source": "JBoE", - "shortName": "Portal", - "className": "Cleric", - "classSource": "PHB" - } + "page": 48, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Lolth's Blessed", + "subclassSource": "JBoE", + "level": 14, + "entries": [ + "{@i 14th-level Lolth's Blessed feature}", + "You gain {@sense blindsight} and {@sense tremorsense|MM} out to a range of 30 feet.", + "In addition, when you on a ceiling directly above a hostile creature, you have advantage on attack rolls against that creature and that creature has disadvantage on attack rolls against you." + ] }, { + "name": "Lolth's Blessing", "source": "JBoE", - "className": "Cleric (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Watery Death Domain", - "source": "JBoE", - "shortName": "Watery Death", - "className": "Cleric", - "classSource": "PHB" - } + "page": 48, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Lolth's Blessed", + "subclassSource": "JBoE", + "level": 18, + "entries": [ + "{@i 18th-level Lolth's Blessed feature}", + "When you deal damage to a creature, you can spend 3 sorcery points to force that creature to make a Constitution saving throw against your spell save DC. On a failed save, the creature is {@condition paralyzed} until the end of your next turn. A creature that is currently {@condition restrained} from one of your spells or features has disadvantage on their saving throw against this feature." + ] }, { - "name": "Balance Domain", - "shortName": "Balance", + "name": "Dark Maiden", "source": "JBoE", - "className": "Cleric", + "page": 50, + "className": "Warlock", "classSource": "PHB", - "page": 18, - "additionalSpells": [ + "subclassShortName": "Dark Maiden", + "subclassSource": "JBoE", + "level": 1, + "entries": [ { - "prepared": { - "1": [ - "command", - "sanctuary" - ], - "3": [ - "clarity of mind|JBoE", - "hold person" - ], - "5": [ - "glyph of warding", - "hypnotic pattern" - ], - "7": [ - "charm monster|xge", - "mordenkainen's private sanctum" - ], - "9": [ - "antilife shell", - "modify memory" - ] - } + "type": "quote", + "entries": [ + "What senses do we lack that the poet can revel in? What muse is all around us?" + ], + "by": "Jarlaxle" + }, + "You have made a pact with Eilistraee \u2013 the Dark Maiden \u2013 the protective goddess of the emancipated. Though the power you receive is similar to that of other warlocks, the aims and personality of your patron are less inscrutable. You are aware that the Dark Maiden is deeply committed to freeing her people from Lolth's corruption, and helping them to be redeemed in the eyes of other races, particularly their elven brothers and sisters.", + "Eilistraee has a particular fondness for the arts, and it is in this vein that her warlocks typically flourish. Masters of illusion and performance, they are exceptional purveyors of her message of hope and goodwill, often serving as diplomats or, at the very least, performers whose works are designed to counter the unfavorable opinions that many races have towards the Drow.", + { + "type": "refSubclassFeature", + "subclassFeature": "Expanded Spell List|Warlock||Dark Maiden|JBoE|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Muse of the Maiden|Warlock||Dark Maiden|JBoE|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Poet's Charm|Warlock||Dark Maiden|JBoE|1" } - ], - "subclassFeatures": [ - "Balance Domain|Cleric||Balance|JBoE|1", - "Channel Divinity: Wisdom's Ward|Cleric||Balance|JBoE|2", - "Balancing Aura|Cleric||Balance|JBoE|6", - "Potent Spellcasting|Cleric||Balance|JBoE|8", - "Blessed Strikes|Cleric||Peace|TCE|8|TCE", - "Balanced Harm|Cleric||Balance|JBoE|17" ] }, { - "name": "Eilistraee Domain", - "shortName": "Eilistraee", + "name": "Expanded Spell List", "source": "JBoE", - "className": "Cleric", + "page": 51, + "className": "Warlock", "classSource": "PHB", - "page": 19, - "additionalSpells": [ + "subclassShortName": "Dark Maiden", + "subclassSource": "JBoE", + "level": 1, + "entries": [ + "{@i 1st-level Dark Maiden feature}", + "The Dark Maiden lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", { - "prepared": { - "1": [ - "magic missile", - "stone tell|JBoE" + "type": "table", + "caption": "Dark Maiden Expanded Spells", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-4 text-center", + "col-8 text-left" + ], + "rows": [ + [ + "1st", + "{@spell dissonant whispers}, {@spell guiding bolt}" ], - "3": [ - "pass without trace", - "spider climb" + [ + "2nd", + "{@spell calm emotions}, {@spell moonbeam}" ], - "5": [ - "hypnotic pattern", - "thunder step|xge" + [ + "3rd", + "{@spell counterspell}, {@spell phantom steed}" ], - "7": [ - "dimension door", - "otiluke's resilient sphere" + [ + "4th", + "{@spell phantasmal killer}, {@spell confusion}" ], - "9": [ - "circle of power", - "commune" + [ + "5th", + "{@spell mislead}, {@spell seeming}" ] - } + ] } - ], - "subclassFeatures": [ - "Eilistraee Domain|Cleric||Eilistraee|JBoE|1", - "Channel Divinity: Shelter of Shadows|Cleric||Eilistraee|JBoE|2", - "Dancing Sword|Cleric||Eilistraee|JBoE|6", - "Divine Strike|Cleric||Eilistraee|JBoE|8", - "Blessed Strikes|Cleric||Twilight|TCE|8|TCE", - "Dancer's Disapperance|Cleric||Eilistraee|JBoE|17" ] }, { - "name": "Lolth Domain", - "shortName": "Lolth", + "name": "Muse of the Maiden", "source": "JBoE", - "className": "Cleric", + "page": 51, + "className": "Warlock", "classSource": "PHB", - "page": 21, - "additionalSpells": [ - { - "prepared": { - "1": [ - "command", - "magic missile" - ], - "3": [ - "crown of madness", - "web" - ], - "5": [ - "conjure animals", - "fear" - ], - "7": [ - "freedom of movement", - "summon shadowspawn|tce" - ], - "9": [ - "cloud kill", - "mass cure wounds" - ] - } - } - ], - "subclassFeatures": [ - "Lolth Domain|Cleric||Lolth|JBoE|1", - "Channel Divinity: Divine Judgement|Cleric||Lolth|JBoE|2", - "Lolth's Favor|Cleric||Lolth|JBoE|6", - "Potent Spellcasting|Cleric||Lolth|JBoE|8", - "Blessed Strikes|Cleric||Peace|TCE|8|TCE", - "Aspect of Lolth|Cleric||Lolth|JBoE|17" + "subclassShortName": "Dark Maiden", + "subclassSource": "JBoE", + "level": 1, + "entries": [ + "{@i 1st-level Dark Maiden feature}", + "You gain proficiency in the {@skill Performance} skill and with one musical instrument of your choice. You may also use this instrument as a spellcasting focus.", + "When you reach 3rd level in this class, you learn the {@spell suggestion} spell. This spell does not count against the number of spells you know. If you succeed on a {@skill Performance} check using the instrument you gained proficiency with through this feature, you can spend at least 1 minute playing the instrument and then cast the suggestion spell without using a spell slot or any components. You can target a number of creatures with this spell equal to half your proficiency bonus (rounded down)." + ] + }, + { + "name": "Poet's Charm", + "source": "JBoE", + "page": 51, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Dark Maiden", + "subclassSource": "JBoE", + "level": 1, + "entries": [ + "{@i 1st-level Dark Maiden feature}", + "Whenever you make a Charisma ({@skill Deception}), Charisma ({@skill Performance}) or Charisma ({@skill Persuasion}) check, you can roll a {@dice d4} and add the result to your check.", + "In addition, when you roll for initiative, you can target one hostile creature within 120 feet of you that you can see and attempt to delay it from acting. Roll a Charisma ({@skill Deception}) or Charisma ({@skill Persuasion}) check contested by the target's Wisdom ({@skill Insight}) check. If you succeed, that creature's position in the initiative order is reduced by the number you rolled on the additional {@dice d4} gained from this feature. For example, if you rolled a 2 on the {@dice d4}, the targeted creature's initiative would change so that the next two creatures that were behind it in the initiative order would now be in front of it." + ] + }, + { + "name": "Myriad Musician", + "source": "JBoE", + "page": 51, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Dark Maiden", + "subclassSource": "JBoE", + "level": 6, + "entries": [ + "{@i 6th-level Dark Maiden feature}", + "When you take damage, you can use your reaction to immediately cast mirror image on yourself without expending a spell slot.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Disabling Dirge", + "source": "JBoE", + "page": 51, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Dark Maiden", + "subclassSource": "JBoE", + "level": 10, + "entries": [ + "{@i 10th-level Dark Maiden feature}", + "You learn to enthrall enemy creatures to keep them at bay for some time. As an action, you can play an entrancing melody on the instrument you gained proficiency with through your Muse of the Maiden feature and attempt to charm one creature you can see within 60 feet of you. The creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is {@condition incapacitated} and takes {@damage 1d10} psychic damage at the start of each of its turns. The creature can repeat this saving throw at the end of each of its turns, ending the effect on a successful save.", + "Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Refrain of Retribution", + "source": "JBoE", + "page": 51, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Dark Maiden", + "subclassSource": "JBoE", + "level": 14, + "entries": [ + "{@i 14th-level Dark Maiden feature}", + "As an action, you can conjure a mystical ward, which grants you and one other friendly creature you can see within 60 feet of you a number of temporary hit points equal to your warlock level. While a creature has these temporary hit points, that creature can use its reaction when hit by an attack to deal psychic damage to the attacker equal to the number of temporary hit points lost. If the attacking creature was previously effected by either your Poet's Charm or Disabling Dirge features, it takes psychic damage equal to twice the number of temporary hit points lost.", + "After you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of 5th level or higher to use it again." ] }, { - "name": "Portal Domain", - "shortName": "Portal", + "name": "Expanded Spell List", "source": "JBoE", - "className": "Cleric", + "page": 53, + "className": "Warlock", "classSource": "PHB", - "page": 23, - "additionalSpells": [ + "subclassShortName": "Spider Queen", + "subclassSource": "JBoE", + "level": 1, + "entries": [ + "{@i 1st-level Spider Queen feature}", + "The Spider Queen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", { - "prepared": { - "1": [ - "chaos bolt|xge", - "protection from evil and good" + "type": "table", + "caption": "Spider Queen Spells", + "colLabels": [ + "Warlock Level", + "Spells" + ], + "colStyles": [ + "col-4 text-center", + "col-8 text-left" + ], + "rows": [ + [ + "1st", + "{@spell false life}, {@spell ray of sickness}" ], - "3": [ - "misty step", - "portal view|JBoE" + [ + "3rd", + "{@spell invisibility}, {@spell melf's acid arrow}" ], - "5": [ - "dispel magic", - "thunder step|xge" + [ + "5th", + "{@spell fear}, {@spell stinking cloud}" ], - "7": [ - "dimension door", - "portal barricade|JBoE" + [ + "7th", + "{@spell freedom of movement}, {@spell vitrioic sphere|xge}" ], - "9": [ - "banishing smite", - "far step|xge" + [ + "9th", + "{@spell cloudkill}, {@spell mislead}" ] - } + ] } - ], - "subclassFeatures": [ - "Portal Domain|Cleric||Portal|JBoE|1", - "Channel Divinity: Fall Forward|Cleric||Portal|JBoE|2", - "Sense the Unnatural|Cleric||Portal|JBoE|6", - "Potent Spellcasting|Cleric||Portal|JBoE|8", - "Blessed Strikes|Cleric||Peace|TCE|8|TCE", - "Shift to Safety|Cleric||Portal|JBoE|17" ] }, { - "name": "Watery Death Domain", - "shortName": "Watery Death", + "name": "Spider Queen", "source": "JBoE", - "className": "Cleric", + "page": 52, + "className": "Warlock", "classSource": "PHB", - "page": 25, - "additionalSpells": [ + "subclassShortName": "Spider Queen", + "subclassSource": "JBoE", + "level": 1, + "entries": [ { - "prepared": { - "1": [ - "create or destroy water", - "entangle" - ], - "3": [ - "mirror image", - "misty step" - ], - "5": [ - "life from death|JBoE", - "wall of water" - ], - "7": [ - "control water", - "rushing waters|JBoE" - ], - "9": [ - "dehydrate|JBoE", - "maelstorm|xge" - ] - } + "type": "quote", + "entries": [ + "Truth always suffers from too many truth-sayers." + ], + "by": "Jarlaxle" + }, + "Those not blessed with Lolth's power by birth or faith, can be bound to her by luck. You have made a pact with the Spider Queen in exchange for power. She seeks to avert all who dare defy her divine command, and you are no more than a vessel for others to see the power or her nature.", + { + "type": "refSubclassFeature", + "subclassFeature": "Expanded Spell List|Warlock||Spider Queen|JBoE|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Spider Venom Pact|Warlock||Spider Queen|JBoE|1" } - ], - "subclassFeatures": [ - "Watery Death Domain|Cleric||Watery Death|JBoE|1", - "Channel Divinity: Engulf|Cleric||Watery Death|JBoE|2", - "Watery Double|Cleric||Watery Death|JBoE|6", - "Potent Spellcasting|Cleric||Watery Death|JBoE|8", - "Blessed Strikes|Cleric||Peace|TCE|8|TCE", - "Watery Aura|Cleric||Watery Death|JBoE|17" ] }, { + "name": "Spider Venom Pact", "source": "JBoE", - "className": "Druid (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Circle of the Land", - "source": "PHB", - "shortName": "Land", - "className": "Druid", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Druid (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Circle of the Moon", - "source": "PHB", - "shortName": "Moon", - "className": "Druid", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Druid (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Circle of Dreams", - "source": "XGE", - "shortName": "Dreams", - "className": "Druid", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Druid (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Circle of the Shepherd", - "source": "XGE", - "shortName": "Shepherd", - "className": "Druid", - "classSource": "PHB" - } + "page": 53, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Spider Queen", + "subclassSource": "JBoE", + "level": 1, + "entries": [ + "{@i 1st-level Spider Queen feature}", + "You gain proficiency with medium armor, shields, and martial weapons.", + "Once on your turn, when you deal damage with a weapon attack, you can deal additional acid or poison damage (your choice) to the target equal to your warlock level." + ] }, { + "name": "Potent Poison", "source": "JBoE", - "className": "Druid (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Circle of Spores", - "source": "TCE", - "shortName": "Spores", - "className": "Druid", - "classSource": "PHB" - } + "page": 53, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Spider Queen", + "subclassSource": "JBoE", + "level": 6, + "entries": [ + "{@i 6th-level Spider Queen feature}", + "The Spider Queen blesses your poison damage with greater potency. If you deal poison damage to a creature that is immune to poison, it is treated as being resistant to poison. If you deal poison damage to a creature that is resistant to poison, that resistance is ignored. If you deal poison damage to a creature that is neither immune or resistant to poison, it is treated as being vulnerable to poison.", + "In addition, you become resistant to poison damage and immune to the {@condition poisoned} condition." + ] }, { + "name": "Lolth's Whispers", "source": "JBoE", - "className": "Druid (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Circle of Stars", - "source": "TCE", - "shortName": "Stars", - "className": "Druid", - "classSource": "PHB" - } + "page": 53, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Spider Queen", + "subclassSource": "JBoE", + "level": 10, + "entries": [ + "{@i 10th-level Spider Queen feature}", + "You gain advantage on Charisma ({@skill Intimidation}) checks as the disturbing whispers of the Spider Queen invade the minds of those you wish to intimidate.", + "Additionally, as a bonus action, you can force one creature you can see within 60 feet of you to make a Wisdom saving throw against your spell save DC or become {@condition frightened} of you until the end of your next turn.", + "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. Uses of this feature are only expended when a creature fails its saving throw." + ] }, { + "name": "Arachnid Appendages", "source": "JBoE", - "className": "Druid (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Circle of Wildfire", - "source": "TCE", - "shortName": "Wildfire", - "className": "Druid", - "classSource": "PHB" - } + "page": 53, + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Spider Queen", + "subclassSource": "JBoE", + "level": 14, + "entries": [ + "{@i 14th-level Spider Queen feature}", + "As an action, you can cause four spider legs to grow out of your back, which return to your back after 1 minute. These spider legs are natural weapons with a reach of 10 feet and the Finesse property.", + "As a bonus action, you can make a melee weapon attack with each of these spider legs, but no more than two legs can attack the same target on a turn. On a hit, a spider leg deals {@damage 1d4} piercing damage and {@damage 1d6} poison damage. You don't add your ability modifier to the damage of these attacks, unless that modifier is negative.", + "Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th level spell slot to use it again." + ] }, { - "source": "JBoE", - "className": "Druid (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Circle of the Blighted", - "source": "TDCSR", - "shortName": "Blighted", - "className": "Druid", - "classSource": "PHB" - } + "name": "Radiate Faerzress", + "source": "JBoE", + "page": 56, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Demesne", + "subclassSource": "JBoE", + "level": 2, + "entries": [ + "{@i 2nd-level School of Demesne feature}", + "As a bonus action, you can conjure a patch of faerzress on the ground under your feet and out to a radius of feet equal to 5 times your proficiency bonus for 10 minutes, creating dim light in that area. While standing in this area, you gain the following benefits:", + { + "type": "list", + "items": [ + "Once on your turn, when you deal damage with a spell, you can deal extra force damage to one target equal to {@dice 1d6} + your proficiency bonus.", + "You gain a +1 bonus to AC.", + "You gain a +1 bonus to all attack rolls, skill checks, and saving throws." + ] + }, + "You can use this feature a number of times equal to your proficiency modifier, and you regain all expended uses when you finish a long rest." + ] }, { + "name": "School of Demesne", "source": "JBoE", - "className": "Druid (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Circle of the Dredge", - "source": "JBoE", - "shortName": "Dredge", - "className": "Druid", - "classSource": "PHB" - } + "page": 55, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Demesne", + "subclassSource": "JBoE", + "level": 2, + "entries": [ + { + "type": "quote", + "entries": [ + "Magic surrenders itself." + ], + "by": "Jarlaxle" + }, + "Wizards who choose this Arcane Tradition harness the mysterious magical energy which suffuses the Underdark named {@i {@variantrule Faerzress|JBoE}} by the Drow. The word faerzress is composed of {@b {@i faer}} (magic) and {@b {@i Z'ress}} (to hold dominance or to remain in force), which together mean magic that remained.", + "Little is known of this unusual arcane magic , even by the very wizards who strive to master its power. Some legends state that it is an ancient form of elven magic dating to when the Drow were first exiled from the surface world. Others claim it dates from even earlier and is a byproduct of the magic used in the very creation of the Underdark. With strange origins, {@i {@variantrule faerzress|JBoE}} operates in a markedly different fashion to other magic of the weave. It radiates out of the earth, creating dim oases of light in the subterranean caverns and serving as a source of nutrients for the diverse fauna of the Underdark.", + "Wizards come into contact with this ancient form of magic in a variety of ways. The udadrow survey where {@i {@variantrule faerzress|JBoE}} is most abundant to build their cities upon it, since harnessing this magic is a fundamental aspect of udadrow spellcasting. Surface-dwelling wizards may discover this ancient form of magic in a dusty tome and decide to venture below to investigate further. Other wizards naively traveling through the Underdark find that after a night's rest near a patch of {@i {@variantrule faerzress|JBoE}} they become inextricably obsessed with mastering this powerful and possessive energy. This effect is often accompanied by a strange glow from the eyes and quiet, ominous muttering.", + "Time spent studying {@i {@variantrule faerzress|JBoE}} grants a wizard great insight into the inner workings of the weave. As members of the School of Demesne come into increasingly closer contact with this ancient fundamental force, this knowledge comes with a price. In Blingdenstone there is a well-known saying: \"Wherever {@i {@variantrule faerzress|JBoE}} lurks, chaos and madness follow close behind.\"", + { + "type": "refSubclassFeature", + "subclassFeature": "Radiate Faerzress|Wizard||Demesne|JBoE|2" + } + ] }, { + "name": "Bed of Faerzress", "source": "JBoE", - "className": "Druid (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Circle of the Moonlit Song", - "source": "JBoE", - "shortName": "Moonlit Song", - "className": "Druid", - "classSource": "PHB" - } + "page": 56, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Demesne", + "subclassSource": "JBoE", + "level": 6, + "entries": [ + "{@i 6th-level School of Demesne feature}", + "When you begin a long rest, you can spend 10 minutes to expend one use of your Radiate Faerzress feature, which gains additional benefits when used in this way. The patch of faerzress you conjure in this way lasts for the duration of your long rest. You can select a school of magic when you use this feature, and gain the following benefits:", + { + "type": "list", + "items": [ + "When you copy a spell from that school of magic into your spellbook, it requires half the time and gold cost.", + "When you copy a spell from that school of magic off of a spell scroll into your spellbook, the spell scroll is not destroyed.", + "If your spellbook is lost or destroyed, you can take 4 hours during the long rest to create a new spellbook containing all of your learned spells.", + { + "type": "entries", + "entries": [ + "You can choose one spell in your spellbook from that school of magic of 2nd level or lower.", + "The next time you cast that spell at its lowest level within 24 hours, it does not expend a spell slot. When you reach 10th level in this class, you can select a spell of 3rd level or lower." + ] + } + ] + } + ] }, { - "name": "Circle of the Dredge", - "shortName": "Dredge", + "name": "Spell Dampening", "source": "JBoE", - "className": "Druid", + "page": 56, + "className": "Wizard", "classSource": "PHB", - "page": 28, - "subclassFeatures": [ - "Circle of the Dredge|Druid||Dredge|JBoE|2", - "Apocryphal Shape|Druid||Dredge|JBoE|6", - "Ooze Master|Druid||Dredge|JBoE|10", - "Acid Absorption|Druid||Dredge|JBoE|14" + "subclassShortName": "Demesne", + "subclassSource": "JBoE", + "level": 10, + "entries": [ + "{@i 10th-level School of Demesne feature}", + "You are permanently under the effects of the {@spell nondetection} spell.", + "You have advantage against spells and other magical effects that are cast or produced by a creature or object within the radius of a patch of faezress created by your Radiate Faezress feature.", + "When you succeed on a saving throw against a spell that was cast by another creature at you alone, you can use your reaction to force that creature to roll a Constitution saving throw against your spell save DC. On a failed save, the creature takes force damage equal to your wizard level." ] }, { - "name": "Circle of the Moonlit Song", - "shortName": "Moonlit Song", + "name": "Faerzress Instability", "source": "JBoE", - "className": "Druid", + "page": 57, + "className": "Wizard", "classSource": "PHB", - "page": 29, - "subclassFeatures": [ - "Circle of the Moonlit Song|Druid||Moonlit Song|JBoE|2", - "Moon Maiden's Song|Druid||Moonlit Song|JBoE|6", - "Defend the Hearth|Druid||Moonlit Song|JBoE|10", - "Reactionary Transformation|Druid||Moonlit Song|JBoE|14" + "subclassShortName": "Demesne", + "subclassSource": "JBoE", + "level": 14, + "entries": [ + "{@i 14th-level School of Demesne feature}", + "The influence of your constant exposure to faerzress energy has begun to effect you in strange an unpredictable ways. Whenever you cast a spell using a spell slot of 5th level or lower on your turn, and the first time you take damage from a hostile creature before your next turn, roll on the Demesne Surge table below.", + { + "type": "table", + "caption": "Demesne Surge", + "colLabels": [ + "{@dice d20}", + "Effect" + ], + "colStyles": [ + "col-4 text-center", + "col-8 text-left" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + } + }, + "Each creature, including yourself, within 30 feet of you that isn't behind total cover must make a Dexterity saving throw against your spell save DC or take damage equal to your wizard level." + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + } + }, + "The target of the next spell you cast before the end of your next turn will be determined randomly by the DM after you choose what to cast." + ], + [ + { + "type": "cell", + "roll": { + "exact": 3 + } + }, + "A burst of faerzress energy blinds you until the end of your next turn." + ], + [ + { + "type": "cell", + "roll": { + "exact": 4 + } + }, + "On your next turn, you can't cast any spells that require a spell slot." + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + } + }, + "You must spend all of your movement on your next turn moving as far away from all other creatures as possible." + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + } + }, + "You suddenly feel extremely itchy and must immediately make a Constitution saving throw to maintain your {@status concentration} if you are {@status concentration||concentrating} on a spell." + ], + [ + { + "type": "cell", + "roll": { + "exact": 7 + } + }, + "You become intensely paranoid until the end of your next turn and can't take any actions that would directly aid an ally." + ], + [ + { + "type": "cell", + "roll": { + "exact": 8 + } + }, + "You lose your balance and fall {@condition prone}." + ], + [ + { + "type": "cell", + "roll": { + "exact": 9 + } + }, + "You accidentally drop your spellbook." + ], + [ + { + "type": "cell", + "roll": { + "exact": 10 + } + }, + "You sneeze loudly." + ], + [ + { + "type": "cell", + "roll": { + "exact": 11 + } + }, + "Your fingers tingle." + ], + [ + { + "type": "cell", + "roll": { + "exact": 12 + } + }, + "You speed is increased by 10 feet on your next turn." + ], + [ + { + "type": "cell", + "roll": { + "exact": 13 + } + }, + "You gain advantage on your next attack roll until the end of your next turn." + ], + [ + { + "type": "cell", + "roll": { + "exact": 14 + } + }, + "You gain advantage on the next saving throw you make until the end of your next turn." + ], + [ + { + "type": "cell", + "roll": { + "exact": 15 + } + }, + "You force one creature you target with a spell that requires a saving throw before the end of your next turn to make their saving throw with disadvantage." + ], + [ + { + "type": "cell", + "roll": { + "exact": 16 + } + }, + "You instantly cast the misty step spell without expending a spell slot or using your bonus action." + ], + [ + { + "type": "cell", + "roll": { + "exact": 17 + } + }, + "You instantly regain hit points equal to half your wizard level (rounded down)." + ], + [ + { + "type": "cell", + "roll": { + "exact": 18 + } + }, + "You instantly cast the shield spell without expending a spell slot or using your reaction." + ], + [ + { + "type": "cell", + "roll": { + "exact": 19 + } + }, + "Double the amount of damage you deal to one target with the next damaging spell you cast before the end of your next turn." + ], + [ + { + "type": "cell", + "roll": { + "exact": 20 + } + }, + "Each creature of your choice within 30 feet of you that isn't behind total cover must make a Dexterity saving throw against your spell save DC or take damage equal to your wizard level. If the creature is on a patch of faerzress created by your Radiate Faerzress feature, it takes damage equal to twice your wizard level." + ] + ] + } ] }, { + "name": "Drowcrafter", "source": "JBoE", - "className": "Fighter (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Battle Master", - "source": "PHB", - "shortName": "Battle Master", - "className": "Fighter", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Fighter (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Champion", - "source": "PHB", - "shortName": "Champion", - "className": "Fighter", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Fighter (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Eldritch Knight", - "source": "PHB", - "shortName": "Eldritch Knight", - "className": "Fighter", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Fighter (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Purple Dragon Knight (Banneret)", - "source": "SCAG", - "shortName": "Purple Dragon Knight (Banneret)", - "className": "Fighter", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Fighter (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Arcane Archer", - "source": "XGE", - "shortName": "Arcane Archer", - "className": "Fighter", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Fighter (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Cavalier", - "source": "XGE", - "shortName": "Cavalier", - "className": "Fighter", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Fighter (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Samurai", - "source": "XGE", - "shortName": "Samurai", - "className": "Fighter", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Fighter (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Echo Knight", - "source": "EGW", - "shortName": "Echo Knight", - "className": "Fighter", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Fighter (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Psi Warrior", - "source": "TCE", - "shortName": "Psi Warrior", - "className": "Fighter", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Fighter (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Rune Knight", - "source": "TCE", - "shortName": "Rune Knight", - "className": "Fighter", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Fighter (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Gladiator Slave", - "source": "JBoE", - "shortName": "Gladiator Slave", - "className": "Fighter", - "classSource": "PHB" - } - }, - { - "name": "Gladiator Slave", - "shortName": "Gladiator Slave", - "source": "JBoE", - "className": "Fighter", - "classSource": "PHB", - "page": 31, - "subclassFeatures": [ - "Gladiator Slave|Fighter||Gladiator Slave|JBoE|3", - "Runaway|Fighter||Gladiator Slave|JBoE|7", - "Additional Fighting Style|Fighter||Gladiator Slave|JBoE|10", - "Steel Yourself|Fighter||Gladiator Slave|JBoE|15", - "Killing Blow|Fighter||Gladiator Slave|JBoE|18" + "page": 8, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Drowcrafter", + "subclassSource": "JBoE", + "level": 3, + "entries": [ + { + "type": "quote", + "entries": [ + "We would still be hitting each other with sticks in the dark if it wasn't for drowcrafters." + ], + "by": "Jarlaxle" + }, + "Works of Drow craftsmanship and manufacture are infamous throughout the Underdark. Terrible tales of evil Dark-Elf creations extends to the surface world. Since their expulsion from the surface many ages ago drow artisanship has been instrumental in cementing their dominance over the other races of the Underdark.", + "Drowcraft typically combines the use of adamantine or spider silk with the magical properties of {@i {@variantrule faerzress|JBoE}} which is found frequently in Earth Nodes (described in chapter 3) deep in the world below. Drowcraft has similarities with other elven craft, sharing a similar lightness and grace in construction. Where the craft of the elves of the surface and the Drow diverge is in the Drowcrafter's use of fearsome dark energies, poisons, and chiefly with their race's obsession with causing as much pain as possible to its enemies-all in the name of Lolth the Spider Goddess.", + "To ensure that a noble house remains dominant, they go to great lengths to hide their skills and knowledge from other houses within their own city. As such, non-drow rarely come across these fell objects until they are on the piercing end of a {@condition poisoned} adamantine short sword or shackled in magically restrictive chains. Some attentive prisoners however, aided by a great deal of courage and insight manage to learn these dark crafts from their masters before escaping. Often, they use this knowledge as a means of getting revenge on their cruel captors.", + { + "type": "refSubclassFeature", + "subclassFeature": "Shackles of Lolth|Artificer|TCE|Drowcrafter|JBoE|3" + } ] }, { + "name": "Shackles of Lolth", "source": "JBoE", - "className": "Monk (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Way of Shadow", - "source": "PHB", - "shortName": "Shadow", - "className": "Monk", - "classSource": "PHB" - } + "page": 8, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Drowcrafter", + "subclassSource": "JBoE", + "level": 3, + "entries": [ + "{@i 3rd-level Drowcrafter feature}", + "Your study of Drowcraft has taught you to create one of the most fearsome symbols of Drow power: the {@i Shackles of Lolth}.", + "These magical shackles are forged from adamantine, baked for a season in an earth node or in a patch of {@i {@variantrule faerzress|JBoE}} and are then traditionally blessed by a priestess of Lolth. The drow use these evil manacles as tools to enslave their opponents both physically and magically:", + { + "type": "list", + "items": [ + "You can use the shackles as a spellcasting focus for your artificer spells.", + "You learn the {@spell mending} cantrip.", + "As an action, you can can make a melee spell attack roll using the Shackles of Lolth against a creature within 5 feet of you. If the creature is {@condition grappled} or {@condition incapacitated}, you have advantage on the roll. On a hit, the creature becomes snared in the shackles and is {@condition restrained}. While the creature is {@condition restrained} in this way, you can cast the {@spell suggestion} spell on them at will. The creature is not under the {@condition restrained} condition while carrying out your commands. If you command the creature to harm themselves or another creature, the spell fails. If the creature takes damage or your attempt to command them fails, they can make a Wisdom saving throw against your spell save DC. On a successful save, the shackles are broken and return to you. As part of completing a long rest, you can cast the {@spell mending} spell on the shackles to use them again. A creature that has broken free of their shackles is magically marked for 24 hours. During that time, you have advantage on Wisdom ({@skill Survival}) checks to track them." + ] + } + ] }, { + "name": "Cleaving Fetters", "source": "JBoE", - "className": "Monk (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Way of the Four Elements", - "source": "PHB", - "shortName": "Four Elements", - "className": "Monk", - "classSource": "PHB" - } + "page": 8, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Drowcrafter", + "subclassSource": "JBoE", + "level": 5, + "entries": [ + "{@i 5th-level Drowcrafter feature}", + "When you make an attack with the Shackles of Lolth, you can choose to deal damage instead of attempting to restrain a creature. Make a spell attack roll against each creature of your choice within 5 feet of you. On a hit, the shackles deal magical bludgeoning damage equal to {@dice 1d8} plus your Intelligence modifier, and a struck creature must succeed on a Constitution saving throw or be knocked {@condition prone}." + ] }, { + "name": "Harness Faerzress", "source": "JBoE", - "className": "Monk (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Way of the Open Hand", - "source": "PHB", - "shortName": "Open Hand", - "className": "Monk", - "classSource": "PHB" - } + "page": 8, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Drowcrafter", + "subclassSource": "JBoE", + "level": 9, + "entries": [ + "{@i 9th-level Drowcrafter feature}", + "You have learned how to tap into the latent magical energy of faerzress, storing it for later use.", + "When you are standing in a patch of faerzress or near an earth node, you can use an action to drain some of the radiation from these sources into your spellcasting focus or one of your infused items that you have equipped. When you do so, you gain {@dice 1d4} charges of faerzress. Whenever you finish a long rest, you also gain one charge. The maximum number of charges you can hold is equal to your proficiency bonus.", + "As a bonus action, you can expend a charge of faerzress to create one of the following effects:", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Destruction", + "entries": [ + "For 1 minute, when you hit with a spell attack or weapon attack, the attack deals an extra {@damage 3d6} force damage to the target." + ] + }, + { + "type": "entries", + "name": "Warding", + "entries": [ + "For 1 minute, you gain a +2 bonus to your AC. Your hit point maximum and current hit points also increase by an amount equal to twice your artificer level for the duration." + ] + }, + { + "type": "entries", + "name": "Luck", + "entries": [ + "For 1 minute, you can use your reaction to reroll a failed ability check or saving throw." + ] + } + ] + }, + "Only one of these effects may be active at a time. If you expend another charge to use a different effect, the previous effect immediately ends." + ] }, { + "name": "Dark Artisan of the Spider Queen", "source": "JBoE", - "className": "Monk (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Way of the Long Death", - "source": "SCAG", - "shortName": "Long Death", - "className": "Monk", - "classSource": "PHB" - } + "page": 8, + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Drowcrafter", + "subclassSource": "JBoE", + "level": 15, + "entries": [ + "{@i 15th-level Drowcrafter feature}", + "Your devotion to Drowcraft has gained you the favor of the Spider Queen herself. You have become the chosen conduit to Lolth through your craftsmanship and magical equipment. You gain the following features:", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Web Walker", + "entries": [ + "You gain a climbing speed equal to your walking speed, and can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also do not suffer any movement penalty from moving in difficult terrain." + ] + }, + { + "type": "entries", + "name": "Poison Blood", + "entries": [ + "You are immune to the {@condition poisoned} condition. When you would take poison damage, you instead recover hit points equal to that amount." + ] + }, + { + "type": "entries", + "name": "Heightened Senses", + "entries": [ + "You have advantage on Wisdom ({@skill Perception}) checks, and can't be surprised. You also gain {@sense tremorsense|MM} out to a range of 60 feet." + ] + } + ] + } + ] + } + ], + "optionalfeature": [ + { + "name": "Death Weapon", + "source": "JBoE", + "page": 7, + "featureType": [ + "AI" + ], + "prerequisite": [ + { + "level": { + "level": 6, + "class": { + "name": "Artificer" + } + }, + "item": [ + "a simple or martial weapon (requires attunement)" + ] + } + ], + "entries": [ + "This magic weapon deals an extra {@damage 1d6} necrotic damage on a hit. A creature hit by this weapon must make a Constitution saving throw (DC 16) at the start of each of its turns. On a failed save, the creature takes {@damage 1d6} necrotic damage. On a successful save, the effect ends." + ] }, { + "name": "Excruciating Ring", "source": "JBoE", - "className": "Monk (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Way of the Drunken Master", - "source": "XGE", - "shortName": "Drunken Master", - "className": "Monk", - "classSource": "PHB" - } + "page": 6, + "featureType": [ + "AI" + ], + "prerequisite": [ + { + "item": [ + "a ring (requires attunement)" + ] + } + ], + "entries": [ + "The infused ring can release a shocking jolt against those who would touch or strike you. The ring has 5 charges. When hit by a melee attack or touched, the wearer can use its reaction to expend 1 of the ring's charges to release a burst of shocking energy toward the attacker. The target must make a Dexterity saving throw (DC 16), and has disadvantage on the save if they touched the wearer with an object containing metal. On a failed save, the target takes {@damage 1d8} lightning damage, its turn immediately ends, and it can't take reactions until the start of its next turn. The ring regains {@dice 1d4} expended charges daily at dawn.", + "The damage increases to {@dice 3d8} when you reach 10th level in this class." + ] }, { + "name": "House Insignia", "source": "JBoE", - "className": "Monk (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Way of the Kensei", - "source": "XGE", - "shortName": "Kensei", - "className": "Monk", - "classSource": "PHB" - } + "page": 7, + "featureType": [ + "AI" + ], + "prerequisite": [ + { + "item": [ + "a necklace (requires attunement)" + ] + } + ], + "entries": [ + "The wearer can use this amulet to cast the {@spell bless} spell. Once this amulet is used, it can't be used again until the wearer completes a long rest, unless a creature expends a 1st-level spell slot to recharge it." + ] }, { + "name": "Mask of the Matriarch", "source": "JBoE", - "className": "Monk (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Way of the Sun Soul", - "source": "XGE", - "shortName": "Sun Soul", - "className": "Monk", - "classSource": "PHB" - } + "page": 7, + "featureType": [ + "AI" + ], + "prerequisite": [ + { + "level": { + "level": 6, + "class": { + "name": "Artificer" + } + }, + "item": [ + "a mask (requires attunement)" + ] + } + ], + "entries": [ + "This mask can be infused in one of the following ways:", + { + "type": "list", + "items": [ + "Visage of Sympathy: The wearer gains advantage on Charisma ({@skill Persuasion}) checks. Once per day, the wearer can cast suggestion (DC 16).", + "Visage of Sincerity: The wearer gains advantage on Charisma ({@skill Deception}) checks, and other creatures have disadvantage on Wisdom ({@skill Insight}) checks against the wearer. The wearer is also immune to the zone of truth spell.", + "Visage of Antipathy: The wearer gains advantage on Charisma ({@skill Intimidation}) checks. Once per day, the wearer can force one creature within 30 feet to make a Wisdom saving throw (DC 16) or suffer the effects of the fear spell." + ] + } + ] }, { + "name": "Piwafwi", "source": "JBoE", - "className": "Monk (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Way of Mercy", - "source": "TCE", - "shortName": "Mercy", - "className": "Monk", - "classSource": "PHB" - } + "page": 7, + "featureType": [ + "AI" + ], + "prerequisite": [ + { + "level": { + "level": 6, + "class": { + "name": "Artificer" + } + }, + "item": [ + "a cloak (requires attunement)" + ] + } + ], + "entries": [ + "While wearing the cloak a creature can use an action to pull up the hood. Wearing the cloak with the hood up grants the following benefits: Wisdom ({@skill Perception}) checks made to see the creature have disadvantage. The creature has advantage on Dexterity ({@skill Stealth}) checks made to hide. The cloak that has the hood pulled up also grants resistance to fire when you reach 10th level in this class." + ] }, { + "name": "Trackless Boots", "source": "JBoE", - "className": "Monk (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Way of the Astral Self", - "source": "TCE", - "shortName": "Astral Self", - "className": "Monk", - "classSource": "PHB" - } + "page": 7, + "featureType": [ + "AI" + ], + "prerequisite": [ + { + "item": [ + "a pair of boots (requires attunement)" + ] + } + ], + "entries": [ + "While wearing these boots, a creature can use an action to cause themselves to levitate 1 foot off the ground for up to 1 hour. While levitating in this way, the creature is able to walk normally in the air, leaving no trace of their passage. Once used, the boots can't be used again until the next dawn." + ] + } + ], + "background": [ + { + "name": "Bounty Hunter", + "source": "JBoE", + "skillProficiencies": [ + { + "intimidation": true, + "perception": true + } + ], + "languageProficiencies": [ + { + "undercommon": true + } + ], + "toolProficiencies": [ + { + "vehicles (land)": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "dark common clothes" + }, + { + "special": "compass" + }, + { + "special": "incomplete bounty", + "quantity": 2 + }, + { + "special": "souvenir from your latest hunt" + }, + { + "special": "pouch", + "containsValue": 1500 + } + ] + } + ], + "entries": [ + "You have spent most of your life chasing down those who are running from the powers of the world. Whether hunting slaves in the Underdark, searching for escaped criminals, or taking out poachers, you hunt people the way others hunt animals. Others may see you as cold-hearted or even sadistic, but in truth, you are simply very, very good at what you do.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "{@skill Perception}, {@skill Intimidation}" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Land Vehicles" + }, + { + "type": "item", + "name": "Language", + "entry": "{@language Undercommon}" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A set of dark common clothes, a compass, two incomplete bounties, a souvenir from your latest hunt, and a pouch containing 15 gp." + } + ] + }, + { + "name": "Favored Target", + "type": "entries", + "entries": [ + "There are as many targets as there are hunters, and you have a particular fondness for one particular type of prey. Roll or choose a favored target from the Favored Target table below.", + { + "type": "table", + "caption": "Favored Targets", + "colLabels": [ + "{@dice d6}", + "Target" + ], + "colStyles": [ + "col-2 text-center", + "col-10 text-left" + ], + "rows": [ + [ + "1", + "Escaped Slave" + ], + [ + "2", + "Poacher" + ], + [ + "3", + "War Criminal" + ], + [ + "4", + "Parole Breaker" + ], + [ + "5", + "Expatriate" + ], + [ + "6", + "Pirate" + ] + ] + } + ] + }, + { + "name": "Feature: Sense for Trouble", + "type": "entries", + "entries": [ + "People tend to give you a wide berth, but you have a sense for those who are particularly disturbed by your presence. If you spend an evening in a town or city, you know about one person (if there is one) who is especially {@condition frightened} of you and others of your occupation." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Bounty hunters are often separated from those who they seek only by the rule of law. Their ruthlessness and efficiency is often seen as cruelty, but they are typically on the right side of those in power. Many hunters have personal codes they follow regarding their prey. Roll or choose one characteristic on each of the following tables.", + { + "type": "table", + "colLabels": [ + "{@dice d8}", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I always have a backup plan." + ], + [ + "2", + "I only speak when spoken to." + ], + [ + "3", + "There is nothing I enjoy more than a tankard of ale at the end of a long day." + ], + [ + "4", + "I enjoy pain in both myself and others." + ], + [ + "5", + "Deep down, I really want friends." + ], + [ + "6", + "I am exceptionally stubborn." + ], + [ + "7", + "I like animals better than people." + ], + [ + "8", + "I love trying new cuisines from the places I visit." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Order. Those who break the law must face its punishment, as is just. (Lawful)" + ], + [ + "2", + "Mercy. I hope that somehow, my work can save people from themselves. (Good)" + ], + [ + "3", + "Punishment. The people I hunt will be made to pay dearly for their crimes. (Evil)" + ], + [ + "4", + "Money. This is a job like any other. It just happens to be a bit more lucrative. (Any)" + ], + [ + "5", + "Revenge. Someone from among those I hunt has wronged me. I will have my revenge. (Any)" + ], + [ + "6", + "Pain. I would hurt people just for fun. If the powers that be will pay me to do it, all the better. (Evil)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I have a family member who I allowed to escape from justice." + ], + [ + "2", + "I killed a man, only to find out later that he was innocent." + ], + [ + "3", + "I went too far on one job and won the ire of my employer by killing a target he needed alive." + ], + [ + "4", + "I owe my life to my employer and will do anything they ask of me." + ], + [ + "5", + "I have a strong sense of fair play and will never attack an unarmed opponent." + ], + [ + "6", + "I have been hunting one target for years, but they somehow keep evading me." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I don't believe that people can change." + ], + [ + "2", + "I'm too nice for this job\u2014I can be easily convinced that my employer, and not my target, is in the wrong." + ], + [ + "3", + "I jump into battle quickly and without preparation the moment I see an opponent." + ], + [ + "4", + "Every man has a price, and mine is onegold piece more than my next best offer." + ], + [ + "5", + "I really, {@i really} don't take criticism well." + ], + [ + "6", + "If my target is attractive, I always go easy on them." + ] + ] + } + ] + } + ] }, { + "name": "Heretic", "source": "JBoE", - "className": "Monk (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Way of the Ascendant Dragon", - "source": "FTD", - "shortName": "Ascendant Dragon", - "className": "Monk", - "classSource": "PHB" - } + "skillProficiencies": [ + { + "investigation": true, + "religion": true + } + ], + "toolProficiencies": [ + { + "anyMusicalInstrument": 1, + "calligrapher's supplies": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "satchel" + }, + { + "special": "religious scrolls", + "quantity": 5 + }, + { + "special": "common clothes" + }, + { + "special": "list of grievances from a disgruntled acolyte" + }, + { + "special": "pouch", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + "You spent many years in a convent or other religious order, but after discovering a terrible truth or experiencing a brutal betrayal, you have abandoned their views and renounced their ways. You may have found another religious conviction, or perhaps you've even abandoned worship altogether. Whatever the case, you've been branded a heretic and a disturber of their order. Those of that religious persuasion are particularly hostile towards you, and their adherents have made it their personal goal to ruin your reputation wherever you go. Some believe them, others simply see you as a curiosity, and a few others might seek you out as someone to whom they can express their own doubts.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "{@skill Religion}, {@skill Investigation}" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "One type of musical instrument, Calligrapher's supplies" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A satchel containing five religious scrolls, a set of common clothes, a list of grievances you received from a disgruntled acolyte, and a pouch containing 10 gp." + } + ] + }, + { + "name": "New Purpose", + "type": "entries", + "entries": [ + "There are as many targets as there are hunters, and you have a particular fondness for one particular type of prey. Roll or choose a favored target from the Favored Target table below.", + { + "type": "table", + "caption": "New Purpose", + "colLabels": [ + "{@dice d6}", + "Purpose" + ], + "colStyles": [ + "col-2 text-center", + "col-10 text-left" + ], + "rows": [ + [ + "1", + "I just wish to live in peace." + ], + [ + "2", + "I must expose my former order." + ], + [ + "3", + "I will do all I can to help those in need." + ], + [ + "4", + "I will strive to live faithfully to my new religion." + ], + [ + "5", + "I hope to convince my former order to change and seek reconciliation." + ], + [ + "6", + "I will stand against all religious piety and its rampant hypocrisy." + ] + ] + } + ] + }, + { + "name": "Feature: Partners in Exile", + "type": "entries", + "entries": [ + "Though naysayers like yourself are few and far between, there are always one or two everywhere you go. You know how to seek out these fellow exiles, and they will do all that they can, in some cases even risking their own lives, to help you in your pursuits." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Heretics are often bitter and vengeful, feeling as if they have been betrayed or lied to by their former friends and teachers. Many will fight against their former religious beliefs with vigor, while others are content to fade into obscurity and forget they were ever associated with their order. Still fewer may be revolutionaries hoping to see their former friends make the necessary changes to allow their religion to become what it was always meant to be. Roll or choose one characteristic on each of the following tables.", + { + "type": "table", + "colLabels": [ + "{@dice d8}", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I tend to assume everyone hates me." + ], + [ + "2", + "I speak carefully, ensuring that I am understood." + ], + [ + "3", + "I have an annoyingly optimistic approach to even the worst of situations." + ], + [ + "4", + "I can spend hours studying a single line of religious text." + ], + [ + "5", + "I share my findings and ideas with anyone who will listen." + ], + [ + "6", + "I tend to get louder and louder the longer I argue with someone." + ], + [ + "7", + "I love learning about new cultures, religions, and ideas." + ], + [ + "8", + "I quote religious texts and gurus regularly." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Truth. I want to make sure people understand the true nature of things. (Good)" + ], + [ + "2", + "Retribution. My order should pay for lying to me and the rest of their followers. (Evil)" + ], + [ + "3", + "Reconciliation. I want to help people and organizations make changes and forgive one another. (Good)" + ], + [ + "4", + "Recognition. My heresies have received the attention of some of the great minds of my time. I want to publish more and be recognized as a masterful thinker. (Any)" + ], + [ + "5", + "Freedom. People should be free to believe and act how they want, without being told what to do. (Chaotic)" + ], + [ + "6", + "Faith. I have found a new faith and trust my new deity wholeheartedly. (Lawful)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "When I left my order, my parents disowned me, but I still care for and worry about them." + ], + [ + "2", + "I broke into a forbidden archive of my order and stole a sacred text. They are still looking for it, and for me." + ], + [ + "3", + "I left someone I care deeply about behind when I left my order. I believe they are trapped and need to be rescued." + ], + [ + "4", + "Though I speak strongly against my former order, we parted over philosophical differences, not a difference in faith. I still worship their deity in secret." + ], + [ + "5", + "I haven't actually read the sacred texts I spend most of my time criticizing." + ], + [ + "6", + "My former mentor gave me most of my radical ideas. He was cast out at the same time as me and I still go to him for advice." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I resort to personal attacks when my logic fails to convince my opponents they are wrong." + ], + [ + "2", + "I am always hostile towards followers of a specific deity, regardless of their actions towards me." + ], + [ + "3", + "I cannot fathom the idea that I could be wrong." + ], + [ + "4", + "After giving up my life of self-denial, I have no self-control when seeking carnal pleasures." + ], + [ + "5", + "I never forget a slight, no matter how small." + ], + [ + "6", + "I expect people to follow their religions exactly and perfectly." + ] + ] + } + ] + } + ] }, { + "name": "Miner", "source": "JBoE", - "className": "Monk (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Way of the Cobalt Soul", - "source": "TDCSR", - "shortName": "Cobalt Soul", - "className": "Monk", - "classSource": "PHB" - } + "skillProficiencies": [ + { + "athletics": true, + "survival": true + } + ], + "toolProficiencies": [ + { + "mason's tools": true, + "smith's tools": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "common clothes" + }, + { + "special": "small gem", + "worthValue": 3000 + }, + { + "special": "pickaxe" + }, + { + "special": "pouch", + "containsValue": 1000 + } + ] + } + ], + "entries": [ + "You have spent countless hours in caverns and tunnels, excavating and searching for rare minerals, ores, and gems. You not only know how to identify the most valuable of substances, but you are also familiar with surviving cave-ins and other potential catastrophes.", + "Your work is simple but rewarding. You're confident in your abilities and your experience sets those around you at ease. Perhaps you always wanted this life, perhaps it's something you learned to love, or maybe you're just waiting for the chance to do something, anything, else.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "{@skill Athletics}, {@skill Survival}" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "{@item Mason's tools}, {@item Smith's tools}" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A set of common clothes, a small gem worth 30 gp, a pickaxe, and a pouch containing 10 gp." + } + ] + }, + { + "name": "Feature: Stomecutter's Eye", + "type": "entries", + "entries": [ + "Your eye for value is useful not only in the mines, but also in your interactions with others. Whenever you interact with others, you know which visible possession that they carry has the most value." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "The personalities of miners vary widely. Roll or choose one characteristic on each of the following tables.", + { + "type": "table", + "colLabels": [ + "{@dice d8}", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I can instantly set others at ease with a calm smile and a few simple words." + ], + [ + "2", + "I like a good working song almost as much as I like a good drinking song." + ], + [ + "3", + "I whistle when I'm nervous." + ], + [ + "4", + "I am extremely superstitious." + ], + [ + "5", + "I have a pet rock... and I'd kill someone if anything happened to it." + ], + [ + "6", + "I hate being alone." + ], + [ + "7", + "Unexpected loud noises frighten me." + ], + [ + "8", + "I always have another mining story to tell." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Camaraderie. My friends are the most important thing in the world to me. (Any)" + ], + [ + "2", + "Safety. Everything I do, I do to keep others safe. (Good)" + ], + [ + "3", + "Wealth. I will find the motherload one day, and when I do, I'll be able to buy anything I want! (Any)" + ], + [ + "4", + "Recognition. I have big ideas, and someday they'll help me revolutionize the industry and gain the recognition I deserve. (Any)" + ], + [ + "5", + "Power. Wealth is the path to power. (Evil)" + ], + [ + "6", + "Tradition. My family has mined the same mountain for generations, and I'm not going to be the one who breaks that chain. (Any)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I found the motherload, but it was blocked off by a cave-in, and I've spent years searching to find it again." + ], + [ + "2", + "I barely escaped a cave-in with my life, but my best friend wasn't so lucky." + ], + [ + "3", + "My forefathers were all miners, and they expect me to live and die as one too." + ], + [ + "4", + "I can't bring myself to enter a particular tunnel where we lost a group of miners a few years back." + ], + [ + "5", + "I have a rivalry with another miner to see who can consistently find the best valuables." + ], + [ + "6", + "I can't actually mine very well \u2013 I met a friendly creature that I trained to do it for me." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I smuggle liquor into the caves and spend my mining days drunk." + ], + [ + "2", + "I have no concept of personal hygiene" + ], + [ + "3", + "I pretend the blasting has damaged my hearing so I can eavesdrop on other people's conversations." + ], + [ + "4", + "In almost every circumstance, I can make an analogy to mining...and they're all terrible." + ], + [ + "5", + "I spend money as fast as I make it." + ], + [ + "6", + "I'll go without food or sleep for days when I find a new vein." + ] + ] + } + ] + } + ] }, { + "name": "Slave", "source": "JBoE", - "className": "Monk (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Way of the Sea Mother", - "source": "JBoE", - "shortName": "Sea Mother", - "className": "Monk", - "classSource": "PHB" - } + "skillProficiencies": [ + { + "insight": true, + "sleight of hand": true + } + ], + "toolProficiencies": [ + { + "any": 2 + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "tools of your choice", + "quantity": 2 + }, + { + "special": "common clothes" + }, + { + "special": "small bauble taken from your former master's home" + }, + { + "special": "pouch", + "containsValue": 500 + } + ] + } + ], + "entries": [ + "You spent a sizable portion of your life as a slave or servant, living as nothing but a piece of property. Whether you were freed after years of faithful service, escaped, or were set free by outside forces, you've finally found yourself the master of your own fate.", + "With your freedom comes a host of new opportunities, but plenty of new fears to go along with them. You are unfamiliar with the way the world works and often make mistakes. Still, even the worst day of freedom is better than what you left behind. You face each day with a gratitude and optimism that those who haven't experienced your hardships simply can't understand.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "{@skill Insight}, {@skill Sleight of Hand}" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "Any two tools" + }, + { + "type": "item", + "name": "Equipment", + "entry": "Two tools of your choice, a set of common clothes, a small bauble taken from your former master's home, and a pouch containing 5 gp." + } + ] + }, + { + "name": "Feature: Out of Sight, Out of Mind", + "type": "entries", + "entries": [ + "During your time as a slave, you learned to remain beneath the perception of your overseers. Being noticed meant being punished. Even though you have gained your freedom, you are still very good at avoiding attention. When someone who has met you, but does not know you well, tries to recall information about you, they only vaguely recall you." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Slaves are typically accustomed to long days of grueling work, so many freed slaves are still exceptionally hard-working, and in some cases, don't know what to do with their spare time, having never had that luxury before. They often have a greater appreciation for the freedom they've gained and the world around them than others. Some are bitter and want revenge for their years of slavery, or for friends and family they may have lost or been separated from during their servitude. Roll or choose one characteristic on each of the following tables.", + { + "type": "table", + "colLabels": [ + "{@dice d8}", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I always speak quietly, and only when spoken to." + ], + [ + "2", + "I always keep my eyes down, never looking at those to whom I speak." + ], + [ + "3", + "I love good food, and I will always avail myself of the opportunity to sample something new." + ], + [ + "4", + "I can't stand bullies." + ], + [ + "5", + "I eat quickly, and I always store anything I can't eat away for later." + ], + [ + "6", + "When someone gives me an order, I feel rage welling up inside of me." + ], + [ + "7", + "I never raise my voice in an argument or discussion." + ], + [ + "8", + "I am loud and rambunctious, availing myself of every opportunity I missed during my servitude." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Freedom. All people should be free to do and be what they want. (Chaotic)" + ], + [ + "2", + "Safety. I want to make the world a place where everyone feels safe. (Good)" + ], + [ + "3", + "Retribution. My captors, my masters, and their families will suffer for what I had to endure. (Evil)" + ], + [ + "4", + "Adventure. The world and everything it has to offer are mine for the taking if I'm brave enough! (Chaotic)" + ], + [ + "5", + "Solitude. I want to live alone, far away from the people who made my life a living hell. (Neutral)" + ], + [ + "6", + "Redress. Slavery is just one of many foul (and illegal) practices, and those who pursue any of them must be brought to justice. (Lawful)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I never learned how to read, but I have a book that is precious to me that I always keep with me." + ], + [ + "2", + "I killed my former master, and his family are still seeking revenge." + ], + [ + "3", + "I sacrificed the lives of other slaves to secure my escape. I'll never forgive myself." + ], + [ + "4", + "I can't sit idly by and let the strong prey on the weak." + ], + [ + "5", + "I will never trust a Drow (or another race, depending on your slavers)" + ], + [ + "6", + "I have a horrible brand, marking me as property. Despite my being set free, many people mistake me for a slave because of it." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I'm so used to taking orders that I'll still usually do what people tell me to do, forgetting I can refuse." + ], + [ + "2", + "I will refuse almost every order or request that I receive, simply because I can." + ], + [ + "3", + "I treat those below me in station the same way I used to be treated." + ], + [ + "4", + "My hatred for my slavers transcends all reasonable thought." + ], + [ + "5", + "I never stand up for myself." + ], + [ + "6", + "I always think someone is out to get me." + ] + ] + } + ] + } + ] }, { - "name": "Way of the Sea Mother", - "shortName": "Sea Mother", + "name": "Web-Weaver", "source": "JBoE", - "className": "Monk", - "classSource": "PHB", - "page": 33, - "subclassFeatures": [ - "Sea Mother|Monk||Sea Mother|JBoE|3", - "Flow through the Battlefield|Monk||Sea Mother|JBoE|6", - "Slippery Strike|Monk||Sea Mother|JBoE|11", - "Scion of the Sea|Monk||Sea Mother|JBoE|17" + "skillProficiencies": [ + { + "nature": true, + "survival": true + } + ], + "languageProficiencies": [ + { + "undercommon": true + } + ], + "toolProficiencies": [ + { + "weaver's tools": true + } + ], + "startingEquipment": [ + { + "_": [ + { + "special": "common clothes" + }, + { + "item": "weaver's tools" + }, + { + "special": "fine spider-silk bags", + "quantity": 5 + }, + { + "special": "pouch", + "containsValue": 1500 + } + ] + } + ], + "entries": [ + "You are a part of a tradition that goes back for generations in areas with large concentrations of spiders. Whether you are from an infested wood, live near an abandoned spider-infested castle, or call the Underdark your home, you have been a weaver of the silken strands for many years. Your craftsmanship is excellent, and you have learned to use your skills to make exceptionally durable creations.", + "Your profession comes with no small amount of danger with regards to harvesting the necessary materials, and as such, you are no stranger to the wilds. People may whisper behind the back of a weaver, telling stories that far surpass the actual dangers you have faced. Though they respect your craft, many fear you or consider you foolhardy for taking the risks necessary to achieve excellence.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Skill Proficiencies", + "entry": "{@skill Nature}, {@skill Survival}" + }, + { + "type": "item", + "name": "Tool Proficiencies", + "entry": "{@item Weaver's Tools|PHB}" + }, + { + "type": "item", + "name": "Language", + "entry": "{@language Undercommon}" + }, + { + "type": "item", + "name": "Equipment", + "entry": "A set of common clothes, a set of weaver's tools, five fine spider-silk bags, and a pouch containing 15 gp." + } + ] + }, + { + "name": "Favored Silks", + "type": "entries", + "entries": [ + "Every weaver prefers different silks, taken from very specific kinds of spiders or spiderlike creatures. Roll or choose a favored silk from the Favored Silks table below.", + { + "type": "table", + "caption": "Favored Silks", + "colLabels": [ + "{@dice d4}", + "Silk" + ], + "colStyles": [ + "col-2 text-center", + "col-10 text-left" + ], + "rows": [ + [ + "1", + "Giant Wolf Spider silk" + ], + [ + "2", + "Giant Spider silk" + ], + [ + "3", + "Ettercap silk" + ], + [ + "4", + "Phase Spider silk" + ] + ] + } + ] + }, + { + "name": "Feature: Weaver's Craft", + "type": "entries", + "entries": [ + "Your reputation both as a craftsman and a fighter precedes you. People are generally curious about you and your unusual occupation. You can secure free lodging for yourself and your companions provided you spend time regaling the other guests with stories of your exploits." + ], + "data": { + "isFeature": true + } + }, + { + "name": "Suggested Characteristics", + "type": "entries", + "entries": [ + "Weavers tend to keep to themselves and are often more at home in the wilds while harvesting components for their craft than they are in the company of others. They tend to be recluses, and may find being in the spotlight less than desirable. Roll or choose one characteristic on each of the following tables.", + { + "type": "table", + "colLabels": [ + "{@dice d8}", + "Personality Trait" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am more at home in the wilds than in \"civilized\" lands." + ], + [ + "2", + "I prefer not to speak unless absolutely necessary." + ], + [ + "3", + "I will eat almost anything, often to the surprise and horror of those around me." + ], + [ + "4", + "I am keenly aware of tiny details I notice and tend to make mention of them constantly." + ], + [ + "5", + "I have no regard for personal space." + ], + [ + "6", + "I can't stand braggarts. One's work and actions should speak for themselves." + ], + [ + "7", + "I can't help but explore every nook and cranny I find in the wild." + ], + [ + "8", + "I name every spider I take silk from." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Ideal" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "Craftsmanship. I will show the world what a master can accomplish. (Any)" + ], + [ + "2", + "Creativity. My life and work are expressions of my emotions. (Chaotic)" + ], + [ + "3", + "Beauty. I want my efforts to inspire those who benefit from them. (Good)" + ], + [ + "4", + "Knowledge. I will unlock all the secrets held by the creatures of this world. (Any)" + ], + [ + "5", + "Exploitation. Nature is a tool that only the most wise and powerful can wield effectively. (Evil)" + ], + [ + "6", + "Functionality. I don't really care about the accolades; I just want to create functional goods that get the job done. (Neutral)" + ] + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Bond" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "My rival bested me in a contest of craft. I will not rest until I can prove myself the superior artist." + ], + [ + "2", + "I can't help but improve upon the lackluster quality of items that are poorly made." + ], + [ + "3", + "I can get lost studying the intricacies of another's work for hours on end." + ], + [ + "4", + "I stole trade secrets from a rival who has vowed revenge." + ], + [ + "5", + "An experiment gone wrong cost my mentor their life." + ], + [ + "6", + "I wagered my life's work on a game of chance and lost. Now I must find a way to earn it back." + ] + ] + }, + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Flaw" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + "1", + "I am constantly pointing out the inadequacies in other people's work or actions." + ], + [ + "2", + "I find it nearly impossible to forgive an insult." + ], + [ + "3", + "No matter how useful an item or tool may be, I will not use it if it is ugly" + ], + [ + "4", + "I am easily duped by those promising knowledge or secrets." + ], + [ + "5", + "I never turn down a chance to humiliate an inferior person." + ], + [ + "6", + "If it's not my plan, it's not a good plan." + ] + ] + } + ] + } ] - }, - { - "source": "JBoE", - "className": "Paladin (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Oath of Devotion", - "source": "PHB", - "shortName": "Devotion", - "className": "Paladin", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Paladin (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Oath of the Ancients", - "source": "PHB", - "shortName": "Ancients", - "className": "Paladin", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Paladin (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Oath of Vengeance", - "source": "PHB", - "shortName": "Vengeance", - "className": "Paladin", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Paladin (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Oathbreaker", - "source": "DMG", - "shortName": "Oathbreaker", - "className": "Paladin", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Paladin (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Oath of the Crown", - "source": "SCAG", - "shortName": "Crown", - "className": "Paladin", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Paladin (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Oath of Conquest", - "source": "XGE", - "shortName": "Conquest", - "className": "Paladin", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Paladin (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Oath of Redemption", - "source": "XGE", - "shortName": "Redemption", - "className": "Paladin", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Paladin (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Oath of Glory", - "source": "TCE", - "shortName": "Glory", - "className": "Paladin", - "classSource": "PHB" - } - }, + } + ], + "race": [ { + "name": "Aevendrow", "source": "JBoE", - "className": "Paladin (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Oath of the Watchers", - "source": "TCE", - "shortName": "Watchers", - "className": "Paladin", - "classSource": "PHB" + "page": 76, + "lineage": "VRGR", + "size": [ + "M" + ], + "speed": 30, + "darkvision": 60, + "traitTags": [ + "Improved Resting", + "Skill Proficiency" + ], + "entries": [ + { + "type": "entries", + "name": "Size", + "entries": [ + "Aevendrow are shorter than humans, typically 5 feet, and are svelte. Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You have {@sense darkvision} out to a range of 60 feet." + ] + }, + { + "type": "entries", + "name": "Fey Ancestry", + "entries": [ + "You have advantage on saving throws against being {@condition charmed}, and magic can't put you to sleep." + ] + }, + { + "type": "entries", + "name": "Trance", + "entries": [ + "Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is \"trance.\") 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 that a human does from 8 hours of sleep.", + "{@note If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.}" + ] + }, + { + "type": "entries", + "name": "Starsong Blessing", + "entries": [ + "You gain an additional skill proficiency based on your Starsong (see the {@table Aevendrow Starsongs|JBoE} table). When you make a skill check using this skill, you can add {@dice 1d4} to the result of the check." + ] + }, + { + "type": "entries", + "name": "Aevendrow Spellcasting", + "entries": [ + "You know the {@spell guidance} cantrip. When you reach 3rd level, you can cast the {@spell guiding bolt} spell once using this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the {@spell mirror image} spell once using this trait and regain the ability to do so when you finish a long rest. You can also cast these spell using any spell slots you have. Your spellcasting ability for this trait's spells is Intelligence, Wisdom, or Charisma (choose when you select this lineage)." + ] + } + ], + "fluff": { + "entries": [ + { + "type": "quote", + "entries": [ + "Cold and aloof as the stars themselves." + ], + "by": "Jarlaxle" + }, + { + "type": "entries", + "entries": [ + "Aevendrow, also known as \"Starlight Elves\" are an exceptionally rare group of drow who, like the lorendrow, refused to follow in Lolth's path. They are typically found in the frigid north in large ice-built cities, if they are found at all." + ] + }, + { + "type": "entries", + "name": "Isolated Cities", + "entries": [ + "Aevendrow are masterful mages, capable of interacting on a deep level with their native icy home. Their cities are typically located under thick sheets of ice, built within natural walls that not only serve to keep intruders out, but that also disguise their settlements, ensuring that they remain almost wholly undetected by those who do not know what to look for.", + "The icy caverns crafted to host aevendrow cities are bolstered by their magic, and retain their solid state of matter in spite of the warmth found in the cities themselves. Those few travelers who are welcomed into an aevendrow citadel often bring back shards of \"Starlit Ice\", which is warm to the touch and never melts, as a testament to their journey." + ] + }, + { + "type": "entries", + "name": "Reconciled Worshippers", + "entries": [ + "Despite the hardships faced by the aevendrow when their race lost Corellon's favor, and they elected to abandon the worship of Lolth, the aevendrow remained devoted followers of Corellon, seeking reconciliation for years, until they finally received it, due in no small part to the intervention of Eilistraee. They now worship her as their primary goddess, as well as Corellon himself." + ] + }, + { + "type": "entries", + "name": "Aevendrow Origins", + "entries": [ + "You can roll on or choose an option from the Aevendrow Origins table to determine an origin for an Aevendrow character.", + { + "type": "table", + "caption": "Aevendrow Origins", + "page": 76, + "colLabels": [ + "d8", + "Origin" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You have never set foot outside of your northern home until now." + ], + [ + "2", + "You seek to regain a powerful magical artifact that was stolen from your people." + ], + [ + "3", + "You have been sent into the world at the behest of Eilistraee, but you do not yet know why." + ], + [ + "4", + "Your people's magic is failing, and your cities are beginning to freeze." + ], + [ + "5", + "The stars have given you tidings of a coming calamity which you are intent on preventing." + ], + [ + "6", + "You have been sent as a diplomat to a hostile foe who believes all Drow are the same." + ], + [ + "7", + "You are an orphan and have never been blessed with a Starsong. It is your lifelong dream to find someone willing to give one to you." + ], + [ + "8", + "You have trained your entire life to take over for your clan's archmage when they die, and they disappeared over a month ago." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Aevendrow Starsongs", + "entries": [ + "The aevendrow's powerful magics, along with their fascination with the cosmic anomalies demonstrated in the frigid north have, over time, culminated in a ritual naming of their children using magical melodies known as \"starsongs\". Each starsong is meant to channel the parents' hopes and dreams for their child, and to serve as a blessing to them throughout their life. Roll on or choose an option from the Aevendrow Starsong table below to determine what song your character was blessed by. Your character gains an additional proficiency based on their starsong, as listed in the table.", + { + "type": "table", + "caption": "Aevendrow Starsongs", + "page": 77, + "colLabels": [ + "d10", + "Starsong" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "The Song of the Hidden ({@skill Stealth})" + ], + [ + "2", + "The Song of the Muse ({@skill Performance})" + ], + [ + "3", + "The Song of the Vigilant ({@skill Perception})" + ], + [ + "4", + "The Song of the Hero ({@skill Athletics})" + ], + [ + "5", + "The Song of the Lover ({@skill Persuasion})" + ], + [ + "6", + "The Song of the Mage ({@skill Arcana})" + ], + [ + "7", + "The Song of the Scholar ({@skill Investigation})" + ], + [ + "8", + "The Song of the Mediator ({@skill Insight})" + ], + [ + "9", + "The Song of the Graceful ({@skill Acrobatics})" + ], + [ + "10", + "The Song of the Priestess ({@skill Religion})" + ] + ] + } + ] + } + ] } }, { + "name": "Deep Imaskari", "source": "JBoE", - "className": "Paladin (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Oath of the Open Sea", - "source": "TDCSR", - "shortName": "Open Sea", - "className": "Paladin", - "classSource": "PHB" + "page": 78, + "lineage": "VRGR", + "size": [ + "M" + ], + "speed": 30, + "darkvision": 60, + "traitTags": [ + "Skill Proficiency" + ], + "entries": [ + { + "type": "entries", + "name": "Size", + "entries": [ + "Deep Imaskari are slightly shorter than humans, and are typically gaunt. Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You have {@sense darkvision} out to a range of 60 feet." + ] + }, + { + "type": "entries", + "name": "Seeker of Magic", + "entries": [ + "You have proficiency in the {@skill Arcana} skill. Additionally, you can cast the {@spell detect magic} and {@spell identify} spells once without expending a spell slot or requiring any material components. You must finish a long rest before you can cast these spells in this way again. You can also cast these spells using any spell slots you have." + ] + }, + { + "type": "entries", + "name": "Silver Tongue", + "entries": [ + "You have proficiency in the {@skill Persuasion} skill." + ] + } + ], + "fluff": { + "entries": [ + { + "type": "quote", + "entries": [ + "Do not make the error of considering the imaskari defeated. Once you get a taste of superiority, it takes eons for it to turn to guilt." + ], + "by": "Jarlaxle" + }, + { + "type": "entries", + "entries": [ + "Long ago, the human empire of the Imaskari thrived on the backs of their slaves. Their powerful wizards and contact with other planes made them one of the great powers of the world. Since that time, much has transpired. After the revolt of their slaves and the bloodbath that followed, the few deep imaskari that survived the massacre fled underground, their once great empire reduced to ruin. Now, after thousands of years living beneath the surface, and bolstered by the alien magics of their powerful spellcasters, deep imaskari are a completely separate race, no longer human, but something far more magical, and to most other races, far more sinister." + ] + }, + { + "type": "entries", + "name": "Masters of Magic", + "entries": [ + "Even before the fall of their empire, Imaskari were known for their powerful magics, and their lust for arcane power has not dulled since their retreat to the recesses of the earth. To them, magic is a path to power, a means by which to reclaim all that was taken from them those many years ago." + ] + }, + { + "type": "entries", + "name": "Secretive but Diplomatic", + "entries": [ + "Deep Imaskari have learned to be exceptionally skilled in diplomacy and negotiation. They are shrewd diplomats and have impeccable manners, doing everything that they can to assuage the fears or prejudices other races may have towards them because of their history. Typically, these mannerisms are simply a tactic by which to get what they want, but even so, their skill and charisma can't be denied." + ] + }, + { + "type": "entries", + "name": "Lost Superiority", + "entries": [ + "Though their once great empire fell millennia ago, most deep imaskari still cling to the idea that they are a superior race, meant to rule over those who are lesser. Though many blame the drow slavers for the many missing persons who become slaves in the Realms. Below, the deep imaskari are equally culpable, keeping slaves of many different racial and cultural backgrounds. They rarely enslave drow, and if they do so, they ensure that the drow slavers that they trade with are unaware of that fact, hoping to maintain good trade relations, particularly where the slave market is concerned.", + "Deep Imaskari slaves are treated far better than most drow slaves are, a cultural habit instilled in the deep imaskari by their fear of having slaves rebel against them again. They try to ensure that their slaves, though in bondage, are well cared for, fed, cleaned, and given necessary care when ill or injured." + ] + }, + { + "type": "entries", + "name": "Deep Imaskari Origins", + "entries": [ + "You can roll on or choose an option from the Deep Imaskari Origins table to determine an origin for a Deep Imaskari character.", + { + "type": "table", + "caption": "Deep Imaskari Origins", + "colLabels": [ + "d8", + "Origin" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You've been training since your childhood as an infiltrator, intent on taking down governments from the inside." + ], + [ + "2", + "You are a shrewd negotiator. Too shrewd in one case, it seems. A local merchant has recently been lodging complaints, and the town's guardsmen now treat your business with suspicion." + ], + [ + "3", + "You have been promised an exceptionally powerful magical heirloom from your family on the condition that you complete a grueling rite of passage on the surface." + ], + [ + "4", + "You have fallen in love with a slave, and are trying to find a way to free them so that you can elope." + ], + [ + "5", + "A powerful noble has taken a liking to you, and while you despise him treating you as if he is your superior, you know his favor could be useful in the future." + ], + [ + "6", + "You studied at a prestigious Imaskari University, and have the potential to be one of the greatest mages since the old Imaskari masters." + ], + [ + "7", + "You were raised on the surface, away from other deep imaskari, and have not been taught about any of your people's history." + ], + [ + "8", + "You keep having visions of the old Imaskari Empire, and believe it is your duty to restore it to its former glory." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Deep Imaskari Personality", + "entries": [ + "You can use the Deep Imaskari Quirks table to determine a personality quirk for a Deep Imaskari character or to inspire a unique mannerism.", + { + "type": "table", + "caption": "Deep Imaskari Quirks", + "colLabels": [ + "d8", + "Quirk" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You can't resist magical items or artifacts. If you can get it, you will." + ], + [ + "2", + "You have an insatiable curiosity about other races and cultures." + ], + [ + "3", + "You see yourself as simply better than everyone else." + ], + [ + "4", + "You are exceptionally paranoid." + ], + [ + "5", + "You feel drawn to powerful people, and seek to ally yourself with them whenever possible." + ], + [ + "6", + "You cannot accept when you are wrong." + ], + [ + "7", + "You quickly adapt to the mannerisms and niceties of any culture in which you find yourself." + ], + [ + "8", + "You check even the most mundane of items for magical properties." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Deep Imaskari Names", + "entries": [ + "Deep Imaskari typically use rather common human names, though some drow constructions have become more present in their nomenclature over the years. Children are typically named after a great mage, in hopes that they can one day rise to that namesake and perform acts of similar caliber. As such, many deep imaskari are the fifth or sixth to bear their name through their family's generations.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Male Names:", + "entries": [ + "Gareth, Toricc, Revlar, Errick, Benson, Warren, Leynith, Ulik" + ] + }, + { + "type": "entries", + "name": "Female Names:", + "entries": [ + "Gwenneth, Helena, Triss, Phylla, Lystra, Nairi, Rachelle, Lisari" + ] + }, + { + "type": "entries", + "name": "Family Names:", + "entries": [ + "Halvford, Odioun, Vestiri, Tarker, Dracon, Stell, Smithy, Arca" + ] + } + ] + } + ] + } + ] } }, { + "name": "Gloamings", "source": "JBoE", - "className": "Paladin (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Oath of the Silverhair", - "source": "JBoE", - "shortName": "Silverhair", - "className": "Paladin", - "classSource": "PHB" + "page": 80, + "lineage": "VRGR", + "size": [ + "M" + ], + "speed": { + "walk": 30, + "fly": true + }, + "darkvision": 60, + "entries": [ + { + "type": "entries", + "name": "Size", + "entries": [ + "Gloamings are typically a little smaller than humans, though the tallest can reach just over 6 feet. Your size is medium." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You have {@sense darkvision} out to a range of 60 feet." + ] + }, + { + "type": "entries", + "name": "Fur-Covered Wings", + "entries": [ + "You have a flying speed equal to your walking speed. To use this speed, you can't be wearing medium or heavy armor. In addition, your wings can serve as warm clothing. You automatically succeed on Constitution saving throws to avoid levels of {@condition exhaustion} in cold environments." + ] + }, + { + "type": "entries", + "name": "Devoted for a Day", + "entries": [ + "You are completely devoted to your best friend, though who that is might change from moment-to-moment. At the end of a short rest, you can choose one creature that you know to be the object of your devotion. When that creature has advantage as a result of your use of the {@action Help} action, it can reroll one of the dice once." + ] + }, + { + "type": "entries", + "name": "Shining Skin", + "entries": [ + "You have bright, glowing patterns rippling across your skin that can change color, size, and shape as you see fit." + ] + } + ], + "fluff": { + "entries": [ + { + "type": "quote", + "entries": [ + "Wanderlust lurks in the heart of every gloaming. Remember that when you ask for a promise or a plan." + ], + "by": "Jarlaxle" + }, + { + "type": "entries", + "entries": [ + "With luminous skin that can change colors and patterns at will, fur-covered wings, and cat-like eyes, gloamings are uncommon beings even in their supposedly native Underdark. This plane-touched race is mysterious to even the most experienced of adventurers, and many who come across them mistake them for some sort of Tiefling. Little is known about their origin, merely that they are somehow descended from some combination of creatures native to both Toril and the Plane of Shadow. Despite their rarity, adventuring gloamings are almost as common as other adventurers, since their boundless curiosity and wanderlust drives almost all members of this race to embrace a life of adventure." + ] + }, + { + "type": "entries", + "name": "Curious Wanderers", + "entries": [ + "Gloamings have very few settlements of their own, preferring to set out on their own and experience what the world has to offer. They are born to adventure, and will often wander about for days seeking someone or something interesting to interact with.", + "The rarity of gloamings is, in no small part, a result of this wanderlust. Though gloamings can be quite prolific in their reproduction, less than a third will ever find a partner, and even if they do, the odds that it will be another gloaming are exceptionally small." + ] + }, + { + "type": "entries", + "name": "Friendly but Flighty", + "entries": [ + "Gloamings are exceptionally friendly creatures, ready to converse with anyone or anything that they find interesting in the least. They make friends quickly, and will defend allies they have known for only a few days with their lives.", + "Despite this friendly nature, gloamings are easily bored, just as they are easily entertained. When a creature or location becomes boring, they leave, seeking better company and environs. Because of this, gloamings have a reputation of unreliability. Though a gloaming might remember making a promise, they put little stock in contracts of any kind, written or vocal. They prefer to do whatever seems best to them at any given moment." + ] + }, + { + "type": "entries", + "name": "Disturbers of the Peace", + "entries": [ + "Gloamings have an uncanny ability to quickly understand the status quo in any group, city, or conversation that they are in, and their chaotic nature makes them absolutely intent on breaking these cultural norms. They love change, particularly seeing it in other people or places, and will often do all in their power to make such changes occur, whether for good or ill." + ] + }, + { + "type": "entries", + "name": "Gloaming Origins", + "entries": [ + "You can roll on or choose an option from the Gloaming Origins table to determine an origin for a Gloaming character.", + { + "type": "table", + "caption": "Gloaming Origins", + "colLabels": [ + "d8", + "Origin" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You stole an exceptionally valuable trinket and are now being pursued by mercenaries hired by the nobleman it belonged to." + ], + [ + "2", + "You have discovered a delicacy of the surface that is as delicious as it is rare, and are intent on finding a chef who will share the secret of its creation with you." + ], + [ + "3", + "You meet with your brothers and sisters once each year to share stories. However, the last time you were supposed to meet, you were the only one there." + ], + [ + "4", + "You spent some time in a surface prison for various misdemeanors, and now have a permanent dislike for law enforcement." + ], + [ + "5", + "You have never been to the surface before, and are planning on traveling there with a large group of young gloamings." + ], + [ + "6", + "You recently learned that you fathered a child, and that the child in question has been kidnapped." + ], + [ + "7", + "Your closest friend was killed under mysterious circumstances, and you've made it your quest to find and punish his murderers." + ], + [ + "8", + "You have been named a local hero, which is very inconvenient because with all of the ceremonies, autographs, etc., you haven't found a way to leave town and continue your adventure." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Gloaming Personality", + "entries": [ + "You can use the Gloaming Quirks table to determine a personality quirk for a Gloaming character or to inspire a unique mannerism.", + { + "type": "table", + "caption": "Gloaming Quirks", + "colLabels": [ + "d8", + "Quirk" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You get anxious if you sit still for long. You have to be doing something, anything." + ], + [ + "2", + "You can't abide the presence of drow, immediately fleeing or attacking when you see one." + ], + [ + "3", + "You gossip incessantly, and often untruthfully, loving the drama of seeing others at odds with one another." + ], + [ + "4", + "You have a new best friend at least once every day." + ], + [ + "5", + "You mimic every person you speak to, fascinated by their unique speech patterns." + ], + [ + "6", + "You make promises as easily as you blink, and break them just as easily." + ], + [ + "7", + "You always speak your mind." + ], + [ + "8", + "You change your skin tone to match your mood." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Gloaming Names", + "entries": [ + "Gloamings take their names from exciting events or people in their lives. While gloaming parents give their child a name at birth, both they and the child grow bored of that name quickly. A gloaming will typically choose a new name once or twice each year, and the name can be anything from the word for a specific accomplishment they achieved, to the name of their new favorite food or person.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Gloaming Names:", + "entries": [ + "Goblin-Basher, Kiwi, Ed, Mordenkainen, Dead-Drow, Bookcase, Paintbrush, Beholder" + ] + } + ] + } + ] + } + ] } }, { + "name": "Grimlock", "source": "JBoE", - "className": "Paladin (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Oath of Tyranny", - "source": "JBoE", - "shortName": "Tyranny", - "className": "Paladin", - "classSource": "PHB" + "page": 82, + "lineage": "VRGR", + "size": [ + "M" + ], + "speed": 30, + "blindsight": 60, + "traitTags": [ + "Natural Armor", + "Natural Weapon", + "Skill Proficiency" + ], + "entries": [ + { + "type": "entries", + "name": "Size", + "entries": [ + "Grimlocks are slightly larger and taller than humans. Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Blind Sense", + "entries": [ + "You have {@sense blindsight} out to a range of 60 feet or to a range of 10 feet while you are {@condition deafened}. You are blind past this range. You are completely blind if you are {@condition deafened} and unable to smell." + ] + }, + { + "type": "entries", + "name": "Bite", + "entries": [ + "You can use your sharpened fangs as a natural weapon to make melee attacks. If you hit with this attack, you deal piercing damage equal to {@damage 1d6} + your Strength modifier and regain hit points equal to half the damage dealt by the bite." + ] + }, + { + "type": "entries", + "name": "Tough Skin", + "entries": [ + "You have naturally thick skin. While you are not wearing armor, your AC is equal to 13 + your Dexterity modifier." + ] + }, + { + "type": "entries", + "name": "Keen Senses", + "entries": [ + "You have proficiency in the {@skill Perception} skill and advantage on {@skill Perception} checks that rely on hearing or smell." + ] + } + ], + "fluff": { + "entries": [ + { + "type": "quote", + "entries": [ + "Survival is understanding consequences." + ], + "by": "Jarlaxle" + }, + { + "type": "entries", + "entries": [ + "Viewing these foul-looking, gray-skinned beasts with eyeless sockets, many races consider grimlocks to be no more than mindless monsters, fit for nothing but extermination. These creatures were once humans, until generations of living in the caverns of the Underdark under the control of their illithid masters slowly transformed their minds and bodies, leaving them forever twisted. Though some grimlocks still serve the illithids, many have also broken away, forming their own colonies and vying for survival therein." + ] + }, + { + "type": "entries", + "name": "Sight of the Sightless", + "entries": [ + "Over the generations during which the grimlocks have lived in the caverns of the Realms Below, they have developed a host of senses that allow them to stalk their Underdark prey with exceptional efficiency. Though their eye sockets now sit empty, these creatures have an incredible sense of hearing and smell, and use echolocation to find and capture their prey with ruthless efficiency." + ] + }, + { + "type": "entries", + "name": "Disdain for Magic", + "entries": [ + "Grimlocks view magic in all its forms as an evil to be feared and avoided at all costs. They shun any member of their society who exhibits sorcerous tendencies, and consider magic of any kind to be the greatest threat to their survival." + ] + }, + { + "type": "entries", + "name": "Ruled by Fear", + "entries": [ + "Grimlocks are motivated almost purely in their endeavors by a deep and desperate desire for survival. Their fear drives them to commit atrocious acts, but some have been known to overcome these natural inclinations when provided with safety and security." + ] + }, + { + "type": "entries", + "name": "Grimlock Origins", + "entries": [ + "You can roll on or choose an option from the Grimlock Origins table to determine an origin for a Grimlock character.", + { + "type": "table", + "caption": "Grimlock Origins", + "colLabels": [ + "d8", + "Origin" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You have recently made friends with a prisoner the others intend to eat soon, and you're not sure what to do about it." + ], + [ + "2", + "Your superb senses of hearing and smell outstrip even that of other grimlocks, and you have been tasked with keeping the colony safe and sounding an alarm in case of danger." + ], + [ + "3", + "You have lived for years as a drow slave, but were lost in an accident and presumed dead." + ], + [ + "4", + "The colony you belong to has recently lost its crops to a Drow raid. Your elders are discussing returning to the old ways, raiding surface settlements for flesh to feast on." + ], + [ + "5", + "You are the only magic user in your entire clan, but must keep it a secret for fear of execution." + ], + [ + "6", + "You were raised by surface dwellers as a pet, but they died in a terrible accident, and you are now on your own." + ], + [ + "7", + "You have come to trust one surface dweller completely, and travel with them for safety, but are still suspicious of all others." + ], + [ + "8", + "You suffered a grievous wound and were thought dead by your clan, who abandoned you while you were unconscious. Now that you've woken up, they are long gone and you must find them once again, but it's been days since they were here." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Grimlock Personality", + "entries": [ + "You can use the Grimlock Quirks table to determine a personality quirk for a Grimlock character or to inspire a unique mannerism.", + { + "type": "table", + "caption": "Grimlock Quirks", + "colLabels": [ + "d8", + "Quirk" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You are terrified of every new person you meet." + ], + [ + "2", + "You sleep restlessly, waking at the smallest disturbance." + ], + [ + "3", + "You have a taste for flesh." + ], + [ + "4", + "The only moral compass you have points to whatever will help you survive the longest." + ], + [ + "5", + "You attempt to destroy every magical item or trinket you come across." + ], + [ + "6", + "You don't feel safe if you can't touch at least one wall at all times." + ], + [ + "7", + "You can be easily calmed by one particular sound or smell." + ], + [ + "8", + "You don't trust anything you are unfamiliar with." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Grimlock Names", + "entries": [ + "Grimlock names are typically reminiscent of human names, but often incorporate strange sounds only replicable by other grimlocks, such as soft clicks and deep-throated trills. Their names sound harsh with emphasis on stronger sounds such as t's and k's.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Male Grimlock Names:", + "entries": [ + "Gr'rlck, Lot'ril, Benti'rr, Vrrick, Otis, Rikke, Borr'ik, Jagarrt" + ] + }, + { + "type": "entries", + "name": "Female Grimlock Names:", + "entries": [ + "Her'rta, Illik, Pry'tte, Bute'e, Clarr'a, Bethh, Riika, Oryy'ka" + ] + } + ] + } + ] + } + ] } }, { - "name": "Oath of the Silverhair", - "shortName": "Silverhair", + "name": "Kuo-Toa", "source": "JBoE", - "className": "Paladin", - "classSource": "PHB", - "page": 35, - "additionalSpells": [ + "page": 84, + "lineage": "VRGR", + "size": [ + "M" + ], + "speed": 30, + "darkvision": 60, + "traitTags": [ + "Amphibious" + ], + "entries": [ { - "prepared": { - "3": [ - "ensnaring strike", - "sanctuary" - ], - "5": [ - "detect thoughts", - "warding bond" - ], - "9": [ - "hypnotic pattern", - "spirit guardians" - ], - "13": [ - "fire shield", - "mordenkainen's faithful hound" + "type": "entries", + "name": "Size", + "entries": [ + "Kuo-Toa are quite short, averaging at just under 5 feet tall. Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You have {@sense darkvision} out to a range of 60 feet." + ] + }, + { + "type": "entries", + "name": "Amphibious", + "entries": [ + "You have a swimming speed equal to your walking speed and you can breathe both air and water." + ] + }, + { + "type": "entries", + "name": "Broken Mind", + "entries": [ + "Your mind has been broken, making it very different than most and far more difficult to control. You have advantage on saving throws against spells and abilities that would charm you. Additionally, if a creature uses a spell or ability to peer into your mind, it takes {@damage 1d6} psychic damage every round until it abandons your mind." + ] + }, + { + "type": "entries", + "name": "Slimy Secretions", + "entries": [ + "You secrete a liquid that can be either slippery or sticky. You have advantage on ability checks and saving throws made to escape a grapple, and on checks made to grapple an opponent." + ] + } + ], + "fluff": { + "entries": [ + { + "type": "quote", + "entries": [ + "No more terrible of a disaster could befall a people than to be infected with the madness of religion." ], - "17": [ - "antilife shell", - "wall of force" + "by": "Jarlaxle" + }, + { + "type": "entries", + "entries": [ + "Kuo-Toa are a depraved race of fish-like humanoids, native to the Underdark, that suffer from a race-wide curse of insanity. Any semblance of mental stability that the race once had has long since disappeared after centuries of enslavement to the illithids. Though most of their race has been freed from that enslavement, their minds have never recovered, though their desire for vengeance and violence remains.", + "Kuo-Toa can secrete substances that can be either sticky or slippery. They coat their weapons and shields with this substance, using it to great effect in battle. They prefer not to wear armor as it interferes with their bodies' natural secretions, but will typically wear small pieces of jewelry and gemstones they collect from the ocean floor." + ] + }, + { + "type": "entries", + "name": "God-Makers", + "entries": [ + "Rather than worship existing deities as a means to gain protection from their foes, kuo-toa create their own gods, worshiping inanimate objects that they create or find, such as statues and shrines. The mind-altering effects of their long enslavement to the illithids somehow granted the race the ability to manifest their insanity into the real world. If enough Kuo-Toa worship a being, their collective energy will cause it to gain a great number of the powers that they attribute to it.", + "The most widely worshiped god of the kuo-toa is Blibdoolpoolp, the Sea Mother, a massive female human with a crayfish's head and claws. The god was likely once a statue, which was changed and empowered by the collective belief of the kuo-toa." + ] + }, + { + "type": "entries", + "name": "Strict Theocracies", + "entries": [ + "Despite being freed from the oppressive rule of the illithids, kuo-toa are accustomed to a strict rule of law, and their rulers have become tyrants in every sense that their predecessors were. Kuo-Toa archpriests rule colonies with a heavy hand, training their successors, kuo-toa whips, to be just as tyrannical and uncompromising.", + "With the powers granted to them by their constructed gods, archpriests and whips are less affected by the insanity that is their race's curse. Their strength of will allows them to easily oppress the minds of the lesser kuo-toa." + ] + }, + { + "type": "entries", + "name": "Natural Rivalry", + "entries": [ + "The kuo-toa have a natural rivalry with the drow that predates even their enslavement by the mind flayers. Most kuo-toa will flee at the sight of a drow, as their race has been historically weaker, but an archpriest or whip will attempt to kill any drow it encounters." + ] + }, + { + "type": "entries", + "name": "Kuo-Toa Origins", + "entries": [ + "You can roll on or choose an option from the Kuo-Toa Origins table to determine an origin for a Kuo-Toa character.", + { + "type": "table", + "caption": "Kuo-Toa Origins", + "colLabels": [ + "d8", + "Origin" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You have found a magical artifact and want to keep it hidden from other kuo-toa." + ], + [ + "2", + "You have always been a little saner than kuotoa around you, a trait that the local whips are not particularly fond of." + ], + [ + "3", + "You have been banished from your tribe and left to fend for yourself in the Underdark." + ], + [ + "4", + "You have lived almost your whole life as a slave to the drow, but have recently been freed in a stroke of luck." + ], + [ + "5", + "You keep hearing voices in your head, but the most recent ones seem clearer and more meaningful than the normal ones..." + ], + [ + "6", + "You've been trained as a whip, but secretly have no belief in your clan's deity." + ], + [ + "7", + "Your search for meaning has led you to an ancient shipwreck where a powerful being claiming to be a god contacted you, asking for assistance." + ], + [ + "8", + "Your entire family was accused of heresy, and is now being hunted by the archpriest and their whips." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Kuo-Toa Personality", + "entries": [ + "You can use the Kuo-Toa Quirks table to determine a personality quirk for a Kuo-Toa character or to inspire a unique mannerism.", + { + "type": "table", + "caption": "Kuo-Toa Quirks", + "colLabels": [ + "d8", + "Quirk" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You hate wearing clothing, and avoid every piece of it that you can." + ], + [ + "2", + "You constantly mutter to yourself in a language not even you can understand." + ], + [ + "3", + "You don't know how to refuse a direct command." + ], + [ + "4", + "You attack or flee whenever you come across a drow." + ], + [ + "5", + "You see things that aren't really there whenever someone says a specific word or phrase." + ], + [ + "6", + "Your sweat becomes sticky whenever you're stressed." + ], + [ + "7", + "You constantly feel the need to keep your skin moist." + ], + [ + "8", + "You burst out with random words or phrases, then forget what you said." + ] + ] + } ] - } - } - ], - "subclassFeatures": [ - "Oath of the Silverhair|Paladin||Silverhair|JBoE|3", - "Aura of Eilistraee|Paladin||Silverhair|JBoE|7", - "Non-Lethal Technique|Paladin||Silverhair|JBoE|15", - "Shaded Salvation|Paladin||Silverhair|JBoE|20" - ] - }, - { - "name": "Oath of Tyranny", - "shortName": "Tyranny", - "source": "JBoE", - "className": "Paladin", - "classSource": "PHB", - "page": 36, - "additionalSpells": [ - { - "prepared": { - "3": [ - "shield", - "wrathful smite" - ], - "5": [ - "branding smite", - "zone of truth" - ], - "9": [ - "counterspell", - "dispel magic" - ], - "13": [ - "staggering smite", - "stoneskin" - ], - "17": [ - "flame strike", - "geas" + }, + { + "type": "entries", + "name": "Kuo-Toa Names", + "entries": [ + "Kuo-Toa names sound foreign, and often silly to those who live on the surface. To other humanoids, the language and names of kuotoa simply sound like garbled words spoken underwater, which are, to some extent, exactly what they are.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Male Kuo-Toa Names:", + "entries": [ + "Boolip, Plobble, Gorb, Voolp, Klub, Globoo, Fdool, Ebut" + ] + }, + { + "type": "entries", + "name": "Female Kuo-Toa Names:", + "entries": [ + "Boola, Plibe, Goora, Veerb, Kuuli, Gleebee, Fdoora, Soorba" + ] + } + ] + } ] } - } - ], - "subclassFeatures": [ - "Oath of Tyranny|Paladin||Tyranny|JBoE|3", - "Aura of Convinction|Paladin||Tyranny|JBoE|7", - "Tyrant's Might|Paladin||Tyranny|JBoE|15", - "Ambassador of Tyranny|Paladin||Tyranny|JBoE|20" - ] - }, - { - "source": "JBoE", - "className": "Ranger (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Beast Master", - "source": "PHB", - "shortName": "Beast Master", - "className": "Ranger", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Ranger (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Hunter", - "source": "PHB", - "shortName": "Hunter", - "className": "Ranger", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Ranger (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Gloom Stalker", - "source": "XGE", - "shortName": "Gloom Stalker", - "className": "Ranger", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Ranger (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Horizon Walker", - "source": "XGE", - "shortName": "Horizon Walker", - "className": "Ranger", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Ranger (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Monster Slayer", - "source": "XGE", - "shortName": "Monster Slayer", - "className": "Ranger", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Ranger (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Fey Wanderer", - "source": "TCE", - "shortName": "Fey Wanderer", - "className": "Ranger", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Ranger (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Swarmkeeper", - "source": "TCE", - "shortName": "Swarmkeeper", - "className": "Ranger", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Ranger (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Drakewarden", - "source": "FTD", - "shortName": "Drakewarden", - "className": "Ranger", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Ranger (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Bounty Hunter", - "source": "JBoE", - "shortName": "Bounty Hunter", - "className": "Ranger", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Ranger (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Darksong Knight", - "source": "JBoE", - "shortName": "Darksong Knight", - "className": "Ranger", - "classSource": "PHB" + ] } }, { - "name": "Bounty Hunter", - "shortName": "Bounty Hunter", + "name": "Lorendrow", "source": "JBoE", - "className": "Ranger", - "classSource": "PHB", - "page": 39, - "additionalSpells": [ + "page": 86, + "lineage": "VRGR", + "size": [ + "M" + ], + "speed": 30, + "darkvision": 60, + "traitTags": [ + "Improved Resting", + "Skill Proficiency" + ], + "entries": [ + { + "type": "entries", + "name": "Size", + "entries": [ + "Lorendrow are shorter than humans, typically 5 feet, and are sinewy. Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You have {@sense darkvision} out to a range of 60 feet." + ] + }, + { + "type": "entries", + "name": "Fey Ancestry", + "entries": [ + "You have advantage on saving throws against being {@condition charmed}, and magic can't put you to sleep." + ] + }, + { + "type": "entries", + "name": "Trance", + "entries": [ + "Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is \"trance.\") 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 that a human does from 8 hours of sleep.", + "{@note If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.}" + ] + }, + { + "type": "entries", + "name": "Familiar", + "entries": [ + "You may cast the {@spell find familiar} spell once without expending a spell slot or requiring any material components. You must finish a long rest before you can cast this spell in this way again. You can also cast this spell using any spell slots you have." + ] + }, { - "known": { - "3": [ - "disguise self" - ], - "5": [ - "blindness/deafness" - ], - "9": [ - "haste" - ], - "13": [ - "otiluke's resilient sphere" - ], - "17": [ - "hold monster" - ] - } + "type": "entries", + "name": "Jungle Tracker", + "entries": [ + "You gain proficiency in the {@skill Nature} and {@skill Survival} skills. You also gain a climbing speed equal to your walking speed." + ] } ], - "subclassFeatures": [ - "Bounty Hunter|Ranger||Bounty Hunter|JBoE|3", - "Whiplash|Ranger||Bounty Hunter|JBoE|7", - "Aerial Hunter|Ranger||Bounty Hunter|JBoE|11", - "Lie in Wait|Ranger||Bounty Hunter|JBoE|15" - ] - }, - { - "name": "Darksong Knight", - "shortName": "Darksong Knight", - "source": "JBoE", - "className": "Ranger", - "classSource": "PHB", - "page": 39, - "additionalSpells": [ - { - "known": { - "3": [ - "shield of faith" - ], - "5": [ - "moonbeam" - ], - "9": [ - "crusader's mantle" - ], - "13": [ - "banishment" + "fluff": { + "entries": [ + { + "type": "quote", + "entries": [ + "Oh, how exotic is that smile." ], - "17": [ - "banishing smite" + "by": "Jarlaxle" + }, + { + "type": "entries", + "entries": [ + "Lorendrow are one of the small subgroups of former drow who rejected Lolth's path of evil, refusing to follow her into the depths of the Underdark." ] - } - } - ], - "subclassFeatures": [ - "Darksong Knight|Ranger||Darksong Knight|JBoE|3", - "Suppress Resistance|Ranger||Darksong Knight|JBoE|7", - "Bane of the Vile|Ranger||Darksong Knight|JBoE|11", - "Maiden's Fury|Ranger||Darksong Knight|JBoE|15" - ] - }, - { - "source": "JBoE", - "className": "Rogue (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Arcane Trickster", - "source": "PHB", - "shortName": "Arcane Trickster", - "className": "Rogue", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Rogue (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Assassin", - "source": "PHB", - "shortName": "Assassin", - "className": "Rogue", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Rogue (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Thief", - "source": "PHB", - "shortName": "Thief", - "className": "Rogue", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Rogue (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Inquisitive", - "source": "XGE", - "shortName": "Inquisitive", - "className": "Rogue", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Rogue (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Mastermind", - "source": "XGE", - "shortName": "Mastermind", - "className": "Rogue", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Rogue (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Scout", - "source": "XGE", - "shortName": "Scout", - "className": "Rogue", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Rogue (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Swashbuckler", - "source": "XGE", - "shortName": "Swashbuckler", - "className": "Rogue", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Rogue (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Phantom", - "source": "TCE", - "shortName": "Phantom", - "className": "Rogue", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Rogue (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Soulknife", - "source": "TCE", - "shortName": "Soulknife", - "className": "Rogue", - "classSource": "PHB" + }, + { + "type": "entries", + "name": "Strict Isolationists", + "entries": [ + "Though the lorendrow did not follow their udadrow brethren into the Realms Below, they did similarly retreat into exile from the rest of the world.", + "Lorendrow make their homes in dense jungles, with settlements that have, for years, escaped the notice of all but a few who venture beneath the canopy. Though the initial group that separated themselves from the udadrow was relatively small, their numbers have grown greatly, in large part due to their communal harmony and lack of outside influences.", + "Their sense of isolation has been reinforced again and again as lorendrow travelers have faced discrimination in the outside world, courtesy of the actions of their udadrow cousins. Most people find it difficult, if not impossible, to distinguish between lorendrow and udadrow, and as such, lorendrow are often treated with suspicion and hatred." + ] + }, + { + "type": "entries", + "name": "Lovers of the Natural World", + "entries": [ + "At the beginning of the lorendrow's society, they found themselves shunned by Corellon, abandoned by Lolth, and left alone in the world. Finding themselves so exceptionally alone, the lorendrow lost faith in deities, and instead turned to nature itself, reveling in the untainted and constant beauty and ferocity of the world around them.", + "As lorendrow society has progressed, their respect for nature, and their sense of oneness with it, has only increased. Many druidic circles have arisen in lorendrow culture, along with a number of ranger orders who are dedicated to protecting the wilds that they call home.", + "Even after these many years, the lorendrow have yet to forgive Corellon for abandoning them following Lolth's descent to evil. They typically consider deities to be powerful beings, worthy of respect, but not of worship." + ] + }, + { + "type": "entries", + "name": "Lorendrow Origins", + "entries": [ + "You can roll on or choose an option from the Lorendrow Origins table to determine an origin for a Lorendrow character.", + { + "type": "table", + "caption": "Lorendrow Origins", + "colLabels": [ + "d8", + "Origin" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You have never left the jungle and fear the outside world." + ], + [ + "2", + "You must leave your home in search of medicine that your people can't produce." + ], + [ + "3", + "You have a familiar that has a deep connection with a specific place, far beyond your homeland. You have promised you will find a way to take them there." + ], + [ + "4", + "Your jungle has been infested with vermin fleeing some unknown terror beyond your borders. You have been sent to investigate the disturbance." + ], + [ + "5", + "The goddess Eilistraee has been speaking to you since you were a child, but your people do not approve of your worship." + ], + [ + "6", + "You keep hearing voices coming from deep in the jungle. They seem to be calling you, beckoning with promises of power and riches." + ], + [ + "7", + "Udadrow raiders have been attacking your countrymen for months. They are close to seizing your capital city, intent on enslaving you and everyone you love." + ], + [ + "8", + "The jungle is suffering from some sort of disease. You must find a cure before your home dies." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Lorendrow Familiars", + "entries": [ + "Most lorendrow have a strong enough connection to the natural world that each has, at some point, attracted the attention of an animal or fey spirit, which becomes a familiar to them. A lorendrow may have a different familiar depending on where they originate. Roll on or choose an option from the Lorendrow Familiar table to determine what familiar is bonded to your character.", + { + "type": "table", + "caption": "Lorendrow Familiars", + "colLabels": [ + "d10", + "Familiar" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "{@creature Frog}" + ], + [ + "2", + "{@creature Cat}" + ], + [ + "3", + "Dog" + ], + [ + "4", + "{@creature Raven}" + ], + [ + "5", + "Parrot" + ], + [ + "6", + "{@creature Rat}" + ], + [ + "7", + "Monkey" + ], + [ + "8", + "Ferret" + ], + [ + "9", + "Moth" + ], + [ + "10", + "{@creature Lizard}" + ] + ] + } + ] + } + ] } }, { + "name": "Slyths", "source": "JBoE", - "className": "Rogue (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Infiltrator", - "source": "JBoE", - "shortName": "Infiltrator", - "className": "Rogue", - "classSource": "PHB" + "page": 86, + "lineage": "VRGR", + "size": [ + "M" + ], + "speed": 30, + "darkvision": 60, + "traitTags": [ + "Amphibious", + "Skill Proficiency" + ], + "entries": [ + { + "type": "entries", + "name": "Size", + "entries": [ + "Slyths are about the same size as humans in their natural form. Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You gain {@sense darkvision} out to a range of 60 feet." + ] + }, + { + "type": "entries", + "name": "Shapechanger", + "entries": [ + "As an action, you can change your body in a number of ways, such as the color of your skin, hair, or eyes, your height, weight, facial structure, sex, or any other distinguishing physical characteristics. You can't make any changes that would effect your in-game statistics, such as changing your size." + ] + }, + { + "type": "entries", + "name": "Arbiter", + "entries": [ + "You gain proficiency in the {@skill Persuasion} and {@skill Insight} skills." + ] + }, + { + "type": "entries", + "name": "Ooze Form", + "entries": [ + "You can take 1 minute to transform into or out of your ooze form. During this transformation, you can't move. You can't carry any clothing or equipment while in this form, but you are able to move along solid surfaces vertically or upside-down, and you can squeeze through any space larger than 1 inch. You don't need eat, sleep, or breathe in this form, but you gain a point of {@condition exhaustion} after each consecutive period of 24 hours that you remain in your ooze form." + ] + } + ], + "fluff": { + "entries": [ + { + "type": "quote", + "entries": [ + "They won't tell you about the wonders of the Underdark \u2013 they will kidnap you to experience them firsthand." + ], + "by": "Jarlaxle" + }, + { + "type": "entries", + "entries": [ + "Slyths are rare and mysterious creatures of the Realms Below whose origins are still not agreed upon. These shapechangers can often resemble humanoids, and almost always choose a feminine form when doing so, but seem to have a natural form of something more akin to an ooze or slime. Though theories abound as to how these creatures came about, none have been proven. Some believe them to be the result of humanoiddjinn pairings, while others claim that slyths are the creations of a deity such as Shar or Chauntea. Whatever the case, these wise and reserved shifters exert a powerful influence in the Underdark, serving as guardians of the ecosystems found beneath the surface, and often providing services to the many races that inhabit that realm." + ] + }, + { + "type": "entries", + "name": "Protectors of the Natural Order", + "entries": [ + "Slyths, whether by divine design or simple racial heritage, are staunch defenders of the natural order of the Underdark, doing all they can to ensure that the ecosystems present are tended to, and that those who would disrupt these natural processes are stopped. Though slyths are almost always non-violent in their dealings with other creatures, one of the few ways to anger them is by destroying or defacing the natural wonders of the Underdark.", + "Though slyths protect the natural order, they are not opposed to the use of natural materials. They allow others to seek gemstones, fungi, and other naturally occurring boons, seeing the use of these materials as part of the ecosystem's natural process. They are easily provoked, however, by the wanton destruction of such riches, eliminating this wonder and beauty without using it in a productive and respectful manner." + ] + }, + { + "type": "entries", + "name": "Diplomats and Arbiters", + "entries": [ + "Slyths are exceptionally adept at deescalating problems, and often serve as arbiters when opposing forces are at odds with one another. Almost all races, even those often considered evil, typically welcome the presence of a slyth, as their wisdom and equitable nature allows commerce and civilization to thrive. In peaceful areas, slyths sometimes offer to assist the residents with farming and foraging efforts, as well as with raising livestock." + ] + }, + { + "type": "entries", + "name": "Mysterious Origins", + "entries": [ + "Slyths are not born naturally, but somehow still manage to reproduce. Some believe that when a slyth dies, its essence infuses the earth beneath them, which eventually coalesces to form a new slyth. Whatever the case may be, slyth make no mention of parentage, and seem to simply come into being, maturing to adulthood within the first week of their life, and being born with an innate ability to speak and comprehend at least two languages." + ] + }, + { + "type": "entries", + "name": "Slyth Origins", + "entries": [ + "You can roll on or choose an option from the Slyth Origins table to determine an origin for a Slyth character.", + { + "type": "table", + "caption": "Slyth Origins", + "colLabels": [ + "d8", + "Origin" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You were just \"born\", and you remember there was something important you needed to take care of, but you can't quite recall what it was." + ], + [ + "2", + "You have been a diplomat for as long as you can remember, and just found out that most diplomats actually get paid for their services." + ], + [ + "3", + "You have guarded a rare gemstone, artifact, or plant for years, and somehow it was stolen from right under your nose." + ], + [ + "4", + "Another shapeshifter claiming to be you has been causing trouble and ruining your reputation." + ], + [ + "5", + "You have started noticing other slyths are going missing under mysterious circumstances and have decided to investigate." + ], + [ + "6", + "You actually picked a side in a recent conflict, and are now somewhat of an outcast among other slyths." + ], + [ + "7", + "You recently discovered a plot against a powerful noble. It's none of your concern, but you feel it is only fair that he should be made aware, at least." + ], + [ + "8", + "You have served a single noble family for years as an arbiter, but a few days ago, you awoke in the mansion as the only remaining person there." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Slyth Personality", + "entries": [ + "You can use the Slyth Quirks table to determine a personality quirk for a Slyth character or to inspire a unique mannerism.", + { + "type": "table", + "caption": "Slyth Quirks", + "colLabels": [ + "d8", + "Quirk" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You hate to see any natural resource go to waste." + ], + [ + "2", + "You never take sides in an argument." + ], + [ + "3", + "You stop to marvel at the smallest and most insignificant plants, rocks, or animals." + ], + [ + "4", + "You feel a deep and intense pain at seeing another creature in pain." + ], + [ + "5", + "The harvest is your favorite event of the year." + ], + [ + "6", + "You have never been angry, and cannot understand the emotion in others." + ], + [ + "7", + "You stop at every sign of unrest, seeking to fix the problems you see." + ], + [ + "8", + "You thank your food before eating it." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Slyth Names", + "entries": [ + "Slyth names can originate from a number of sources. Most slyths choose their own names after choosing a purpose or mission for their life, but some will change their names after accomplishing a difficult task or experiencing great loss. Slyth names also have no differentiation for males or females; just as the slyth seem not to differ in this sense. Slyth first names are typically onomatopoeic, making sounds similar to the ones heard while travelling through the caverns of the Underdark. Their last names often have reference to a favorite plant, animal, or mineral.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Slyth Names:", + "entries": [ + "Dryp, Tong, Plopp, Grrik, Kkrt, Pah, Craysh, Scree" + ] + }, + { + "type": "entries", + "name": "Slyth Last Names:", + "entries": [ + "Musher, Lakesong, Gloworb, Brightshroom, Rockbud, Stonespeaker, Veincatcher, Batscreecher" + ] + } + ] + } + ] + } + ] } }, { + "name": "Udadrow", "source": "JBoE", - "className": "Rogue (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "The Vengeance Taker", - "source": "JBoE", - "shortName": "Vengeance Taker", - "className": "Rogue", - "classSource": "PHB" + "page": 90, + "lineage": "VRGR", + "size": [ + "M" + ], + "speed": 30, + "darkvision": 120, + "traitTags": [ + "Sunlight Sensitivity" + ], + "weaponProficiencies": [ + { + "rapier|phb": true, + "shortsword|phb": true, + "hand crossbow|phb": true + } + ], + "additionalSpells": [ + { + "innate": { + "3": { + "daily": { + "1": [ + "faerie fire" + ] + } + }, + "5": { + "daily": { + "1": [ + "darkness" + ] + } + } + }, + "ability": "cha", + "known": { + "1": [ + "dancing lights#c" + ] + } + } + ], + "entries": [ + { + "type": "entries", + "name": "Size", + "entries": [ + "Udadrow are shorter than humans, typically 5 feet, and are lithe. Your size is Medium." + ] + }, + { + "name": "Superior Darkvision", + "type": "entries", + "entries": [ + "You have darkvision out to a range of 120 feet." + ] + }, + { + "name": "Keen Senses", + "type": "entries", + "entries": [ + "You have proficiency in the {@skill Perception} skill." + ] + }, + { + "name": "Fey Ancestry", + "type": "entries", + "entries": [ + "You have advantage on saving throws against being {@condition charmed}, and magic can't put you to sleep." + ] + }, + { + "name": "Trance", + "type": "entries", + "entries": [ + "Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is \"trance.\") 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 that a human does from 8 hours of sleep.", + "{@note If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.}" + ] + }, + { + "name": "Drow Magic", + "type": "entries", + "entries": [ + "You know the {@spell dancing lights} cantrip. When you reach 3rd level, you can cast the {@spell faerie fire} spell once with this trait; you regain the ability to cast it when you finish a long rest. When you reach 5th level, you can also cast the {@spell darkness} spell once per day with this trait; you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells." + ] + }, + { + "name": "Drow Weapon Training", + "type": "entries", + "entries": [ + "You have proficiency with {@item rapier|phb|rapiers}, {@item shortsword|phb|shortswords}, and {@item hand crossbow|phb|hand crossbows}." + ] + }, + { + "name": "Sunlight Sensitivity", + "type": "entries", + "entries": [ + "You have disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight." + ] + } + ], + "fluff": { + "entries": [ + { + "type": "quote", + "entries": [ + "There is no undying love. There is no polite weakness. There is only Lolth, my friend, so tread lightly." + ], + "by": "Jarlaxle" + }, + { + "type": "entries", + "entries": [ + "Udadrow are, by far, the most common form of drow, and are often simply called drow, as no differentiation is necessary where they are concerned. These are the Lolth-worshipping denizens of the Underdark that serve as villains in many an elven storybook, coming to the surface only to steal away precious loved ones for their own evil designs, building their kingdom on the backs of slaves taken from above." + ] + }, + { + "type": "entries", + "name": "Lovers of Lolth", + "entries": [ + "To the udadrow, Lolth's authority is absolute and unchallenged. She is the central unifying deity that defines the lives and actions of udadrow far and wide, the founder and matron of their entire civilization.", + "Udadrow follow Lolth's tenets to every extreme possible, and are consistently becoming more corrupted by her influence. Their primary goals often align with her rhetoric: The extermination of elves and domination over all other races in the Realms Below. To accomplish these tasks, their society is built around constant struggle, said by Lolth to make them more capable and resilient in the face of hardship." + ] + }, + { + "type": "entries", + "name": "Udadrow Familiars", + "entries": [ + "Udadrow are brought up in an intensely zealous society, fully devoted to the Spider Queen and her tenets.", + "At a young age, each udadrow chooses one of Lolth's ten Tenets, devoting themselves to a life of service to this ideal. Even those udadrow who eventually leave their own society find their long-standing and intensely trained devotion to these tenets to be a particularly strong motivator over the course of their lives.", + "Whether your character holds staunchly firm in defense of their tenet, or strives, with marginal success, to overcome its longstanding influence, it will always be a part of their life. Roll on or choose an option from the Lolthian Tenet table to determine what tenet your character is most devoted to.", + { + "type": "table", + "caption": "Lolthian Tenets", + "colLabels": [ + "d10", + "Tenet" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Strength" + ], + [ + "2", + "Pride" + ], + [ + "3", + "Cruelty" + ], + [ + "4", + "Apathy" + ], + [ + "5", + "Power" + ], + [ + "6", + "Beauty" + ], + [ + "7", + "Skill" + ], + [ + "8", + "Pain" + ], + [ + "9", + "Intelligence" + ], + [ + "10", + "Vengeance" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Death to the Weak", + "entries": [ + "Showing any form of weakness in udadrow society is often a death-sentence. The race's focus on strength and prowess lends itself to the idea that weakness is a trait to be culled, eliminated as early and as quickly as possible. To udadrow, weaknesses that should be snuffed out include tendencies such as compassion, self-sacrifice, strong relationships, and other such faults that lead their possessors to shy away from what needs to be done.", + "For a good or neutral aligned Udadrow surviving in this culture means suppressing their own emotional attachments and putting on a mask of emotionless devotion to Lolth. Even if these rare udadrow manage to break away from their homes later in life, their ability to express emotion and to act as their conscience directs is severely hindered from a lifetime of hiding these feelings away." + ] + }, + { + "type": "entries", + "name": "Udadrow Origins", + "entries": [ + "You can roll on or choose an option from the Udadrow Origins table to determine an origin for a Udadrow character.", + { + "type": "table", + "caption": "Udadrow Origins", + "colLabels": [ + "d8", + "Origin" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "You have always been the runt of your family, and have only managed to survive through your cunning. You'll show them that you are strong enough to make it on your own." + ], + [ + "2", + "You have been tasked to accompany a raiding party traveling to the surface for slaves and supplies." + ], + [ + "3", + "You are a prodigy among your people, and everyone expects you to be the one who eliminates an old enemy for good." + ], + [ + "4", + "You have hidden your attachments and emotions away for years, but an old rival finally caught you in a moment of empathy. Now you face judgment and possible execution." + ], + [ + "5", + "The tenets of Lolth are your life. You do nothing but that which the Spider Queen wills." + ], + [ + "6", + "You have outgrown the need for friends, family, and even gods. You have abandoned your home and people, setting out to make a name for yourself without them dragging you down." + ], + [ + "7", + "You have been secretly freeing slaves for years, running a resistance to the udadrow empire from the inside." + ], + [ + "8", + "You were born and raised on the surface, and have no connections to your people aside from sharing in the discrimination they face on the surface." + ] + ] + } + ] + } + ] } - }, + } + ], + "feat": [ { - "name": "Infiltrator", - "shortName": "Infiltrator", + "name": "Adhesive Adaptation", "source": "JBoE", - "className": "Rogue", - "classSource": "PHB", - "page": 42, - "subclassFeatures": [ - "Infiltrator|Rogue||Infiltrator|JBoE|3", - "Defensive Reflexes|Rogue||Infiltrator|JBoE|9", - "Combat Ready|Rogue||Infiltrator|JBoE|13", - "Infilrating Assassin|Rogue||Infiltrator|JBoE|17" + "page": 68, + "prerequisite": [ + { + "other": "Kuo-toa" + } + ], + "entries": [ + "The natural adhesive you secrete becomes stickier. You gain the following benefits:", + { + "type": "list", + "items": [ + "You have advantage on skill checks made to grapple other creatures.", + "When you hit a creature with a melee attack, you can attempt to douse it in your adhesive. The target must make a Dexterity saving throw with a DC equal to 10 + your proficiency bonus. On a failed save, that creature has disadvantage on dexterity saving throws for 1 minute. A creature that succeeds on this save is immune to this effect for the next 24 hours." + ] + } ] }, { - "name": "The Vengeance Taker", - "shortName": "Vengeance Taker", + "name": "Axeshield", "source": "JBoE", - "className": "Rogue", - "classSource": "PHB", - "page": 44, - "subclassFeatures": [ - "Vengeance Taker|Rogue||Vengeance Taker|JBoE|3", - "Arcane Hunter|Rogue||Vengeance Taker|JBoE|9", - "Timely Vengeance|Rogue||Vengeance Taker|JBoE|13", - "Merciless|Rogue||Vengeance Taker|JBoE|17" + "page": 68, + "ability": [ + { + "str": 1 + } + ], + "entries": [ + "You know how to defend yourself with a battleaxe. You gain the following benefits:", + { + "type": "list", + "items": [ + "When wielding a battleaxe with two hands, you gain a +1 bonus to your AC." + ] + } ] }, { + "name": "Blend into Shadows", "source": "JBoE", - "className": "Sorcerer (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Draconic Bloodline", - "source": "PHB", - "shortName": "Draconic", - "className": "Sorcerer", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Sorcerer (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Wild Magic", - "source": "PHB", - "shortName": "Wild", - "className": "Sorcerer", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Sorcerer (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Divine Soul", - "source": "XGE", - "shortName": "Divine Soul", - "className": "Sorcerer", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Sorcerer (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Shadow Magic", - "source": "XGE", - "shortName": "Shadow", - "className": "Sorcerer", - "classSource": "PHB" - } + "page": 68, + "ability": [ + { + "dex": 1 + } + ], + "entries": [ + "You are at home in the darkness. You gain the following benefits:", + { + "type": "list", + "items": [ + "While you are within an area of darkness, if you remain still and silent for 1 minute, you can become {@condition invisible}. This invisibility ends if you are no longer in an area of darkness, take any action, or move faster than 5 feet on a turn" + ] + } + ] }, { + "name": "Cantrip Combinor", "source": "JBoE", - "className": "Sorcerer (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Storm Sorcery", - "source": "XGE", - "shortName": "Storm", - "className": "Sorcerer", - "classSource": "PHB" - } + "page": 68, + "prerequisite": [ + { + "other": "The ability to cast at least two cantrips" + } + ], + "entries": [ + "When you cast a cantrip you know with a casting time of 1 action that does not deal damage, you can combine it with a different cantrip you know with a casting time of 1 action that does not deal damage, potentially creating a unique combination of effects.", + "A suggested list of combinations and their outcomes is given below, but the player is encouraged to think creatively about other possibilities as well:", + { + "type": "entries", + "name": "Hand of Grace", + "entries": [ + "{@spell mage hand} + {@spell guidance} or {@spell resistance} or {@spell spare the dying}. You can use your mage hand to touch another creature to cast guidance, resistance, or spare the dying." + ] + }, + { + "type": "entries", + "name": "Battle Preparations", + "entries": [ + "{@spell blade ward} + {@spell true strike}. The duration of these cantrips is increased by 1 round when cast together." + ] + }, + { + "type": "entries", + "name": "Magic Show", + "entries": [ + "{@spell prestidigitation} + {@spell thaumaturgy} or {@spell druidcraft}. You can produce multiple instantaneous effects from these cantrips at once, out to a range of 30 feet." + ] + }, + { + "type": "entries", + "name": "Glowing Speaker", + "entries": [ + "{@spell dancing lights} + {@spell minor illusion}. You can create a humanoid figure made of light and speak through it." + ] + }, + { + "type": "entries", + "name": "Elemental Pairing", + "entries": [ + "Any combination of {@spell control flames|XGE}, {@spell gust|XGE}, {@spell mold earth|XGE}, and {@spell shape water|XGE}. You can form a variety of shapes and sensory effects using two elements simultaneously." + ] + }, + { + "type": "entries", + "name": "Secret Admirer", + "entries": [ + "{@spell friends} + {@spell message}. As long as you remain out of sight of the creature you communicate with through message, that creature will not know that you cast friends on it." + ] + } + ] }, { + "name": "Careful Attack", "source": "JBoE", - "className": "Sorcerer (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Aberrant Mind", - "source": "TCE", - "shortName": "Aberrant Mind", - "className": "Sorcerer", - "classSource": "PHB" - } + "page": 69, + "ability": [ + { + "int": 1 + } + ], + "entries": [ + "You have become adept at studying and anticipating how your enemies respond to your attacks. You gain the following benefits:", + { + "type": "list", + "items": [ + "As a bonus action, you can make an Intelligence ({@skill Investigation}) check contested by the Charisma ({@skill Deception}) check of a creature you can see within 60 feet of you. On a success, you gain advantage on the next attack roll you make against that creature before the end of your next turn." + ] + } + ] }, { + "name": "Caustic Adaptation", "source": "JBoE", - "className": "Sorcerer (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Clockwork Soul", - "source": "TCE", - "shortName": "Clockwork Soul", - "className": "Sorcerer", - "classSource": "PHB" - } + "page": 69, + "prerequisite": [ + { + "other": "Kuo-toa" + } + ], + "entries": [ + "Long have your ancestors hunted and been hunted in the depths. Natural selection has given your blood an unpalatable, acidic quality.", + "You gain the following benefits:", + { + "type": "list", + "items": [ + "When a creature hits you with a melee attack, it must make a Constitution saving throw with a DC equal to 10 + your proficiency bonus. On a failed save, the foul odor of your blood distracts it, and it has disadvantage on attack rolls made against you until the end of its next turn.", + "When you are reduced to 0 hit points by a melee attack, your blood splatters across the attacking creature, which must make a Dexterity saving throw with a DC equal to 10 + your proficiency bonus, taking {@damage 5d4} acid damage on a failed save, or half as much on a success." + ] + } + ] }, { + "name": "Chosen Enemy", "source": "JBoE", - "className": "Sorcerer (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Lunar Sorcery", - "source": "DSotDQ", - "shortName": "Lunar", - "className": "Sorcerer", - "classSource": "PHB" - } + "page": 69, + "entries": [ + "Choose a type of chosen foe when you take this feat: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as your chosen foe.", + "When you make an attack roll against a creature of that type, you can roll a {@dice d4} and add it to your attack roll.", + "You can take this feat multiple times, but you must choose a different creature type each time you take it. Also, when you reach a level that grants the Ability Score Improvement feature, you can switch the type of creature you chose with this feat to a different one." + ] }, { + "name": "Crossbow Focus", "source": "JBoE", - "className": "Sorcerer (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Runechild", - "source": "TDCSR", - "shortName": "Runechild", - "className": "Sorcerer", - "classSource": "PHB" - } + "page": 72, + "entries": [ + "Your focused training with crossbows provides you with the following benefits:", + { + "type": "list", + "items": [ + "You gain proficiency with all types of crossbows.", + "If you are a small size creature, you can use a heavy crossbow without disadvantage due to your size.", + "You gain a +2 bonus to damage rolls made with a crossbow." + ] + } + ] }, { + "name": "Earthen Shield", "source": "JBoE", - "className": "Sorcerer (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Deep Diviner", - "source": "JBoE", - "shortName": "Deep Diviner", - "className": "Sorcerer", - "classSource": "PHB" - } + "page": 69, + "prerequisite": [ + { + "other": "The ability to cast at least one spell" + } + ], + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "You can use the magical power of an earth node to defend yourself from harm. You gain the following benefits:", + { + "type": "list", + "items": [ + "After you cast a spell of 1st level or higher, you can use a bonus action to summon a rocky shield that grants you half cover until the start of your next turn." + ] + } + ] }, { + "name": "Elfhunter", "source": "JBoE", - "className": "Sorcerer (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Lolth's Blessed", - "source": "JBoE", - "shortName": "Lolth's Blessed", - "className": "Sorcerer", - "classSource": "PHB" - } + "page": 69, + "prerequisite": [ + { + "other": "Elf (drow)" + } + ], + "entries": [ + "Because of your cultural hatred for elves, you have had specific training in how best to fight them. You gain the following benefits:", + { + "type": "list", + "items": [ + "Your weapon attacks deal additional damage to elves and fey equal to half of your proficiency bonus (rounded down).", + "When an elf or fey hits you with an attack, you can use your reaction to make an opportunity attack against that creature.", + "If you can cast spells that charm or put creatures to sleep, other subraces of elves do not benefit from their Fey Ancestry feature against you." + ] + } + ] }, { - "name": "Deep Diviner", - "shortName": "Deep Diviner", + "name": "Enhanced Spell: Absorb Elements", "source": "JBoE", - "className": "Sorcerer", - "classSource": "PHB", - "page": 46, - "additionalSpells": [ + "page": 70, + "prerequisite": [ { - "known": { - "1": [ - "catapult|xge", - "earth tremor|xge", - "magic stone|xge#c" - ], - "3": [ - "earthbind|xge", - "maximilian's earthen grasp|xge" - ], - "5": [ - "erupting earth|xge", - "meld into stone" - ], - "7": [ - "evard's black tentacles", - "stone shape" - ], - "9": [ - "passwall", - "transmute rock|xge" - ] - } + "other": "The ability to cast the spell this feat enhances" } ], - "subclassFeatures": [ - "Deep Diviner|Sorcerer||Deep Diviner|JBoE|1", - "Earth Node|Sorcerer||Deep Diviner|JBoE|6", - "Elemental Transformation|Sorcerer||Deep Diviner|JBoE|14", - "Improved Nodes|Sorcerer||Deep Diviner|JBoE|18" + "entries": [ + "When you cast {@spell absorb elements}, the spell is enhanced in the following ways:", + { + "type": "list", + "items": [ + "The spell grants resistance to all damage types except for bludgeoning, piercing, and slashing damage.", + "The first time you hit with a melee or ranged attack on your next turn, the target takes an extra {@damage 1d6} damage of the triggering type, and the spell ends.", + "If you cast this spell using a spell slot of 4th level or higher, you take no damage from the effect that triggered this spell." + ] + } ] }, { - "name": "Lolth's Blessed", - "shortName": "Lolth's Blessed", + "name": "Enhanced Spell: Blindness/Deafness", "source": "JBoE", - "className": "Sorcerer", - "classSource": "PHB", - "page": 47, - "additionalSpells": [ + "page": 70, + "prerequisite": [ { - "known": { - "1": [ - "bane", - "command" - ], - "3": [ - "silence", - "web" - ], - "5": [ - "animate dead", - "hypnotic pattern" - ], - "7": [ - "banishment", - "polymorph" - ], - "9": [ - "cloudkill", - "hold monster" - ] - } + "other": "The ability to cast the spell this feat enhances" } ], - "subclassFeatures": [ - "Lolth's Blessed|Sorcerer||Lolth's Blessed|JBoE|1", - "Web Slinger|Sorcerer||Lolth's Blessed|JBoE|6", - "Spider's Sense|Sorcerer||Lolth's Blessed|JBoE|14", - "Lolth's Blessing|Sorcerer||Lolth's Blessed|JBoE|18" + "entries": [ + "When you cast {@spell blindness/deafness}, the spell is enhanced in the following ways:", + { + "type": "list", + "items": [ + "When you attempt to blind a creature, it makes its saving throw with disadvantage.", + "When you attempt to deafen a creature, you can also attempt to deafen a number of additional creatures within range equal to your proficiency bonus. Any creature {@condition deafened} in this way has its speed reduced by 10 feet for the duration of the effect." + ] + } ] }, { + "name": "Enhanced Spell: Command", "source": "JBoE", - "className": "Warlock (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "The Archfey", - "source": "PHB", - "shortName": "Archfey", - "className": "Warlock", - "classSource": "PHB" - } + "page": 70, + "prerequisite": [ + { + "other": "The ability to cast the spell this feat enhances" + } + ], + "entries": [ + "When you cast {@spell command} using a 1st level spell slot, the spell is enhanced in the following ways:", + { + "type": "list", + "items": [ + "If the creature you target fails its saving throw, you can cast command again on your following turn against the same creature without expending a spell slot. You can continue to cast command in this way until the creature succeeds on its saving throw against the spell.", + "Your command can be up to three words long" + ] + } + ] }, { + "name": "Enhanced Spell: Darkness", "source": "JBoE", - "className": "Warlock (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "The Fiend", - "source": "PHB", - "shortName": "Fiend", - "className": "Warlock", - "classSource": "PHB" - } + "page": 70, + "prerequisite": [ + { + "other": "The ability to cast the spell this feat enhances" + } + ], + "entries": [ + "When you cast {@spell darkness}, the spell is enhanced in the following ways:", + { + "type": "list", + "items": [ + "You can cast this spell as a reaction centered on yourself if you are within the targeted area of a spell of 1st level or higher that creates light. If you cast darkness in this way, you gain advantage on your saving throw against the triggering spell.", + "If you cast this spell using a spell slot of" + ] + }, + "3rd level or higher, you can see through the magical darkness it creates." + ] }, { + "name": "Enhanced Spell: Faerie Fire", "source": "JBoE", - "className": "Warlock (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "The Great Old One", - "source": "PHB", - "shortName": "Great Old One", - "className": "Warlock", - "classSource": "PHB" - } + "page": 70, + "prerequisite": [ + { + "other": "The ability to cast the spell this feat enhances" + } + ], + "entries": [ + "When you cast {@spell faerie fire}, the spell is enhanced in the following ways:", + { + "type": "list", + "items": [ + "Creatures you target with this spell have disadvantage on their saving throw against it.", + "A creature's speed is halved while it is under the effects of this spell." + ] + } + ] }, { + "name": "Enhanced Spell: Favorite Spell", "source": "JBoE", - "className": "Warlock (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "The Undying", - "source": "SCAG", - "shortName": "Undying", - "className": "Warlock", - "classSource": "PHB" - } + "page": 70, + "prerequisite": [ + { + "other": "The ability to cast the spell this feat enhances" + } + ], + "entries": [ + "Select one spell that you can cast using a spell slot of 5th level or lower. Whenever you cast that spell, you treat it as though you had cast it using a spell slot one level higher than you used.", + "When you gain a level, you can change the spell that benefits from this feat." + ] }, { + "name": "Enhanced Spell: Levitate", "source": "JBoE", - "className": "Warlock (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "The Celestial", - "source": "XGE", - "shortName": "Celestial", - "className": "Warlock", - "classSource": "PHB" - } + "page": 71, + "prerequisite": [ + { + "other": "The ability to cast the spell this feat enhances" + } + ], + "entries": [ + "When you cast {@spell levitate}, the spell is enhanced in the following ways:", + { + "type": "list", + "items": [ + "You can choose to levitate a number of objects up to your proficiency bonus with a total combined weight of no more than 500 pounds.", + "You can choose to levitate a single object weighing no more than 10 pounds, without expending a spell slot." + ] + }, + "Additionally, a bonus action, you can levitate yourself up to 5 feet off the ground at will. You do not need to concentrate to maintain this levitation, but it immediately ends if you move from your current space." + ] }, { + "name": "Enhanced Spell: Ray of Sickness", "source": "JBoE", - "className": "Warlock (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "The Hexblade", - "source": "XGE", - "shortName": "Hexblade", - "className": "Warlock", - "classSource": "PHB" - } + "page": 71, + "prerequisite": [ + { + "other": "The ability to cast the spell this feat enhances" + } + ], + "entries": [ + "When you cast {@spell ray of sickness}, the spell is enhanced in the following ways:", + { + "type": "list", + "items": [ + "When a creature fails its saving throw against this spell, the duration of the {@condition poisoned} condition it gains is increased to 1 minute. The creature can make a new Constitution saving throw at the end of each of its turns, removing the condition on a successful save.", + "{@action Attack} rolls against a creature that is {@condition poisoned} from you ray of sickness are made with advantage." + ] + } + ] }, { + "name": "Enhanced Spell: Witch Bolt", "source": "JBoE", - "className": "Warlock (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "The Fathomless", - "source": "TCE", - "shortName": "Fathomless", - "className": "Warlock", - "classSource": "PHB" - } + "page": 71, + "prerequisite": [ + { + "other": "The ability to cast the spell this feat enhances" + } + ], + "entries": [ + "When you cast {@spell witch bolt}, the spell is enhanced in the following ways:", + { + "type": "list", + "items": [ + "{@action Attack} rolls against a creature that is under the effects of this spell are made with advantage.", + "The spell's range is increased to 60 feet.", + "If a creature dies from the damage it takes from this spell, you can use a bonus action to redirect the witch bolt to a different target within range. You must hit that creature with a spell attack roll or the spell immediately ends." + ] + } + ] + }, + { + "name": "Extra Wild Shape", + "source": "JBoE", + "page": 71, + "prerequisite": [ + { + "other": "Ability to use wild shape" + } + ], + "entries": [ + "You can use wild shape more frequently than you normally could. You gain the following benefits:", + { + "type": "list", + "items": [ + "You gain one additional use of wild shape, which you regain when you finish a short or long rest.", + "When you take damage from a hostile creature's attack while in wild shape, you can use your reaction to reduce that damage by a number of hit points equal to half your druid level." + ] + } + ] }, { + "name": "Frighting Power", "source": "JBoE", - "className": "Warlock (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "The Genie", - "source": "TCE", - "shortName": "Genie", - "className": "Warlock", - "classSource": "PHB" - } + "page": 71, + "entries": [ + "When you deal critical damage to a creature, you impose disadvantage on the next saving throw that creature makes against being {@condition frightened} within 1 minute.", + "If the creature is immune to the {@condition frightened} condition, that immunity is ignored and the creature makes its next saving throw against being {@condition frightened} with advantage within 1 minute. If the creature fails that saving throw, it continues making its saves against being {@condition frightened} with advantage until the condition ends." + ] }, { + "name": "Gift of the Spider Queen", "source": "JBoE", - "className": "Warlock (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "The Undead", - "source": "VRGR", - "shortName": "Undead", - "className": "Warlock", - "classSource": "PHB" - } + "page": 72, + "entries": [ + "You have the blessing of the Spider Queen upon you. You gain the following benefits:", + { + "type": "list", + "items": [ + "You gain {@sense tremorsense|MM} out to a range of 60 feet.", + "You can see through magical darkness.", + "You can cast the {@spell spider climb} spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have." + ] + } + ] }, { + "name": "Highborn Dorw", "source": "JBoE", - "className": "Warlock (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "The Dark Maiden", - "source": "JBoE", - "shortName": "Dark Maiden", - "className": "Warlock", - "classSource": "PHB" - } + "page": 72, + "prerequisite": [ + { + "other": "Elf (drow)" + } + ], + "entries": [ + "You have learned how to tap into the advanced magical abilities available to you through your drow noble heritage. You gain the following benefits:", + { + "type": "list", + "items": [ + "Choose a 1st level spell from the wizard or warlock spell list. You can cast the chosen 1stlevel spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. Your spellcasting ability for this feat's spell is Intelligence, Wisdom, or Charisma (choose when you select this feat).", + "Whenever you cast a spell of 1st level or higher, you can use a bonus action to become {@condition invisible} until the start of your next turn. This invisibility ends early if you speak, use a reaction, or take damage." + ] + } + ] }, { + "name": "Ki Adept", "source": "JBoE", - "className": "Warlock (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "The Spider Queen", - "source": "JBoE", - "shortName": "Spider Queen", - "className": "Warlock", - "classSource": "PHB" - } + "page": 72, + "entries": [ + "You have studied the ways of monks and have gained some of their understanding. You gain the following benefits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ki Power", + "entries": [ + "You gain 2 Ki points to fuel abilities that use Ki (these points are added to any Ki points you have from another source). You regain any expended Ki points when you finish a short or long rest." + ] + }, + { + "type": "item", + "name": "Flurry of Blows", + "entries": [ + "Immediately after you take the {@action Attack} action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. You can use your Dexterity modifier for attack and damage rolls with these unarmed strikes, which deal {@damage 1d4} bludgeoning damage on a hit (scaling up with your Martial Arts die type, if you have that feature from your class)." + ] + }, + { + "type": "item", + "name": "Patient Defense", + "entries": [ + "You can spend 1 ki point to take the {@action Dodge} action as a bonus action on your turn." + ] + }, + { + "type": "item", + "name": "Step of the Wind", + "entries": [ + "You can spend 1 ki point to take the {@action Disengage} or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn." + ] + }, + "If you already gained these abilities from your class, you can roll a {@dice d4} whenever you use one of them. If you roll a 4, you do not expend a Ki point for using that ability." + ] + } + ] }, { - "name": "The Dark Maiden", - "shortName": "Dark Maiden", + "name": "Knight of Lolth", "source": "JBoE", - "className": "Warlock", - "classSource": "PHB", - "page": 50, - "additionalSpells": [ + "page": 72, + "entries": [ + "You have mastered techniques of waging war when mounted on a monstrous spider. You gain the following benefits:", { - "expanded": { - "1": [ - "dissonant whispers", - "guiding bolt" - ], - "3": [ - "calm emotions", - "moonbeam" - ], - "5": [ - "counterspell", - "phantom steed" - ], - "7": [ - "phantasmal killer", - "confusion" - ], - "9": [ - "mislead", - "seeming" - ] - } + "type": "list", + "items": [ + "You can cast the find steed spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. The steed you summon must be a giant spider.", + "While mounted, you deal extra damage with your melee attacks equal to your proficiency bonus.", + "When your mount is hit with a melee attack, you can use your reaction to make one melee attack against the creature that hit your mount." + ] } - ], - "subclassFeatures": [ - "Dark Maiden|Warlock||Dark Maiden|JBoE|1", - "Myriad Musician|Warlock||Dark Maiden|JBoE|6", - "Disabling Dirge|Warlock||Dark Maiden|JBoE|10", - "Refrain of Retribution|Warlock||Dark Maiden|JBoE|14" ] }, { - "name": "The Spider Queen", - "shortName": "Spider Queen", + "name": "Lolth's Meat", "source": "JBoE", - "className": "Warlock", - "classSource": "PHB", - "page": 52, - "additionalSpells": [ + "page": 73, + "prerequisite": [ { - "expanded": { - "1": [ - "false life", - "ray of sickness" - ], - "3": [ - "invisibility", - "melf's acid arrow" - ], - "5": [ - "fear", - "stinking cloud" - ], - "7": [ - "freedom of movement", - "vitriolid sphere|xge" - ], - "9": [ - "cloudkill", - "mislead" - ] - } + "other": "Elf (drow)" } ], - "subclassFeatures": [ - "Spider Queen|Warlock||Spider Queen|JBoE|1", - "Potent Poison|Warlock||Spider Queen|JBoE|6", - "Lolth's Whispers|Warlock||Spider Queen|JBoE|10", - "Arachnid Appendages|Warlock||Spider Queen|JBoE|14" + "entries": [ + "Like all drow cultured in cities that are ruled by Lolth's priestesses, you know that you exist only to provide your goddess with food and pleasure. This knowledge lends you a certain bloodthirsty readiness. You gain the following benefits:", + { + "type": "list", + "items": [ + "You have advantage on initiative rolls.", + "When you hit a creature that has not yet acted in combat, you deal extra damage equal to your proficiency bonus." + ] + } ] }, { + "name": "Node Spellcasting", "source": "JBoE", - "className": "Wizard (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "School of Abjuration", - "source": "PHB", - "shortName": "Abjuration", - "className": "Wizard", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Wizard (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "School of Conjuration", - "source": "PHB", - "shortName": "Conjuration", - "className": "Wizard", - "classSource": "PHB" - } - }, - { - "source": "JBoE", - "className": "Wizard (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "School of Divination", - "source": "PHB", - "shortName": "Divination", - "className": "Wizard", - "classSource": "PHB" - } + "page": 73, + "prerequisite": [ + { + "other": "The ability to cast at least one spell" + } + ], + "entries": [ + "You have discovered the secret of node magic. You gain the following benefits:", + { + "type": "list", + "items": [ + "You learn the {@spell node door|JBoE} and {@spell node lock|JBoE} spells. You can cast each of these spells once without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast these spells using any spell slots you have. Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).", + "You are aware of the presence of any earth node within 30 feet of you.", + "When you come across a naturally occurring earth node, you can use an action to store one spell that you can cast of 1st level or higher in the node. As part of casting the spell, you can set a condition that will trigger the spell. If the spell has an area of effect, it is centered on the node. If the condition is not met within 24 hours, the spell within the node is lost." + ] + } + ] }, { + "name": "Sadistic Reward", "source": "JBoE", - "className": "Wizard (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "School of Enchantment", - "source": "PHB", - "shortName": "Enchantment", - "className": "Wizard", - "classSource": "PHB" - } + "page": 73, + "ability": [ + { + "choose": { + "from": [ + "str", + "dex" + ], + "amount": 1 + } + } + ], + "entries": [ + "Your mind and body are fortified by harming others. You gain the following benefits:", + { + "type": "list", + "items": [ + "The first time you deal damage to a hostile creature on your turn, you gain a +1 bonus to your attack and damage rolls until the end of your next turn." + ] + } + ] }, { + "name": "Spiderfriend Magic", "source": "JBoE", - "className": "Wizard (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "School of Evocation", - "source": "PHB", - "shortName": "Evocation", - "className": "Wizard", - "classSource": "PHB" - } + "page": 73, + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "Your spells can't harm your vermin allies. You gain the following benefits:", + { + "type": "list", + "items": [ + "When you cast a spell with an Area of Effect, you can choose any number of spiders, rats, snakes, bats, or other vermin within that area to be unaffected by the spell.", + "If an ally casts a spell that would negatively effect any of your allied spiders, rats, snakes, bats, or other vermin, you can use your reaction to prevent them from being affected by that spell.", + "When you cast a ranged spell, you can increase its range by 30 feet if a friendly vermin creature that is not a familiar is within 30 feet of you." + ] + } + ] }, { + "name": "Spilt Arrow", "source": "JBoE", - "className": "Wizard (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "School of Illusion", - "source": "PHB", - "shortName": "Illusion", - "className": "Wizard", - "classSource": "PHB" - } + "page": 73, + "entries": [ + "You have learned to modify your bow to shoot at two targets at once. When you are about to make a ranged weapon attack with a shortbow or longbow, you can choose to fire two arrows at once at two different targets that are within 30 feet of each other. When you do so, make an attack roll with disadvantage against each target." + ] }, { + "name": "Staggering Critical", "source": "JBoE", - "className": "Wizard (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "School of Necromancy", - "source": "PHB", - "shortName": "Necromancy", - "className": "Wizard", - "classSource": "PHB" - } + "page": 73, + "entries": [ + "Your piercing critical hits leave your opponents reeling. You gain the following benefits:", + { + "type": "list", + "items": [ + "When wielding a one-handed melee weapon that deals piercing damage, you score a critical hit on a roll of 19-20.", + "When you score a critical hit with a onehanded melee weapon that deals piercing damage, the target falls {@condition prone} if it is no more than one size larger than you.", + "When you score a critical hit with a onehanded melee weapon that deals piercing damage against a {@condition prone} creature, that creature must make a Constitution saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus). On a failure, the creature is {@condition stunned} until the end of its next turn." + ] + } + ] }, - { - "source": "JBoE", - "className": "Wizard (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "School of Transmutation", - "source": "PHB", - "shortName": "Transmutation", - "className": "Wizard", - "classSource": "PHB" - } + { + "name": "Stalwart Guardian", + "source": "JBoE", + "page": 74, + "ability": [ + { + "con": 1 + } + ], + "entries": [ + "You put yourself into harm's way to protect your allies. You gain the following benefits:", + { + "type": "list", + "items": [ + "When you use the {@action Help} action on a friendly creature within 5 feet of you, you can cause all attacks against that creature to be made with disadvantage until the start of your next turn. You must be wielding a melee weapon or a shield and remain within 5 feet of the friendly creature to be able to defend them in this way.", + "If a creature you are defending in this way takes damage, you can use your reaction to take half of the damage the creature would take yourself." + ] + } + ] }, { + "name": "Stone Soul", "source": "JBoE", - "className": "Wizard (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "War Magic", - "source": "XGE", - "shortName": "War", - "className": "Wizard", - "classSource": "PHB" - } + "page": 74, + "ability": [ + { + "int": 1 + } + ], + "entries": [ + "You were born with a dwarflike, innate sense about rock, stone, and construction. You gain the following benefits:", + { + "type": "list", + "items": [ + "You have advantage on Intelligence ({@skill Investigation}) checks that involve stone or stony surfaces.", + "If you spend at least 1 minute analyzing a structure, you can find crucial load-bearing points in the structure, informing you of the best way to demolish it.", + "When in a cave or cavern, you can read the strata. You always know which direction will take you to the entrance of a cavern." + ] + } + ] }, { + "name": "Strong Mind", "source": "JBoE", - "className": "Wizard (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Chronurgy Magic", - "source": "EGW", - "shortName": "Chronurgy", - "className": "Wizard", - "classSource": "PHB" - } + "page": 74, + "ability": [ + { + "int": 1 + } + ], + "entries": [ + "You are unusually difficult to affect with psionic powers and mind attacks. You gain the following benefits:", + { + "type": "list", + "items": [ + "You have resistance to psychic damage.", + "At the end of each of your turns, if you are under the effects of a spell or ability that applies the {@condition charmed} or {@condition frightened} condition to you, the creature from which that effect originated takes psychic damage equal to your intelligence modifier + your proficiency bonus." + ] + } + ] }, { + "name": "Surprising Riposte", "source": "JBoE", - "className": "Wizard (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Graviturgy Magic", - "source": "EGW", - "shortName": "Graviturgy", - "className": "Wizard", - "classSource": "PHB" - } + "page": 74, + "entries": [ + "You are highly skilled in fighting with a onehanded finesse weapon. You gain the following benefits:", + { + "type": "list", + "items": [ + "While wielding a finesse weapon in one hand and nothing in your other hand, you can use your reaction to make one melee attack against a creature within range that misses you with a melee attack.", + "While wielding a finesse weapon in one hand and nothing in your other hand, you gain a +1 bonus to AC." + ] + } + ] }, { + "name": "Tunnelfighter", "source": "JBoE", - "className": "Wizard (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Bladesinging", - "source": "TCE", - "shortName": "Bladesinging", - "className": "Wizard", - "classSource": "PHB" - } + "page": 74, + "ability": [ + { + "str": 1 + } + ], + "entries": [ + "You can fight more naturally in the cramped and close quarters of caves and tunnels than usual. You gain the following benefits:", + { + "type": "list", + "items": [ + "While standing in a 5 foot space that has walls on two opposite sides of that space, you make melee attacks with advantage and melee attacks against you are made with disadvantage." + ] + } + ] }, { + "name": "Tunnelrunner", "source": "JBoE", - "className": "Wizard (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Order of Scribes", - "source": "TCE", - "shortName": "Scribes", - "className": "Wizard", - "classSource": "PHB" - } + "page": 75, + "ability": [ + { + "dex": 1 + } + ], + "entries": [ + "You can move naturally in the cramped quarters of caves and tunnels. You gain the following benefits:", + { + "type": "list", + "items": [ + "While moving through corridors that are no larger than 10 feet wide, your walking speed increases by 20 feet and you have advantage on Dexterity ({@skill Stealth}) checks." + ] + } + ] }, { + "name": "Unspeakable Vow", "source": "JBoE", - "className": "Wizard (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "Blood Magic", - "source": "TDCSR", - "shortName": "Blood Magic", - "className": "Wizard", - "classSource": "PHB" - } + "page": 75, + "ability": [ + { + "cha": 1 + } + ], + "entries": [ + "You willingly give yourself to the service of an evil deity or cause, denying yourself an ordinary life to serve your unspeakable ends. You gain the following benefits:", + { + "type": "list", + "items": [ + "You gain advantage on Charisma ({@skill Intimidation}) checks and disadvantage on Charisma ({@skill Persuasion}) checks." + ] + } + ] }, { + "name": "Versatile Combatant", "source": "JBoE", - "className": "Wizard (Expanded)", - "classSource": "JBoE", - "_copy": { - "name": "School of Demesne", - "source": "JBoE", - "shortName": "Demesne", - "className": "Wizard", - "classSource": "PHB" - } + "page": 75, + "entries": [ + "You have learned to combine attacks with the favored weapons of the drow-the rapier and the hand crossbow. You gain the following benefits:", + { + "type": "list", + "items": [ + "While dual wielding a rapier and a hand crossbow, you do not need a free hand to load ammunition into your hand crossbow, and you ignore the loading property of the hand crossbow.", + "Being within 5 feet of an enemy doesn't impose disadvantage on your hand crossbow attacks.", + "When you hit an enemy with a hand crossbow, you can use a bonus action to make a melee attack with a rapier you are holding against an enemy in range." + ] + } + ] }, { - "name": "School of Demesne", - "shortName": "Demesne", + "name": "Wisdom Breeds Caution", "source": "JBoE", - "className": "Wizard", - "classSource": "PHB", - "page": 55, - "subclassFeatures": [ - "School of Demesne|Wizard||Demesne|JBoE|2", - "Bed of Faerzress|Wizard||Demesne|JBoE|6", - "Spell Dampening|Wizard||Demesne|JBoE|10", - "Faerzress Instability|Wizard||Demesne|JBoE|14" + "page": 75, + "ability": [ + { + "choose": { + "from": [ + "int", + "wis", + "cha" + ], + "amount": 1 + } + } + ], + "entries": [ + "Not getting into a dangerous situation is generally the wisest course, but if danger is unavoidable, you're prepared. You rely more on caution and forethought than you do on physical prowess. You gain the following benefits:", + { + "type": "list", + "items": [ + "You gain a bonus to initiative rolls equal to the ability modifier for the ability score you increased with this feat.", + "You gain a +1 bonus to Intelligence, Wisdom, and Charisma saving throws." + ] + } ] } ], - "subclassFeature": [ + "spell": [ { - "name": "Drowcrafter", + "name": "Amorphous Form", "source": "JBoE", - "page": 8, - "className": "Artificer", - "classSource": "TCE", - "subclassShortName": "Drowcrafter", - "subclassSource": "JBoE", + "page": 100, "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "s": true, + "m": "a bit of ash and snot" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], "entries": [ + "A creature you touch gains the benefits of an amorphous form until the spell ends. The creature gains a climbing speed equal to its walking speed, the ability to move through difficult terrain and other creatures' spaces without a movement penalty, and the ability to move through a space as narrow as 1 inch wide. The creature also gains advantage on Dexterity ({@skill Stealth}) checks while pressed against a solid surface.", + "The creature's gear melds into its form when it passes through tight spaces or is attempting to hide." + ], + "entriesHigherLevel": [ { - "type": "quote", + "type": "entries", + "name": "At Higher Levels", "entries": [ - "We would still be hitting each other with sticks in the dark if it wasn't for drowcrafters." - ], - "by": "Jarlaxle" - }, - "Works of Drow craftsmanship and manufacture are infamous throughout the Underdark. Terrible tales of evil Dark-Elf creations extends to the surface world. Since their expulsion from the surface many ages ago drow artisanship has been instrumental in cementing their dominance over the other races of the Underdark.", - "Drowcraft typically combines the use of adamantine or spider silk with the magical properties of {@i {@variantrule faerzress|JBoE}} which is found frequently in Earth Nodes (described in chapter 3) deep in the world below. Drowcraft has similarities with other elven craft, sharing a similar lightness and grace in construction. Where the craft of the elves of the surface and the Drow diverge is in the Drowcrafter's use of fearsome dark energies, poisons, and chiefly with their race's obsession with causing as much pain as possible to its enemies-all in the name of Lolth the Spider Goddess.", - "To ensure that a noble house remains dominant, they go to great lengths to hide their skills and knowledge from other houses within their own city. As such, non-drow rarely come across these fell objects until they are on the piercing end of a {@condition poisoned} adamantine short sword or shackled in magically restrictive chains. Some attentive prisoners however, aided by a great deal of courage and insight manage to learn these dark crafts from their masters before escaping. Often, they use this knowledge as a means of getting revenge on their cruel captors.", - { - "type": "refSubclassFeature", - "subclassFeature": "Shackles of Lolth|Artificer|TCE|Drowcrafter|JBoE|3" + "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd." + ] } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "miscTags": [ + "ADV" ] }, { - "name": "Shackles of Lolth", + "name": "Blindsight", "source": "JBoE", - "className": "Artificer", - "classSource": "TCE", - "page": 8, - "subclassShortName": "Drowcrafter", - "subclassSource": "JBoE", - "level": 3, + "page": 100, + "level": 2, + "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": 10 + }, + "concentration": true + } + ], "entries": [ - "{@i 3rd-level Drowcrafter feature}", - "Your study of Drowcraft has taught you to create one of the most fearsome symbols of Drow power: the {@i Shackles of Lolth}.", - "These magical shackles are forged from adamantine, baked for a season in an earth node or in a patch of {@i {@variantrule faerzress|JBoE}} and are then traditionally blessed by a priestess of Lolth. The drow use these evil manacles as tools to enslave their opponents both physically and magically:", + "You touch a willing creature to grant it {@sense blindsight} out to a range of 30 feet for the duration of the spell." + ], + "entriesHigherLevel": [ { - "type": "list", - "items": [ - "You can use the shackles as a spellcasting focus for your artificer spells.", - "You learn the {@spell mending} cantrip.", - "As an action, you can can make a melee spell attack roll using the Shackles of Lolth against a creature within 5 feet of you. If the creature is {@condition grappled} or {@condition incapacitated}, you have advantage on the roll. On a hit, the creature becomes snared in the shackles and is {@condition restrained}. While the creature is {@condition restrained} in this way, you can cast the {@spell suggestion} spell on them at will. The creature is not under the {@condition restrained} condition while carrying out your commands. If you command the creature to harm themselves or another creature, the spell fails. If the creature takes damage or your attempt to command them fails, they can make a Wisdom saving throw against your spell save DC. On a successful save, the shackles are broken and return to you. As part of completing a long rest, you can cast the {@spell mending} spell on the shackles to use them again. A creature that has broken free of their shackles is magically marked for 24 hours. During that time, you have advantage on Wisdom ({@skill Survival}) checks to track them." + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd." ] } - ] - }, - { - "name": "Cleaving Fetters", - "source": "JBoE", - "className": "Artificer", - "classSource": "TCE", - "page": 8, - "subclassShortName": "Drowcrafter", - "subclassSource": "JBoE", - "level": 5, - "entries": [ - "{@i 5th-level Drowcrafter feature}", - "When you make an attack with the Shackles of Lolth, you can choose to deal damage instead of attempting to restrain a creature. Make a spell attack roll against each creature of your choice within 5 feet of you. On a hit, the shackles deal magical bludgeoning damage equal to {@dice 1d8} plus your Intelligence modifier, and a struck creature must succeed on a Constitution saving throw or be knocked {@condition prone}." - ] + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } }, { - "name": "Harness Faerzress", + "name": "Burrow", "source": "JBoE", - "className": "Artificer", - "classSource": "TCE", - "page": 8, - "subclassShortName": "Drowcrafter", - "subclassSource": "JBoE", - "level": 9, + "page": 100, + "level": 2, + "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": 10 + }, + "concentration": true + } + ], "entries": [ - "{@i 9th-level Drowcrafter feature}", - "You have learned how to tap into the latent magical energy of faerzress, storing it for later use.", - "When you are standing in a patch of faerzress or near an earth node, you can use an action to drain some of the radiation from these sources into your spellcasting focus or one of your infused items that you have equipped. When you do so, you gain {@dice 1d4} charges of faerzress. Whenever you finish a long rest, you also gain one charge. The maximum number of charges you can hold is equal to your proficiency bonus.", - "As a bonus action, you can expend a charge of faerzress to create one of the following effects:", + "You touch a willing creature to grant it a burrow speed of 30 feet through earth and loose rock, and the ability to burrow through solid rock as thought it were difficult terrain." + ], + "entriesHigherLevel": [ { "type": "entries", + "name": "At Higher Levels", "entries": [ - { - "type": "entries", - "name": "Destruction", - "entries": [ - "For 1 minute, when you hit with a spell attack or weapon attack, the attack deals an extra {@damage 3d6} force damage to the target." - ] - }, - { - "type": "entries", - "name": "Warding", - "entries": [ - "For 1 minute, you gain a +2 bonus to your AC. Your hit point maximum and current hit points also increase by an amount equal to twice your artificer level for the duration." - ] - }, - { - "type": "entries", - "name": "Luck", - "entries": [ - "For 1 minute, you can use your reaction to reroll a failed ability check or saving throw." - ] - } + "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd." ] - }, - "Only one of these effects may be active at a time. If you expend another charge to use a different effect, the previous effect immediately ends." - ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } }, { - "name": "Dark Artisan of the Spider Queen", + "name": "Camouflage", "source": "JBoE", - "className": "Artificer", - "classSource": "TCE", - "page": 8, - "subclassShortName": "Drowcrafter", - "subclassSource": "JBoE", - "level": 15, + "page": 100, + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], "entries": [ - "{@i 15th-level Drowcrafter feature}", - "Your devotion to Drowcraft has gained you the favor of the Spider Queen herself. You have become the chosen conduit to Lolth through your craftsmanship and magical equipment. You gain the following features:", + "You touch a willing creature to grant it the ability to change its skin and attire color, adjusting their tint and hue to match its surroundings. The creature gains advantage on Dexterity ({@skill Stealth}) checks made to hide while motionless." + ], + "entriesHigherLevel": [ { "type": "entries", + "name": "At Higher Levels", "entries": [ - { - "type": "entries", - "name": "Web Walker", - "entries": [ - "You gain a climbing speed equal to your walking speed, and can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also do not suffer any movement penalty from moving in difficult terrain." - ] - }, - { - "type": "entries", - "name": "Poison Blood", - "entries": [ - "You are immune to the {@condition poisoned} condition. When you would take poison damage, you instead recover hit points equal to that amount." - ] - }, - { - "type": "entries", - "name": "Heightened Senses", - "entries": [ - "You have advantage on Wisdom ({@skill Perception}) checks, and can't be surprised. You also gain {@sense tremorsense|MM} out to a range of 60 feet." - ] - } + "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st." ] } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "miscTags": [ + "ADV" ] }, { - "name": "Path of the Cavelord", + "name": "Clarity of Mind", "source": "JBoE", - "page": 11, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Cavelord", - "subclassSource": "JBoE", + "page": 101, "level": 3, - "entries": [ + "school": "A", + "time": [ { - "type": "quote", - "entries": [ - "Even occasional greatness will destroy a man." - ], - "by": "Jarlaxle" - }, - "Cavelords are often drawn to the darker places of the world, making caverns, tunnels, and lairs their home. They choose to wander the deep places of the world, facing the terrifying foes others only hear about in legend and rumor. Many cavelords are masters of the Underdark, constantly moving through these underground tunnels in search of the foul creatures that live there. These Barbarians revel in the thrill that comes from hunting such dangerous and despicable foes, and though not many know they exist, their efforts often serve to protect those who live above from ever having to face the terrors that they fight on a daily basis.", + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ { - "type": "refSubclassFeature", - "subclassFeature": "Warrior in Darkness|Barbarian|PHB|Cavelord|JBoE|3" + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true } - ] - }, - { - "name": "Warrior in Darkness", - "source": "JBoE", - "className": "Barbarian", - "classSource": "PHB", - "page": 11, - "subclassShortName": "Cavelord", - "subclassSource": "JBoE", - "level": 3, - "entries": [ - "{@i 3rd-level Path of the Cavelord feature}", - "You gain {@sense darkvision} out to a range of 60 feet. If you already have {@sense darkvision} from your race, its range increases by 30 feet. While raging, you also gain {@sense blindsight} out to a range of 30 feet.", - "In addition, you gain a +5 to your Passive {@skill Perception} and you can't be surprised while you are conscious." - ] - }, - { - "name": "Stone's Throw", - "source": "JBoE", - "className": "Barbarian", - "classSource": "PHB", - "page": 11, - "subclassShortName": "Cavelord", - "subclassSource": "JBoE", - "level": 6, - "entries": [ - "{@i 6th-level Path of the Cavelord feature}", - "When you make an attack using a stone as an improvised weapon, you treat the stone as a simple melee weapon with the thrown property. The stone has a normal range of 30 feet and a long range of 60 feet. On a hit, the stone deals bludgeoning damage equal to {@dice 1d12} + your Strength modifier. While raging, you can also add your proficiency bonus to the damage dealt.", - "The number of damage dice used with this weapon increases: at 11th level ({@dice 2d12}) and 17th level ({@dice 3d12})." - ] - }, - { - "name": "Strike from the Darkness", - "source": "JBoE", - "className": "Barbarian", - "classSource": "PHB", - "page": 11, - "subclassShortName": "Cavelord", - "subclassSource": "JBoE", - "level": 10, - "entries": [ - "{@i 10th-level Path of the Cavelord feature}", - "When you roll initiative while in darkness or heavy obscurement, you can add your Constitution modifier to the result of the roll.", - "Additionally, once on your first turn in combat, if you hit a creature that has not taken a turn yet, you deal damage to the creature as though it had taken a critical hit. If the hit was a critical hit, double the total amount of damage dealt from the attack." - ] - }, - { - "name": "Stone-Hardened Skin", - "source": "JBoE", - "className": "Barbarian", - "classSource": "PHB", - "page": 11, - "subclassShortName": "Cavelord", - "subclassSource": "JBoE", - "level": 14, + ], "entries": [ - "{@i 14th-level Path of the Cavelord feature}", - "While you are raging, you can use your reaction to gain immunity to bludgeoning, piercing, or slashing damage (your choice) until the end of that turn.", - "Once you use this feature, you can't use it again until you finish a short rest or long rest, unless you use your bonus action to expend one of your uses of Rage to regain the use of this feature." + "For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on saving throws against spells from the Enchantment and Illusion schools of magic." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd." + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "damageResist": [ + "psychic" + ], + "damageImmune": [ + "psychic" + ], + "damageVulnerable": [ + "psychic" + ], + "miscTags": [ + "SGT" ] }, { - "name": "Path of the Exiled", + "name": "Conjure Swarm", "source": "JBoE", - "page": 12, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Exiled", - "subclassSource": "JBoE", + "page": 101, "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], "entries": [ + "When you cast this spell, you summon a fey spirit that takes the form of a swarm of tiny beasts of challenge rating 1/2 or lower, which appears in an unoccupied space that you can see within range. For the duration of the spell, you can use your action to summon an additional swarm. You can have a maximum of 3 swarms summoned at one time.", + "Each swarm is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.", + "The summoned creatures are friendly to you and your companions. Your summoned swarms share your initiative, taking their turns immediately after yours. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.", + "The DM has the creatures' statistics." + ], + "entriesHigherLevel": [ { - "type": "quote", + "type": "entries", + "name": "At Higher Levels", "entries": [ - "He who controls his path controls the Underdark." - ], - "by": "Jarlaxle" - }, - "In the darkest depths of the Underdark reside fierce men and women who've savagely survived and claimed rule over the unrivaled dangers of this harsh underground caverns. Either there by choice, accident, or by the unfortunate event of being captured by mind flayer or drow slavers, to this reclusive monster-slaying machines, it is kill or be killed.", - { - "type": "refSubclassFeature", - "subclassFeature": "Hard to Kill|Barbarian|PHB|Exiled|JBoE|3" + "When you cast this spell using a spell slot of 4th level or higher, you can increase the number of swarms that you can have summoned at one time by one for each level of above 3rd." + ] } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "miscTags": [ + "SGT", + "SMN" ] }, { - "name": "Hard to Kill", + "name": "Death-Strikes", "source": "JBoE", - "className": "Barbarian", - "classSource": "PHB", - "page": 12, - "subclassShortName": "Exiled", - "subclassSource": "JBoE", + "page": 101, "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], "entries": [ - "{@i 3rd-level Path of the Exiled feature}", - "You gain advantage on death saving throws.", - "In addition, when you take damage from a melee or ranged weapon attack, you can use your reaction to reduce the damage you take from that attack by {@dice 1d12} + your barbarian level.", - "You can reduce the damage you take in this way a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest." + "You imbue your weapon with necrotic energy. For the duration, you can add {@damage 3d10} necrotic damage to your first hit with a weapon attack on your turn." + ], + "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 1d10} for each slot level above 3rd." + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "damageInflict": [ + "necrotic" ] }, { - "name": "Psychic Resilience", + "name": "Dehydrate", "source": "JBoE", - "className": "Barbarian", - "classSource": "PHB", - "page": 12, - "subclassShortName": "Exiled", - "subclassSource": "JBoE", + "page": 101, "level": 6, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], "entries": [ - "{@i 6th-level Path of the Exiled feature}", - "You gain resistance against psychic damage and can add your Constitution modifier to saving throws that target your Intelligence, Wisdom, or Charisma.", - "In addition, your ability scores can't be reduced by any means short of a {@spell wish} spell." + "You reach out and touch a creature, draining the water out of its body. The creature must make a Constitution saving throw. On a failed save the creature takes {@damage 10d10} necrotic damage, and you gain temporary hit points equal to half the damage dealt. On a successful save, the creature takes half as much damage, and gain no temporary hit points." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, the damage increases by {@dice 2d10} for each slot level above 6th." + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "THP" ] }, { - "name": "Taunt of Defiance", + "name": "Driderform", "source": "JBoE", - "className": "Barbarian", - "classSource": "PHB", - "page": 12, - "subclassShortName": "Exiled", - "subclassSource": "JBoE", - "level": 10, + "page": 102, + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "an obsidian spider worth 500 gp that has been exposed to faerzress", + "cost": 50000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], "entries": [ - "{@i 10th-level Path of the Exiled feature}", - "You can use a bonus action to taunt a creature within 30 feet of you that can hear and understand you. The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be compelled to spend its next turn attacking only you.", - "If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours." + "This spell transforms a humanoid that you can see within range into a {@creature drider}, a horrid hybrid of a humanoid and a giant spider. An unwilling humanoid must make a Wisdom saving throw against your spell save DC to avoid the effect. Additionally, a follower of Lolth has disadvantage on its saving throw. The spell has no effect on a shapechanger or a humanoid with 0 hit points.", + "The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The target's game statistics, including mental ability scores, are replaced by the statistics of the {@creature drider}. It retains its alignment and personality.", + "The target assumes the hit points of its new drider form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the humanoid's normal form to 0 hit points, it isn't knocked {@condition unconscious}.", + "The humanoid is limited in the actions it can perform by the nature of its drider form, and it can speak, cast spells, and take any other action that requires hands or speech.", + "The target's gear remains and continues to function as long as it fits a drider's body shape. Retained items include anything worn on the upper body. Otherwise, the gear is subsumed into the new form and ceases to function for the duration of the spell." + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "conditionInflict": [ + "unconscious" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" ] }, { - "name": "Break the Shackles", + "name": "Excavate", "source": "JBoE", - "className": "Barbarian", - "classSource": "PHB", - "page": 12, - "subclassShortName": "Exiled", - "subclassSource": "JBoE", - "level": 14, + "page": 102, + "level": 8, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of excavated dirt" + }, + "duration": [ + { + "type": "instant" + } + ], "entries": [ - "{@i 14th-level Path of the Exiled feature}", - "You gain advantage on Intelligence, Wisdom, and Charisma saving throws, and if you succeed on a saving throw against being {@condition charmed}, {@condition frightened}, {@condition incapacitated}, {@condition paralyzed}, or {@condition stunned}, you can deal {@damage 5d10} psychic damage to the creature that forced the saving throw.", - "In addition, if an ally within 30 feet of you fails their saving throw against the same magical effect you succeeded on, you can use your reaction to expend one use of your Rage to turn that ally's failure into a success." - ] + "You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. If the wall's thickness is more than 1 foot per caster level, then a single excavate spell simply makes a niche or short tunnel with the stated dimensions.", + "Several {@spell excavate|JBoE} spells can be used in succession to breach very thick walls by forming a continuing passage. Unlike the {@spell passwall} spell, excavate is an instantaneous effect that does not end and cannot be dispelled; any passage it creates is permanent." + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } }, { - "name": "College of Echoes", + "name": "Gate Seal", "source": "JBoE", - "page": 14, - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "Echoes", - "subclassSource": "JBoE", - "level": 3, - "entries": [ + "page": 102, + "level": 6, + "school": "A", + "time": [ { - "type": "quote", - "entries": [ - "The mystery of life isn't a problem to puzzle out, but an echo to listen to." - ], - "by": "Jarlaxle" - }, - "Bards who join the College of Echoes study the sonorous acoustic properties of the Underdark gaining an intimate understanding of the diverse sounds and culture of its inhabitants. These bards develop a supernatural ability to project their performance at great volumes across vast distances but are most famous for enchanting their audience by augmenting their performances with glorious and mysterious echoes. Simply put, they are able to make the endless impassive stone of the 'World Below' sing.", - "Only the most dedicated artists come to the Underdark as the scarcity of friendly taverns and warm hearths deter all but the most devoted to their craft. Many bards of this college are drawn to the Underdark through the legend of Kel Faldir. This mythical duergar auditorium is famous for the magical amplified properties of its stage, its audience of dwarven ghosts, but mostly for its endless supply of ancient duergar stout. Often these bards begin by searching for this fantastical theatre and wind up making legends of their own.", - "When bards who manage to survive long enough in the Underdark finally return to civilization they astound their audiences using the power of echoing sound to miraculously accompany themselves. Whether it is a soaring instrumental passage which gracefully bounces from wall to wall, immersive sound effects used to punctuate a story or poem or a complex dance based on the sacrificial ceremony of the Kuo-toa, bards of this college create resonant and powerful art from the unrelenting hostility of the Underdark.", + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a silver bar worth 50 gp.", + "cost": 5000 + } + }, + "duration": [ { - "type": "refSubclassFeature", - "subclassFeature": "Reverberating Inspiration|Bard||Echoes|JBoE|3" + "type": "permanent", + "ends": [ + "dispel" + ] } - ] - }, - { - "name": "Reverberating Inspiration", - "source": "JBoE", - "page": 14, - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "Echoes", - "subclassSource": "JBoE", - "level": 3, + ], "entries": [ - "{@i 3rd-level College of Echoes feature}", - "When an ally you granted Bardic Inspiration to uses their Bardic Inspiration die, the next ally to act gains a bonus to their next attack or ability check equal to the result of the Bardic Inspiration die roll. If no attack or ability check is made within 1 minute, the bonus is lost." - ] + "You seal a magical gate or portal, preventing any activation of the magical gate or portal. This seal can be dispelled by a successful casting of {@spell dispel magic} (DC = the spell save DC of the caster of the gate seal spell). A {@spell knock} spell has no effect on a gate seal spell, but a {@item chime of opening|DMG} immediately dispels it." + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } }, { - "name": "Mystic Ventriloquist", + "name": "Impostor", "source": "JBoE", - "page": 14, - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "Echoes", - "subclassSource": "JBoE", - "level": 6, + "page": 103, + "level": 2, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "an item touched by the named humanoid within 24 hours" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], "entries": [ - "{@i 6th-level College of Echoes feature}", - "As a bonus action you conjure a floating translucent mannequin at an unoccupied location that you can see within 60 feet of you. The mannequin looks like a puppet version of yourself. You can speak and cast spells through this mannequin.", - "While conjured, the mannequin can hear and see, and it has {@sense darkvision} with a range of 60 feet. It can also telepathically share with you what it sees and hears (no action required). The mannequin floats in place, making gestures and mouth movements appropriate to what is being said through it. As a bonus action, you can cause it to move up to 30 feet in any direction. After 1 minute, the mannequin vanishes.", - "As an action, while the mannequin is conjured, you can force creatures of your choice within 30 feet of the mannequin to make a Charisma saving throw against your spell save DC. Any creature that fails its saving throw is {@condition deafened} and silenced as the mannequin absorbs all of the sound around the creature. At the end of each of its turns, an affected creature can make another Charisma saving throw. On a success, it is no longer {@condition deafened} or silenced.", - "Once you use this feature to conjure the mannequin, you can't do so again until you finish a short or long rest." - ] + "You say the name of one humanoid you have seen before, while touching an item that had been touched by that humanoid within 24 hours. For the duration of the spell, your appearance matches that of the humanoid you named, including any clothing or items worn or carried by the humanoid. Your voice also changes to match the voice of the named humanoid.", + "The changes wrought by this spell fail to hold up to physical inspection. For example, if this spell adds a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.", + "To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence ({@skill Investigation}) check against your spell save DC." + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } }, { - "name": "Echo in Time", + "name": "Insightful Deceiver", "source": "JBoE", - "page": 14, - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "Echoes", - "subclassSource": "JBoE", - "level": 14, + "page": 103, + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], "entries": [ - "{@i 14th-level College of Echoes feature}", - "After rolling a {@dice d20} as part of an attack roll, ability check, or saving throw, you can expend one use of your Bardic Inspiration to save that die result for 1 minute. You can then replace a later {@dice d20} roll you make during that minute with the saved die result." - ] + "For the duration of the spell, you gain proficiency with the {@skill Insight} and {@skill Deception} skills. If you succeed on a check with one of these skills, your next check using the other skill is made with advantage." + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } }, { - "name": "College of Fangs", + "name": "Life from Death", "source": "JBoE", - "page": 15, - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "Fangs", - "subclassSource": "JBoE", + "page": 103, "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], "entries": [ + "You afflict a creature you can see within range with a horrible, desiccating curse. That creature must succeed on a Wisdom saving throw. On a failed save, the creature takes {@damage 3d6} necrotic damage at the start of each of its turns. The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.", + "Oozes, plants and aquatic creatures have disadvantage on saving throws against this spell. Undead, constructs, and other creatures that do not need water or blood to survive automatically succeed on their saving throw against this spell.", + "If damage from this spell kills a Medium or smaller humanoid creature, it becomes a zombie under your control for the duration of the spell. The zombie is friendly to you and your companions. It shares your initiative, taking its turns immediately after yours. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands, it defend itself from hostile creatures, but otherwise take no actions." + ], + "entriesHigherLevel": [ { - "type": "quote", + "type": "entries", + "name": "At Higher Levels", "entries": [ - "Everyone has the right to live and die by the sword. But death by poison? That's reserved for nobles." - ], - "by": "Jarlaxle" - }, - "The College of Fangs train spectacular minstrels and entertainers, but above all, cunning noble household advisors. Often praised as elite soldiers, they strike in the most opportune moments, deceiving and slaying their enemies with their cunning silver tongue, social skills, and music. They would rather enchant, poison, blackmail, or assassinate than fight a fair fight.", - { - "type": "refSubclassFeature", - "subclassFeature": "Bonus Proficiencies|Bard||Fangs|JBoE|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Killing Melodies|Bard||Fangs|JBoE|3" + "When you cast this spell using a spell slot of 4th level or higher, the damage increases by {@dice 1d6} for each slot level about 3rd." + ] } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" ] }, { - "name": "Bonus Proficiencies", + "name": "Locate Node", "source": "JBoE", - "page": 15, - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "Fangs", - "subclassSource": "JBoE", - "level": 3, + "page": 103, + "level": 2, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "miles", + "amount": 1 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], "entries": [ - "{@i 3rd-level College of Fangs feature}", - "You gain proficiency in the {@skill Intimidation} or {@skill Persuasion} skill (your choice), and Poisoner's kit." - ] + "You sense the direction of any earth node within range. If you have visited a specific node before, you can sense its direction within a range of 10 miles. This spell can't detect nodes protected by a node lock spell." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the range increases by 1 mile for each slot level above 2nd." + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } }, { - "name": "Killing Melodies", + "name": "Magical Backlash", "source": "JBoE", - "page": 15, - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "Fangs", - "subclassSource": "JBoE", - "level": 3, + "page": 104, + "level": 2, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], "entries": [ - "{@i 3rd-level College of Fangs feature}", - "As an action, you can roll a Charisma ({@skill Performance}) check in an attempt to wound your enemies with an overwhelming performance. Each creature of your choice within 30 feet of you that can hear you must make a Wisdom ({@skill Insight}) check, taking psychic damage equal to your Charisma ({@skill Performance}) check minus the creature's Wisdom ({@skill Insight}) check. A creature is unaffected if the result is 0 or less." + "You target one creature you can see within range that has at least one beneficial spell currently affecting it. That creature takes force damage equal to {@dice 2d10} times the number of beneficial spells currently affecting the creature, unless that creature uses their reaction to allow this spell to remove one of the beneficial spells currently affecting it. If the creature uses their reaction in this way, you learn what spells are currently affecting the creature and can choose which spell effect to end." + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "miscTags": [ + "SGT" ] }, { - "name": "Improved Prestidigitation", + "name": "Mark of the Outcast", "source": "JBoE", - "page": 15, - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "Fangs", - "subclassSource": "JBoE", - "level": 6, - "entries": [ - "{@i 6th-level College of Fangs feature}", - "You learn the {@spell prestidigitation} cantrip. If you already know that cantrip, you learn another cantrip from the Bard spell list.", - "When you cast {@spell prestidigitation}, its range is increased to 60 feet and it requires verbal components to cast. You can make a Dexterity (Slight of Hand) check with advantage to conceal the somatic component of the spell.", - "Additional magical effects are also added to the list of available effects for the spell:", + "page": 104, + "level": 4, + "school": "N", + "time": [ { - "type": "list", - "items": [ - "You coat one piece of ammunition in poison for 1 hour. This ammunition deals {@dice 2d6} extra poison damage on a hit.", - "You infuse one item of food or drink with poison for 1 hour. The poison is colorless and odorless. Any creature that consumes the poison must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes {@damage 6d6} poison damage. Whether the creature succeeds or fails its saving throw, it becomes aware that the food or drink was {@condition poisoned}." - ] + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "permanent" } + ], + "entries": [ + "You touch a creature and choose one of the creature's ability scores to target. That creature must succeed on a saving throw using the ability score you targeted. For example, if you target Wisdom, the creature must make a Wisdom saving throw. If the creature is not {@condition restrained}, it makes this saving throw with advantage. On a failed save,the creature becomes cursed with an indelible mark on the their face. A creature with this mark has disadvantage on ability checks and saving throws using the ability score that was targeted by this spell.", + "A creature that already has a mark automatically succeeds on their saving throw against this spell. The mark can't be dispelled, but it can be removed with a remove curse or wish spell." + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "conditionInflict": [ + "restrained" + ], + "savingThrow": [ + "wisdom" ] }, { - "name": "Devious Luck", + "name": "Minor Telekinesis", "source": "JBoE", - "page": 15, - "className": "Bard", - "classSource": "PHB", - "subclassShortName": "Fangs", - "subclassSource": "JBoE", - "level": 14, + "page": 104, + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], "entries": [ - "{@i 14th-level College of Fangs feature}", - "As a reaction, when you fail an ability check, attack roll, or saving throw, you can reroll, potentially turning a failure into a success. If you make a saving throw, whether the reroll succeeds or fails, you can convince hostile creatures that you failed until the start of your next turn.", - "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." + "You gain the ability to move or manipulate an object by thought. Choose an unattended object that you can see within range that weighs less than 100 pounds. You can move the object up to 30 feet in any direction through unoccupied spaces within the range of this spell. You can maintain control of an object if you use your action on each of your turns to continue casting this spell. If you attempt to drop an object that weighs at least 10 pounds onto a creature, that creature must make a Dexterity saving throw or take {@damage 1d10} bludgeoning damage.", + "This spell's damage increases by {@dice 1d10} when you reach 5th level ({@dice 2d10}), 11th level ({@dice 3d10}), and 17th level ({@dice 4d10})." + ], + "scalingLevelDice": { + "label": "bludgeoning damage", + "scaling": { + "1": "1d10", + "5": "2d10", + "11": "3d10", + "17": "4d10" + } + }, + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "OBJ", + "SCL", + "SGT" ] }, { - "name": "Balance Domain", + "name": "Minor Telepathy", "source": "JBoE", - "page": 18, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Balance", - "subclassSource": "JBoE", - "level": 1, - "entries": [ - { - "type": "quote", - "entries": [ - "There is a delicate time for beginnings and endings, but there is always time for balance, do not doubt." - ], - "by": "Jarlaxle" - }, - "Underdark clerics of the balance domain are committed to neutrality and order in all that they pursue. Many slyths follow this path for those reasons, but adherents of all races can be found walking this path. These clerics prefer diplomacy to combat, and are well versed in the art of calming individuals and helping parties that are at odds come to a peaceful, or at least a non-violent, resolution.", - "At each indicated cleric level, add the listed spells to your spells prepared.", - { - "type": "table", - "caption": "Balance Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1st", - "{@spell command}, {@spell sanctuary}" - ], - [ - "3rd", - "{@spell clarity of mind|JBoE}, {@spell hold person}" - ], - [ - "5th", - "{@spell glyph of warding}, {@spell hypnotic pattern}" - ], - [ - "7th", - "{@spell charm monster|XGE}, {@spell mordenkainen's private sanctum}" - ], - [ - "9th", - "{@spell antilife shell}, {@spell modify memory}" - ] - ] - }, + "page": 104, + "level": 0, + "school": "V", + "time": [ { - "type": "refSubclassFeature", - "subclassFeature": "Bonus Proficiency|Cleric||Balance|JBoE|1" - }, + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": "a twisting wire or copper chord" + }, + "duration": [ { - "type": "refSubclassFeature", - "subclassFeature": "Persuasive Renewal|Cleric||Balance|JBoE|1" + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } } + ], + "entries": [ + "You forge a telepathic link with a willing creature you can see within range, giving you both the ability to communicate with each other telepathically for the duration of the spell. In order to understand each other, you both need to have one language in common. You can maintain a maximum number of telepathic links at one time equal to your proficiency bonus. Other creatures you are linked with can't communicate directly with each other." + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "miscTags": [ + "SGT" ] }, { - "name": "Bonus Proficiency", + "name": "Necrotic Glow", "source": "JBoE", - "page": 18, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Balance", - "subclassSource": "JBoE", + "page": 105, "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "phosphorescent moss" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], "entries": [ - "{@i 1st-level Balance Domain feature}", - "You gain proficiency in Charisma ({@skill Persuasion}), and may double your proficiency bonus when you attempt to persuade a creature to forego a violent course of action.", - "You may also use your Wisdom modifier, instead of your Charisma modifier when making Charisma ({@skill Persuasion}) and Charisma ({@skill Deception}) checks." + "You infuse one weapon with necrotic energy, causing it to shed dim light in a 10-foot radius. Natural bright light can't penetrate this radius, but magical light can.", + "When a creature is hit by an attack from this weapon, the attack deals an additional {@damage 1d4} necrotic damage to the target.", + "A weapon under the effect of this spell can't benefit from any other spell that increases its damage, such as {@spell divine favor} or {@spell holy weapon}." + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "damageInflict": [ + "necrotic" + ], + "miscTags": [ + "LGT" ] }, { - "name": "Persuasive Renewal", + "name": "Node Door", "source": "JBoE", - "page": 18, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Balance", - "subclassSource": "JBoE", - "level": 1, + "page": 105, + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "unlimited" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], "entries": [ - "{@i 1st-level Balance Domain feature}", - "When you make a successful Charisma ({@skill Persuasion}) or Charisma ({@skill Deception}) check, you gain one balance point. The maximum number of balance points you can have is equal to twice your proficiency bonus. As a bonus action, you can spend an even number of balance points to restore one spell slot. The level of the spell slot restored is equal to half the number of balance points expended." + "While within 10 feet of the center of an earth node, you can cast this spell to instantly teleport to an unoccupied space within 10 feet of any other earth node you have visited. If there are no unoccupied spaces within 10 feet of the earth node you attempt to teleport to, the spell fails." + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "miscTags": [ + "TP" ] }, { - "name": "Channel Divinity: Wisdom's Ward", + "name": "Node Lock", "source": "JBoE", - "page": 18, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Balance", - "subclassSource": "JBoE", + "page": 105, "level": 2, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ] + } + ], "entries": [ - "{@i 2nd-level Balance Domain feature}", - "As a reaction, you can present your holy symbol when hit by an attack to summon a magical ward that grants you a bonus to your AC equal to your Wisdom modifier, potentially turning the hit into a miss. The ward lasts for 1 minute, or until you are hit by an attack, in which the ward explodes, causing all creatures of your choice within 5 feet of you to make a Strength saving throw against your spell save DC or be pushed back 10 feet and take force damage equal to {@dice 1d10} + your cleric level." - ] - }, - { - "name": "Balancing Aura", - "source": "JBoE", - "page": 19, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Balance", - "subclassSource": "JBoE", - "level": 6, - "entries": [ - "{@i 6th-level Balance Domain feature}", - "You learn to subtly influence the minds of those around you, encouraging them to make rational decisions. You and friendly creatures within 10 feet of you gain advantage on Wisdom saving throws.", - "If you or an friendly creature fail a Wisdom saving throw, you can expend a number of balance points, adding the number of points spent to the failed save, potentially turning the failure into a success." - ] - }, - { - "name": "Potent Spellcasting", - "source": "JBoE", - "page": 19, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Balance", - "subclassSource": "JBoE", - "level": 8, - "entries": [ - "{@i 8th-level Balance Domain feature}", - "You add your Wisdom modifier to the damage you deal with any cleric cantrip." - ] + "When you cast this spell upon an earth node, you magically \"lock\" it against others who might wish to use its power. You can affect an earth node whose class value is equal to or less than your spellcasting modifier." + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } }, { - "name": "Balanced Harm", + "name": "Obsidian Stare", "source": "JBoE", - "page": 19, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Balance", - "subclassSource": "JBoE", - "level": 17, + "page": 105, + "level": 2, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a piece of obsidian" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], "entries": [ - "{@i 17th-level Balance Domain feature}", - "Your powerful connection to balance allows you to change the flow of combat, spreading the damage dealt to a single target among yourself and your allies. When an ally within 60 feet of you that you can see takes damage, you can use your reaction to divide that damage evenly between the original target, yourself, and up to two other allies within 60 feet of you. You can't choose allies whose current hit points are less than the amount of damage they would be taking.", - "Before dividing the damage dealt, you can expend a number of balance points to reduce the total damage by {@dice 1d6} for each balance point expended.", - "You can use this ability a number of times equal to your Wisdom modifier, and regain all expended uses after a long rest." + "For the duration of the spell, you can use your reaction to make a Charisma ({@skill Intimidation}) check against a creature you can see that attempts to hit you with an attack. If the result of your Charisma ({@skill Intimidation}) check is higher than the creature's attack roll, you cause the attack to miss if it would have hit, and that creature is unable to attack you again until the end of its next turn." + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "miscTags": [ + "SGT" ] }, { - "name": "Eilistraee Domain", + "name": "Oozing Wall", "source": "JBoE", - "page": 19, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Eilistraee", - "subclassSource": "JBoE", + "page": 105, "level": 1, - "entries": [ - { - "type": "quote", - "entries": [ - "She moved so gracefully, I thought there was two of her. Turns out, it was her and her sword." - ], - "by": "Jarlaxle" - }, - "The most elite clerics of Eilistraee are granted the title of Sword Dancer. These devoted individuals serve The Dark Maiden as warriors, infiltrators, and diplomats, taking their name from their agile, dancelike movements in battle. They often lead expeditions into Lolth-controlled portions of The Underdark, seeking to free the Drow there of her dangerous and divisive dogma.", - "As a Sword Dancer, you are no stranger to the blade, knowing that while mercy and kindness are important aspects of the Dark Maiden's teachings, violence must nonetheless be met with equal force.", - "Sword Dancers prefer to strike from the shadows, using subtlety and spells to disable their foes without killing them outright.", - "At each indicated cleric level, add the listed spells to your spells prepared.", + "school": "C", + "time": [ { - "type": "table", - "caption": "Eilistraee Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1st", - "{@spell magic missile}, {@spell stone tell|JBoE}" - ], - [ - "3rd", - "{@spell pass without trace}, {@spell spider climb}" - ], - [ - "5th", - "{@spell hypnotic pattern}, {@spell thunder step|XGE}" - ], - [ - "7th", - "{@spell dimension door}, {@spell otiluke's resilient sphere}" - ], - [ - "9th", - "{@spell circle of power}, {@spell commune}" - ] - ] - }, + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ { - "type": "refSubclassFeature", - "subclassFeature": "Bonus Proficiencies|Cleric||Eilistraee|JBoE|1" - }, + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "When you cast this spell, you can cover a 20- foot square section of a vertical surface that you can see within range with a grappling ooze. A creature that starts its turn within 5 feet of this ooze-covered surface must succeed on a Strength saving throw or take {@damage 1d4} acid damage and be {@condition grappled} by tendrils that extend outward from the ooze-covered surface. A creature that has been {@condition grappled} by these tendrils takes {@damage 1d4} acid damage at the start of each of its turns until the spell ends or the creature frees itself. A {@condition grappled} creature can use its action to make a Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check against your spell save DC, freeing itself on a success." + ], + "entriesHigherLevel": [ { - "type": "refSubclassFeature", - "subclassFeature": "Dance of Darkness|Cleric||Eilistraee|JBoE|1" + "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 1d4} for each slot level above 1st." + ] } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "damageInflict": [ + "acid" + ], + "conditionInflict": [ + "grappled" + ], + "savingThrow": [ + "strength" + ], + "miscTags": [ + "SGT" ] }, { - "name": "Bonus Proficiencies", + "name": "Pickpocketeer", "source": "JBoE", - "page": 20, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Eilistraee", - "subclassSource": "JBoE", + "page": 106, "level": 1, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], "entries": [ - "{@i 1st-level Eilistraee Domain feature}", - "You gain proficiency in the {@skill Stealth} skill. You also gain proficiency in weapons with the Finesse property." + "When you make a successful Dexterity ({@skill Sleight of Hand}) check, you become {@condition invisible} until the start of your next turn." + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "conditionInflict": [ + "invisible" ] }, { - "name": "Dance of Darkness", + "name": "Portal Barricade", "source": "JBoE", - "page": 20, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Eilistraee", - "subclassSource": "JBoE", - "level": 1, - "entries": [ - "{@i 1st-level Eilistraee Domain feature}", - "As a bonus action, you can begin a magic dance that lasts for 1 minute. The dance ends immediately if you are {@condition incapacitated} or if your speed becomes 0. While dancing, you gain the following benefits.", + "page": 106, + "level": 5, + "school": "T", + "time": [ { - "type": "list", - "items": [ - "You gain a +2 bonus to AC while in dim light or darkness.", - "Your walking speed increases by 10 feet.", - "You can add your proficiency bonus to the damage you deal with Finesse weapons." - ] - }, - "You can use this feature a number of times equal to your Wisdom modifier (a minimum of one), and you regain all expended uses when you finish a long rest." + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "entries": [ + "For the duration, a portal you can see within range is closed, preventing it from functioning. Magic such as the {@spell knock} spell, a {@item chime of opening|DMG}, or similar effects can't end or suppress a portal barricade, though a dispel magic spell can end the spell immediately." + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "miscTags": [ + "SGT" ] }, { - "name": "Channel Divinity: Shelter of Shadows", + "name": "Portal Redirection", "source": "JBoE", - "page": 20, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Eilistraee", - "subclassSource": "JBoE", - "level": 2, + "page": 106, + "level": 6, + "school": "T", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a two-sided mirror worth 500 gp", + "cost": 50000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 6 + } + } + ], "entries": [ - "{@i 2nd-level Eilistraee Domain feature}", - "As an action, you may invoke divine power to avoid detection. For 10 minutes, or until you end the effect using a bonus action, you or a willing creature you touch has advantage on all Dexterity ({@skill Stealth}) and Dexterity ({@skill Acrobatics}) checks, and make no noise while moving.", - "If the creature is in an area of dim light or darkness when this effect ends, it regains hit points equal to {@dice 1d8} + your cleric level." - ] + "You change the destination of the portal on which this spell is cast for the duration of the spell. You may choose any existing portal through which you have traveled as the new, temporary destination. This spell does not change any of the portal's other properties." + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } }, { - "name": "Dancing Sword", + "name": "Portal View", "source": "JBoE", - "page": 20, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Eilistraee", - "subclassSource": "JBoE", - "level": 6, + "page": 106, + "level": 3, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], "entries": [ - "{@i 6th-level Eilistraee Domain feature}", - "As an action, you can touch a sword that you are proficient with and turn it into a dancing sword for 1 minute. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While your Dance of Darkness is active, you can also add your proficiency bonus to the damage the Dancing Sword deals.", - "While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.", - "After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.", - "You can use this feature a number of times equal to your Wisdom modifier (a minimum of one), and you regain all expended uses when you finish a long rest." + "For the duration, a portal you can see within range becomes transparent from your side only. The spell does not reveal any special properties of the portal; it only allows creatures on your side to view the portal's destination." + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "miscTags": [ + "SGT" ] }, { - "name": "Divine Strike", + "name": "Quickening", "source": "JBoE", - "page": 21, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Eilistraee", - "subclassSource": "JBoE", - "level": 8, + "page": 106, + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a pinch of dirt" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], "entries": [ - "{@i 8th-level Eilistraee Domain feature}", - "You gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} necrotic damage to the target. When you reach 14th level, the extra damage increases to {@dice 2d8}." - ] + "You touch a willing creature and grant them a momentary burst of speed. That creature can take its next turn immediately after the turn in which you cast this spell. The next time that creature's turn comes up in the initiative order, their turn is skipped." + ], + "classes": { + "fromClassList": [ + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } }, { - "name": "Dancer's Disapperance", + "name": "Root Wall", "source": "JBoE", - "page": 21, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Eilistraee", - "subclassSource": "JBoE", - "level": 17, + "page": 106, + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], "entries": [ - "{@i 17th-level Eilistraee Domain feature}", - "You manifest a spark of divine power in defense of the Realms Below. Whenever you are in an area of dim light or darkness, you can use a bonus action become {@condition invisible} until the end of your next turn, or until you enter an area of bright light." + "You summon a network of climbable roots that are 15-feet wide and 60-feet long. The roots can extend upward or downward and have the tensile strength of rope. A wall or other surface does not need to be present for the roots to rise upward but there needs to be something for the roots to anchor themselves to at the top." + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "miscTags": [ + "SMN" ] }, { - "name": "Lolth Domain", + "name": "Rushing Waters", "source": "JBoE", - "page": 21, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Lolth", - "subclassSource": "JBoE", - "level": 1, - "entries": [ - { - "type": "quote", - "entries": [ - "Fear is the spider's weapon. Fear is the true-poison that keeps others mindful of the spider." - ], - "by": "Jarlaxle" - }, - "The Spider Queen Lolth blesses noble women strong in her faith to dominate above all hierarchy and rule over the vast Drow kingdoms of the Underdark. Her goal? That her followers assert their dominance over the dark elves' souls. Priestesses of Lolth prevent the spreading of different faiths or ideas. Those loyal to the goddesses' web are granted powerful divine powers, to bend the will of their enemies and destroy everything that threatens her absolute power. Though priests of Lolth are usually women due to the matriarchal nature of Drow societies. Male dark elves in disguise have been known to try and deceive others in the past, seeking the unrivaled power of their goddess for their own.", - "At each indicated cleric level, add the listed spells to your spells prepared.", - { - "type": "table", - "caption": "Lolth Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1st", - "{@spell command}, {@spell magic missile}" - ], - [ - "3rd", - "{@spell crown of madness}, {@spell web}" - ], - [ - "5th", - "{@spell conjure animals} (2 {@creature giant spider||giant spiders}), {@spell fear}" - ], - [ - "7th", - "{@spell freedom of movement}, {@spell summon shadowspawn|TCE}" - ], - [ - "9th", - "{@spell cloudkill}, {@spell mass cure wounds}" - ] - ] - }, + "page": 107, + "level": 3, + "school": "V", + "time": [ { - "type": "refSubclassFeature", - "subclassFeature": "Bonus Cantrip|Cleric||Lolth|JBoE|1" - }, + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ { - "type": "refSubclassFeature", - "subclassFeature": "Bend Will|Cleric||Lolth|JBoE|1" + "type": "instant" } - ] - }, - { - "name": "Bonus Cantrip", - "source": "JBoE", - "page": 22, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Lolth", - "subclassSource": "JBoE", - "level": 1, + ], "entries": [ - "{@i 1st-level Lolth Domain feature}", - "You learn the {@spell resistance} cantrip if you don't already know it. When you cast this spell, its duration is increased to 1 hour and it does not require {@status concentration}." + "You send a blast of water outward in a 30-foot cone. Each creatures within the area of the cone must make a Dexterity saving throw or take {@damage 5d6} bludgeoning damage and be knocked {@condition prone}. On a successful save, the creature takes half as much damage and isn't knocked {@condition prone}.", + "The water also drenches anything in its area, extinguishing any non-magical fires.", + "Creatures that are made of fire are considered vulnerable to the damage from this spell, and creatures that are made of water are considered immune to the damage from this spell." + ], + "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." + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "damageInflict": [ + "bludgeoning" + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "dexterity" ] }, { - "name": "Bend Will", + "name": "Shatter Captivity", "source": "JBoE", - "page": 22, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Lolth", - "subclassSource": "JBoE", - "level": 1, + "page": 107, + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], "entries": [ - "{@i 1st-level Lolth Domain feature}", - "You can cast the {@spell command} spell without expending a spell slot. When you cast {@spell command} in this way, you can choose to issue one of the following special commands:", + "When you cast this spell, tiny magical spikes sprout all over your body, breaking any bonds that restrain you that are not made of metal. Any creature that touches you during the duration of this spell takes {@damage 1d4} piercing damage, and any creature attempting to grapple you or maintain a grapple on you must do so with disadvantage." + ], + "entriesHigherLevel": [ { - "type": "list", - "items": [ - "{@b Thrityh.} The target attacks a creature you point to, using its movement to reach the creature if necessary.", - "{@b Or'Shanse.} The target makes a melee attack against itself.", - "{@b Aster.} The target must answer the next question asked of it truthfully." + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "This spell's damage increases by {@dice 1d4} when you reach certain levels: 5th level ({@dice 2d4}), 11th level ({@dice 3d4}), and 17th level ({@dice 4d4})." ] - }, - "You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest." + } + ], + "scalingLevelDice": { + "label": "piercing damage", + "scaling": { + "1": "1d4", + "5": "2d4", + "11": "3d4", + "17": "4d4" + } + }, + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "damageInflict": [ + "piercing" + ], + "miscTags": [ + "SCL" ] }, { - "name": "Channel Divinity: Divine Judgement", + "name": "Skillful Servant", "source": "JBoE", - "page": 22, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Lolth", - "subclassSource": "JBoE", + "page": 107, "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a bit of fleece" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, "entries": [ - "{@i 2nd-level Lolth Domain feature}", - "You can use your Channel Divinity to destroy your enemies and heal your allies.", - "As an action, you present your holy symbol and draw raw magical power into it. Roll a number of d10s equal to your proficiency bonus. You can then divide the result of the roll between any number of creatures within 30 feet of you, granting healing to your allies and inflicting necrotic damage on your enemies." + "You target a willing creature within range and cause a translucent duplicate of that creature to appear in an unoccupied space next to that creature. This duplicate has all of the skill proficiencies of the creature it was duplicated from. It has AC 10, 1 hit point, it can carry or move objects up to 20 pounds, and it can't attack. If it drops to 0 hit points, the spell ends.", + "Once on each of your turns as a bonus action, you can mentally command the duplicate to move up to 15 feet and perform a skill check. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.", + "If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends." + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "miscTags": [ + "UBA" ] }, { - "name": "Lolth's Favor", + "name": "Soul Bolts", "source": "JBoE", - "page": 22, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Lolth", - "subclassSource": "JBoE", - "level": 6, + "page": 107, + "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": [ - "{@i 6th-level Lolth Domain feature}", - "You faithfulness to the Spider Queen gains you the following favors:", + "You release a bolt of radiant energy at a point you can see within range. The bolt then splits into multiple smaller bolts, each targeting a creature within 10 feet of that point. Roll {@dice 1d10} to determine the total amount of radiant damage the bolts carry, then choose how much damage each bolt contains. A targeted creature must succeed on a Dexterity saving throw or take the damage from the bolt that had targeted it." + ], + "entriesHigherLevel": [ { - "type": "list", - "items": [ - "You are permanently under the effects of the {@spell spider climb} spell and you ignore difficult terrain caused by webbing or rocks.", - "You can't be {@condition restrained} by webs and creatures caught in your {@spell web} spell have disadvantage on strength checks to break free.", - "You gain a {@item whip of fangs|JBoE}" + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "This spell's damage increases by {@dice 1d10} when you reach certain levels: 5th level ({@dice 2d10}), 11th level ({@dice 3d10}), and 17th level ({@dice 4d10})." ] } + ], + "scalingLevelDice": { + "label": "radiant damage", + "scaling": { + "1": "1d10", + "5": "2d10", + "11": "3d10", + "17": "4d10" + } + }, + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "SCL", + "SGT" ] }, { - "name": "Potent Spellcasting", - "source": "JBoE", - "page": 22, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Lolth", - "subclassSource": "JBoE", - "level": 8, - "entries": [ - "{@i 8th-level Lolth Domain feature}", - "You add your Wisdom modifier to the damage you deal with any cleric cantrip." - ] - }, - { - "name": "Aspect of Lolth", - "source": "JBoE", - "page": 22, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Lolth", - "subclassSource": "JBoE", - "level": 17, - "entries": [ - "{@i 17th-level Lolth Domain feature}", - "You learn the {@spell shapechange} spell, which is a cleric spell for you. You also gain a creature form exclusively available to members of the Lolth Domain, the {@creature Aspect of Lolth|JBoE}" - ] - }, - { - "name": "Portal Domain", + "name": "Spectral Dagger", "source": "JBoE", - "page": 23, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Portal", - "subclassSource": "JBoE", - "level": 1, + "page": 108, + "level": 0, + "school": "C", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], "entries": [ + "You conjure a spectral dagger in one of your open hands. This magic dagger is a simple melee weapon with the finesse and thrown properties. It has a normal range of 30 feet with no long-range. You can make a melee or ranged weapon attack with this dagger, dealing {@damage 1d6} force damage on a hit. The blade vanishes when the spell ends, if you cast it again, or if you choose to end the spell early (no action required)." + ], + "entriesHigherLevel": [ { - "type": "quote", + "type": "entries", + "name": "At Higher Levels", "entries": [ - "The Underark is full of doors and you may be the key, I wonder?" - ], - "by": "Jarlaxle" - }, - "Clerics of the Portal domain are drawn to the multitude of portals and pathways strewn across the Underdark. They see themselves as defenders of their reality, and focus on keeping extraplanar entities in their own realms, or returning them there when they stray. Though these clerics can create the portals they are named after, they are far more often found closing them, and forever locking away the horrors that wait on the other side.", - "At each indicated cleric level, add the listed spells to your spells prepared.", - { - "type": "table", - "caption": "Portal Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1st", - "{@spell chaos bolt|XGE}, {@spell protection from evil and good}" - ], - [ - "3rd", - "{@spell misty step}, {@spell portal view|JBoE}" - ], - [ - "5th", - "{@spell dispel magic}, {@spell thunder step|XGE}" - ], - [ - "7th", - "{@spell dimension door}, {@spell portal barricade|JBoE}" - ], - [ - "9th", - "{@spell banishing smite}, {@spell far step|XGE}" - ] + "This spell's damage increases by {@dice 1d6} when you reach certain levels: 5th level ({@dice 2d6}), 11th level ({@dice 3d6}), and 17th level ({@dice 4d6})." ] - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Bonus Proficiency|Cleric||Portal|JBoE|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Portal Hopper|Cleric||Portal|JBoE|1" } + ], + "scalingLevelDice": { + "label": "force damage", + "scaling": { + "1": "1d6", + "5": "2d6", + "11": "3d6", + "17": "4d6" + } + }, + "classes": { + "fromClassList": [ + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "damageInflict": [ + "force" + ], + "miscTags": [ + "SCL" ] }, { - "name": "Bonus Proficiency", + "name": "Spiderform", "source": "JBoE", - "page": 23, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Portal", - "subclassSource": "JBoE", - "level": 1, + "page": 108, + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a spider egg" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], "entries": [ - "{@i 1st-level Portal Domain feature}", - "You gain proficiency with the {@skill Arcana} skill and have advantage on Intelligence ({@skill Arcana}) checks made in relation to extraplanar phenomena." + "This spell transforms a creature that you can see within range into a giant spider. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.", + "The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The target's game statistics, including mental ability scores, are replaced by the statistics of the giant spider. It retains its alignment and personality.", + "The target assumes the hit points of its new spiderform. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked {@condition unconscious}.", + "The creature is limited in the actions it can perform by the nature of its spiderform, and it can't speak, cast spells, or take any other action that requires hands or speech.", + "The target's gear melds into the spiderform. The creature can't activate, use, wield, or otherwise benefit from any of its equipment." + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SGT" ] }, { - "name": "Portal Hopper", + "name": "Spore Stream", "source": "JBoE", - "page": 24, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Portal", - "subclassSource": "JBoE", + "page": 108, "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cone", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true, + "m": "a mushroom" + }, + "duration": [ + { + "type": "instant" + } + ], "entries": [ - "{@i 1st-level Portal Domain feature}", - "You learn to create small portals to escape danger and access distant locations. As a bonus action, you create a shimmering portal in your space that opens to any other spot within 60 feet of you. This spot can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"30 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 30 feet.\" If the spot you designate is occupied by an object or a creature, the portal fails to open.", - "The portal remains open until the end of your turn. A creature that uses its movement to move through the portal appears at the spot you chose when creating the portal. If you move through the portal immediately after creating it, your movement through the portal does not provoke attacks of opportunity.", - "Once you use this feature, you can't use it again until you finish a short or long rest." + "You cast a deadly stream of choking spores in front of you. Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes {@damage 2d8} poison damage on a failed save, or half as much damage on a successful one. Creatures that fail their save are also considered {@condition poisoned} for 1 minute. An affected creature can make a new Constitution saving throw at the end of each of its turns to end the {@condition poisoned} condition on 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 1d8} for each slot level above 1st." + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "damageInflict": [ + "poison" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrow": [ + "constitution" ] }, { - "name": "Channel Divinity: Fall Forward", + "name": "Stone Tell", "source": "JBoE", - "page": 24, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Portal", - "subclassSource": "JBoE", - "level": 2, + "page": 108, + "level": 1, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], "entries": [ - "{@i 2nd-level Portal Domain feature}", - "As an action, you present your holy symbol and cause a portal to appear beneath a huge or smaller creature you can see within 60 feet of you that is standing on a solid surface.", - "Choose a cube of unoccupied spaces equal to the size of the creature you can see within 60 feet of you to create the portal's exit. You can also determine the orientation of the portal's exit (facing up, down, or any other direction). If the creature is unwilling, it must make a Dexterity saving throw against your spell save DC or fall through the portal. Upon exiting the portal from the location you chose, the creature's momentum propels it at least 20 feet in the direction of the exit portal's orientation, unless it's movement is stopped by colliding with an object or another creature." - ] + "You gain the ability to speak with stones, which relate to you who or what has touched them, as well as revealing what is covered by them or concealed behind them. The stones relate complete descriptions if asked. A stone's perspective, perception, and knowledge may prevent the stone from providing the details you are looking for. You can speak with natural or worked stone." + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + } }, { - "name": "Sense the Unnatural", + "name": "Sudden Swarm", "source": "JBoE", - "page": 24, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Portal", - "subclassSource": "JBoE", - "level": 6, + "page": 109, + "level": 0, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], "entries": [ - "{@i 6th-level Portal Domain feature}", - "You are innately aware of the presence of extraplanar creatures and objects. As an action, you can sense the general location and creature type of the nearest creature you were not already aware of that is not native to your current plane of existence within one mile of you. Within the same range, you can also sense the general location of the nearest portal or object you were not already aware of that originated from or is connected to a different plane of existence.", - "You can use this feature a number of times equal to your proficiency modifier, and you regain all expended uses when you finish a long rest." + "You touch the corpse of a creature that has died within the past minute, causing a swarm of spiders to bursts from the corpse. As a bonus action, you can command the swarm until the spell ends or the swarm is destroyed. The swarm is friendly to you and your companions and takes its turn immediately after yours. If you do not use your bonus action to issue a command to the swarm, it does not move and takes the {@action Dodge} action.", + "If you cast this spell again, the swarm created from the previous casting of this spell is immediately destroyed." + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "miscTags": [ + "UBA" ] }, { - "name": "Potent Spellcasting", + "name": "Thieving Step", "source": "JBoE", - "page": 24, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Portal", - "subclassSource": "JBoE", - "level": 8, + "page": 109, + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], "entries": [ - "{@i 8th-level Portal Domain feature}", - "You add your Wisdom modifier to the damage you deal with any cleric cantrip." + "You teleport up to 30 feet to an unoccupied space that you can see. Before the end of your turn, you can use your bonus action to make a Dexterity ({@skill Sleight of Hand}) check. If the check is successful, you can immediately use your reaction to teleport back to the place where you cast the spell." + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "miscTags": [ + "SGT", + "TP", + "UBA" ] }, { - "name": "Shift to Safety", + "name": "Tidal Bolts", "source": "JBoE", - "page": 24, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Portal", - "subclassSource": "JBoE", - "level": 17, + "page": 109, + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true, + "m": "vial of spring water" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], "entries": [ - "{@i 17th-level Portal Domain feature}", - "When you or a friendly creature you can see within 30 feet of you is hit by an attack, you can use your reaction to teleport that creature to another location you can see within 30 feet of you, causing the attack to miss.", - "Once you use this feature, you can't use it again until you finish a short or long rest, unless you expend a spell slot of 1st level or higher to use it again." + "When you cast this spell, and as an action on each of your turns until the spell ends, you can make a ranged spell attack against a creature you can see within range, hurling a bolt of water at them. On a hit, the creature takes {@damage 5d10} bludgeoning damage and is pushed back 10 feet.", + "Creatures that are made of fire are considered vulnerable to the damage from this spell, and creatures that are made of water are considered immune to the damage from this spell." + ], + "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 1d10} and the creature is pushed back an additional 5 feet for each slot level above 5th." + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "damageInflict": [ + "bludgeoning" + ], + "spellAttack": [ + "R" + ], + "miscTags": [ + "FMV", + "SGT" ] }, { - "name": "Watery Death Domain", + "name": "Water Barrier", "source": "JBoE", - "page": 25, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Watery Death", - "subclassSource": "JBoE", - "level": 1, + "page": 109, + "level": 0, + "school": "A", + "time": [ + { + "number": 1, + "unit": "reaction" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": "a sponge" + }, + "duration": [ + { + "type": "instant" + } + ], "entries": [ + "When you take nonmagical bludgeoning, piercing, or slashing damage, you can use your reaction to momentarily encase yourself in a watery shell, reducing the damage taken by {@dice 1d6}." + ], + "entriesHigherLevel": [ { - "type": "quote", + "type": "entries", + "name": "At Higher Levels", "entries": [ - "Water births life, extends life, but it breathes death." - ], - "by": "Jarlaxle" - }, - "The watery death domain, while not necessarily exclusive, is almost entirely composed of Kuo-Toa in the Underdark. Though this domain can fall under the jurisdiction of gods other than Blibdoolploop and Umberleee, few gods wish to fraternize with a deity that was literally created by mortal hands, and as such, clerics of this domain are relatively rare on the surface. Despite this, those who do follow the path set out by this domain are fearsome foes who harness divine power to distract, disable, and drown their foes, surrounding them with watery illusions before finishing them off in their confused and disoriented state.", - "At each indicated cleric level, add the listed spells to your spells prepared.", - { - "type": "table", - "caption": "Watery Death Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1st", - "{@spell create or destroy water}, {@spell entangle}" - ], - [ - "3rd", - "{@spell mirror image}, {@spell misty step}" - ], - [ - "5th", - "{@spell life from death|JBoE}, {@spell wall of water|XGE}" - ], - [ - "7th", - "{@spell control water}, {@spell rushing waters|JBoE}" - ], - [ - "9th", - "{@spell dehydrate|JBoE}, {@spell maelstrom|XGE}" - ] + "This spell's protection increases by {@dice 1d6} when you reach certain levels: 5th level ({@dice 2d6}), 11th level ({@dice 3d6}), and 17th level ({@dice 4d6})." ] - }, + } + ], + "scalingLevelDice": { + "label": "bludgeoning damage", + "scaling": { + "1": "1d6", + "5": "2d6", + "11": "3d6", + "17": "4d6" + } + }, + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "miscTags": [ + "SCL" + ] + }, + { + "name": "Watery Spear", + "source": "JBoE", + "page": 109, + "level": 1, + "school": "V", + "time": [ { - "type": "refSubclassFeature", - "subclassFeature": "Strong Swimmer|Cleric||Watery Death|JBoE|1" - }, + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a piece of a swordfish's rostral bone" + }, + "duration": [ { - "type": "refSubclassFeature", - "subclassFeature": "Protection of the Depths|Cleric||Watery Death|JBoE|1" + "type": "instant" } + ], + "entries": [ + "You launch a watery spear that affects an area 30 feet long and 5 feet wide, emanating from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes {@damage 3d8} piercing damage on a failed save, or half as much damage on a successful one.", + "Creatures that are made of fire are considered vulnerable to the damage from this spell, and creatures that are made of water are considered immune to the damage from this spell." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@dice 1d8} for each slot level above 2nd." + ] + } + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "damageInflict": [ + "piercing" + ], + "savingThrow": [ + "dexterity" ] }, { - "name": "Strong Swimmer", + "name": "Wind Slash", "source": "JBoE", - "page": 25, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Watery Death", - "subclassSource": "JBoE", - "level": 1, + "page": 110, + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], "entries": [ - "{@i 1st-level Watery Death Domain feature}", - "When you choose this domain at 1st level, you gain the following benefits:", + "You launch a razor-thin arc of wind at a creature you can see within range. Make a melee spell attack against the target. On a hit, the target takes {@damage 1d12} slashing damage. You can't target a creature that is behind cover with this spell." + ], + "entriesHigherLevel": [ { - "type": "list", - "items": [ - "You have a swimming speed equal to your walking speed.", - "While underwater, you can take the {@action Dash} action as a bonus action.", - "Attacking with melee weapons underwater does not impose disadvantage on your attacks." + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "This spell's damage increases by {@dice 1d12} when you reach certain levels: 5th level ({@dice 2d12}), 11th level ({@dice 3d12}), and 17th level ({@dice 4d12})." ] } + ], + "scalingLevelDice": { + "label": "slashing damage", + "scaling": { + "1": "1d12", + "5": "2d12", + "11": "3d12", + "17": "4d12" + } + }, + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "damageInflict": [ + "slashing" + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "SCL", + "SGT" ] - }, - { - "name": "Protection of the Depths", - "source": "JBoE", - "page": 25, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Watery Death", - "subclassSource": "JBoE", - "level": 1, - "entries": [ - "{@i 1st-level Watery Death Domain feature}", - "When you are hit by a weapon attack or take fire damage, you can use your reaction to grant yourself resistance to that instance of damage as a momentary watery barrier forms around you.", - "You may use this ability a number of times equal to your Wisdom modifier, and regain all expended uses after you finish a long rest." - ] - }, - { - "name": "Channel Divinity: Engulf", - "source": "JBoE", - "page": 25, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Watery Death", - "subclassSource": "JBoE", - "level": 2, - "entries": [ - "{@i 2nd-level Watery Death Domain feature}", - "As an action, you present your holy symbol and target a medium or smaller creature you can see within 60 feet of you. The creature must make a Strength saving throw against your spell save DC as a sphere of water forms around them. On a successful save, the creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. On a failure, the target is {@condition restrained} and is unable to breathe unless it can breathe water. At the end of each of its turns, the {@condition restrained} target can repeat the saving throw, ending the effect on itself on a success.", - "The sphere disappears after 1 minute, until you lose your {@status concentration} (as if you were {@status concentration||concentrating} on a spell), or until the targeted creature succeeds on its saving throw." - ] - }, - { - "name": "Watery Double", - "source": "JBoE", - "page": 26, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Watery Death", - "subclassSource": "JBoE", - "level": 6, - "entries": [ - "{@i 6th-level Watery Death Domain feature}", - "As an action, you can create a transparent duplicate of yourself made of water in an unoccupied space you can see within 30 feet of you. The duplicate blocks ranged attacks from enemy attackers who shoot through the duplicate's space. It also blocks enemy movement through its space.", - "An enemy creature can attempt a Strength check against your spell save DC as part of its movement to attempt to move through the duplicate's space. On a successful save, the creature can move through the space, which is considered difficult terrain. On a failure, the creature is unable to move through the duplicate's space and their speed is reduced to 0 until the start of their next turn.", - "As a bonus action, you can direct any of your watery duplicates to move up to 30 feet to spaces that you can see. A duplicate is immune to all damage except fire and cold damage, has AC 10 and 15 hit points, and disappears after 1 hour or if it is reduced to 0 hit points.", - "You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest." - ] - }, - { - "name": "Potent Spellcasting", - "source": "JBoE", - "page": 26, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Watery Death", - "subclassSource": "JBoE", - "level": 8, - "entries": [ - "{@i 8th-level Watery Death Domain feature}", - "You add your Wisdom modifier to the damage you deal with any cleric cantrip." - ] - }, + } + ], + "item": [ { - "name": "Watery Aura", + "name": "Aboleth Eye", "source": "JBoE", - "page": 26, - "className": "Cleric", - "classSource": "PHB", - "subclassShortName": "Watery Death", - "subclassSource": "JBoE", - "level": 17, + "page": 111, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, "entries": [ - "{@i 17th-level Watery Death Domain feature}", - "Whenever you use your bonus action to control your watery duplicates, you can activate or deactivate a 10-foot radius watery aura that emanates from yourself and any of your duplicates that you choose. The area within the aura counts as difficult terrain, and spaces where the auras overlap require an additional foot of movement for each overlapping aura.", - "While your watery aura is active on yourself, you can use your reaction when a creature misses you with a melee attack to attempt to knock them {@condition prone}. The creature must make a Dexterity saving throw against your spell save DC. On a failure, the creature is knocked {@condition prone}.", - "If you roll initiative, do not have a watery duplicate summoned, and have no more uses of your Watery Double feature remaining, you regain one use of that feature." + "This glassy, red eye of an aboleth is roughly the size of a fist, has a squid-like pupil, and seems to hold sinister intent even though its body is long since dead.", + "While attuned to the Aboleth Eye you are considered to be under the effects of the nondetection spell and gain resistance to psychic damage.", + "Your body does become somewhat aberrant upon attuning to the eye, perhaps manifesting in ways such as a thin layer of slime covering your body, vestigial gills, or a third eye appearing on your body that moves with a mind of its own. Breaking attunement to the eye does not reverse this effect; only a {@spell remove curse} spell can return your body to normal." ] }, { - "name": "Circle of the Dredge", + "name": "Barbed Devil Dagger", "source": "JBoE", - "page": 28, - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Dredge", - "subclassSource": "JBoE", - "level": 2, + "page": 111, + "baseItem": "dagger|PHB", + "type": "M", + "rarity": "rare", + "reqAttune": true, + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "bonusWeapon": "+2", "entries": [ - { - "type": "quote", - "entries": [ - "All wisdom comes from doorways and gutters." - ], - "by": "Jarlaxle" - }, - "There are certain individuals that find amusing the corrupting nature of oozes and slime-like creatures. In their bizarre corrupting nature, that is often claimed to be originally drawn from apocryphal ancient tomes. Defenders of this misunderstood branch of nature learn to destroy their enemies with these corrosive living acids after dwelling in the numerous slimy abandoned cities and caves of the Underdark.", - { - "type": "refSubclassFeature", - "subclassFeature": "Corrosive Touch|Druid||Dredge|JBoE|2" - } + "This dagger was crafted using a spike harvested from the body of a barbed devil. It resembles a long black needle with an carved ebony handle, and is a preferred weapon among assassins. When you sleep, you often have dreams in which you seem to experience moments in the life of the barbed devil whose spike resides in your weapon.", + "You gain a +2 bonus to attack and damage rolls made with this magic weapon.", + "You can use your action to speak the true name of the barbed devil whose spike resides in your weapon and throw the dagger toward a target you can see within range. All creatures of your choice within a 20-foot radius of the targeted creature must make a DC 16 Dexterity saving throw or take {@damage 8d6} piercing damage as the dagger flies through the air, striking each creature that fails their saving throw, and then returns to your hand. Once used, this property of the dagger can't be used again until the next dawn." ] }, { - "name": "Corrosive Touch", + "name": "Basilisk Armor", "source": "JBoE", - "className": "Druid", - "classSource": "PHB", - "page": 28, - "subclassShortName": "Dredge", - "subclassSource": "JBoE", - "level": 2, + "page": 111, + "type": "MA", + "rarity": "rare", + "reqAttune": true, + "ac": 14, + "bonusAc": "+1", "entries": [ - "{@i 2nd-level Circle of the Dredge feature}", - "The time you have spent around oozes, slimes and other dangerous substances has granted you the following benefits:", - { - "type": "list", - "items": [ - "You have resistance to acid damage.", - "Once a turn, when a hostile creature hits you with a melee weapon attack, it must succeed on a Dexterity saving throw against your spell save DC or take acid damage equal to your druid level.", - "If you hit a creature with an unarmed strike, you can choose to reduce their AC by 1 instead of dealing damage. When you make an unarmed strike in this way, you can choose to add your Wisdom modifier instead of your Strength modifier to your attack roll." - ] - } + "This pale scaly armor is crafted from the hide of a Basilisk.", + "While wearing this armor, you gain a +1 bonus to AC", + "Additionally, you have advantage on saving throws against paralysis and petrification, and you can't be {@condition petrified} by a basilisk." ] }, { - "name": "Apocryphal Shape", + "name": "Beholder Eyestalk", "source": "JBoE", - "className": "Druid", - "classSource": "PHB", - "page": 28, - "subclassShortName": "Dredge", - "subclassSource": "JBoE", - "level": 6, + "page": 112, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, "entries": [ - "{@i 6th-level Circle of the Dredge feature}", - "The bond with your oozes enhances your body, breaking it down into moist, soft, and slippery shapes. When you use your Wild Shape, you can choose to transform into an ooze (see the Ooze Wild Shapes table).", + "The eyestalk of a beholder that has been liberated from the rest of its aberrant body. The eye still seems to observe its surroundings and follow the movement of creatures. Not every eyestalk can be harvested, as the nature of combat makes them worthy targets in battle. The DM can determine the eyestalk's ray ability by rolling on the Beholder Eye Rays table.", { "type": "table", - "caption": "Ooze Wild Shapes", - "page": 28, + "caption": "Beholder Eye Rays", "colLabels": [ - "Druid Level", - "Shapes" + "d10", + "Eye Ray" ], "colStyles": [ "col-2 text-center", @@ -28283,2334 +24175,7484 @@ ], "rows": [ [ - "6th", - "{@creature Gray Ooze}" + "1", + "{@b Charm Ray.} The targeted creature must succeed on a DC 16 Wisdom saving throw or be {@condition charmed} by you for 1 hour, or until you harm the creature." ], [ - "8th", - "{@creature Ochre Jelly} (without Split)" + "2", + "{@b Paralyzing Ray.} The targeted creature must succeed on a DC 16 Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." ], [ - "10th", - "{@creature Gelatinous Cube}" + "3", + "{@b Fear Ray.} The targeted creature must succeed on a DC 16 Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." ], [ - "12th", - "{@creature Black Pudding} (without Split)" + "4", + "{@b Slowing Ray.} The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ], + [ + "5", + "{@b Enervation Ray.} The targeted creature must make a DC 16 Constitution saving throw, taking 36 ({@damage 8d8}) necrotic damage on a failed save, or half as much damage on a successful one." + ], + [ + "6", + "{@b Telekinetic Ray.} If the target is a creature, it must succeed on a DC 16 Strength saving throw or you move it up to 30 feet in any direction. It is {@condition restrained} by the ray's telekinetic grip until the start of your next turn or until you are {@condition incapacitated}. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. You can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container." + ], + [ + "7", + "{@b Sleep Ray.} The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain {@condition unconscious} for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead." + ], + [ + "8", + "{@b Petrification Ray.} The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} until freed by the greater restoration spell or other magic." + ], + [ + "9", + "{@b Disintegration Ray.} If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 ({@damage 10d8}) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it." + ], + [ + "10", + "{@b Death Ray.} The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 ({@damage 10d10}) necrotic damage. The target dies if the ray reduces it to 0 hit points." ] ] - } + }, + "As an action, you can perform a DC 16 Intelligence ({@skill Arcana}) check to attempt to use the eyestalk's power against a target you can see within 120 feet of you. The eyestalk can't be used this way again until the next dawn." ] }, { - "name": "Ooze Master", + "name": "Black Pudding Arrow", "source": "JBoE", - "className": "Druid", - "classSource": "PHB", - "page": 28, - "subclassShortName": "Dredge", - "subclassSource": "JBoE", - "level": 10, + "page": 113, + "type": "A", + "rarity": "rare", "entries": [ - "{@i 10th-level Circle of the Dredge feature}", - "As an action, you can summon a gelatinous cube in an unoccupied space you can see within 30 feet of you. The gelatinous cube is friendly to you and your companions and takes its turn immediately after yours. The gelatinous cube disappears after 1 hour or if it is reduced to 0 hit points.", - "Once you use this feature, you can't use it again until you finish a short or long rest." + "The head of this arrow is a cone-shaped glass chamber that has glyphs etched across its surface. Within the chamber is a portion of the remains of a deceased black pudding.", + "When you hit a target with this arrow, the glass chamber is broken and its contents are released. The hit creature takes an additional {@damage 1d8} acid damage and suffers a -1 penalty to AC until they, or another creature, use an action to scrape the ooze off of them.", + "If multiple Black Pudding Arrows are fired at a target, the AC penalty can stack, but only a single action is needed to remove all ooze from the creature." ] }, { - "name": "Acid Absorption", + "name": "Bloodsucker's Blade", "source": "JBoE", - "className": "Druid", - "classSource": "PHB", - "page": 28, - "subclassShortName": "Dredge", - "subclassSource": "JBoE", - "level": 14, + "page": 113, + "baseItem": "dagger|PHB", + "type": "M", + "rarity": "rare", + "reqAttune": true, + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", "entries": [ - "{@i 14th-level Circle of the Dredge feature}", - "Whenever you are subjected to acid damage, you take no damage and instead regain a number of hit points equal to the acid damage dealt." + "Fashioned out of a strange blackened metal, this piercing blade has a vampire's fang worked into the tip of the weapon, still holding remnants of potent necromantic energy.", + "As a bonus action, you can activate the remnants of un-life in the fang, causing the tip of the dagger to glow slightly. For 1 minute, whenever you hit a creature with this weapon, that creature must succeed on a DC 16 Constitution saving throw or take {@damage 3d6} necrotic damage. You also regain hit points equal to the amount of necrotic damage dealt. Once used, this property of the dagger can't be used again until the next dawn.", + "If you kill a creature with this weapon while the dagger's fang is activated, you can choose to infuse the killed creature with vampiric power, causing the creature to rise as a vampire spawn under your control for 1 hour. The vampire spawn immediately dies if it is reduced to 0 hit points or after 1 hour has passed. After creating a vampire spawn in this way, the dagger loses all of its magical properties for 24 hours." ] }, { - "name": "Circle of the Moonlit Song", + "name": "Boots of the Bulette", "source": "JBoE", - "page": 29, - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Moonlit Song", - "subclassSource": "JBoE", - "level": 2, + "page": 113, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, "entries": [ + "These boots are crafted from thick, durable leather and fastened with heavy buckles. However, they feel light when worn, and move easily with your feet over long journeys. The back stitching of the boot's heel and ankle is interwoven with the tendon of a bulette.", { - "type": "quote", + "type": "entries", + "name": "Deadly Leap", "entries": [ - "Ritual dances are best done at night as to hide all the blushing." - ], - "by": "Jarlaxle" - }, - "Druids of the Circle of the Moonlit Song are devoted servants of the Dark Maiden, the goddess Eilistraee. Though most of the druids of this order are drow, the circle is open to all, and is widely known for its peculiar ceremonies and rites under the light of the full moon.", - "Druids of this circle are encouraged to allow their emotions to be manifested, contrary to the culture many Lolth-ruled drow are familiar with, and their rituals are a means by which to express these emotions.", - "Like other Druidic circles, this circle emphasizes a love and reverence for nature. However, unlike many other circles, those of the Circle of the Moonlit Song focus primarily on their own personal nature, and on allowing themselves to grow just as one would nurture a plant. Those in these conclaves are often extremely tight knit and protective of one another.", - { - "type": "refSubclassFeature", - "subclassFeature": "Strength in Unity|Druid||Moonlit Song|JBoE|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Support the Circle|Druid||Moonlit Song|JBoE|2" + "As a bonus action, you can leap up to 20 feet to an unoccupied space that you can see. This leap does not provoke attacks of opportunity. Immediately after landing, you can make one melee weapon attack against a creature within 5 feet of you. On a hit, the creature takes an extra {@damage 3d6} damage of the weapon's type, and must make a DC 14 Constitution saving throw or be knocked {@condition prone}. The boots can't be used this way again until you finish a short or long rest." + ] } ] }, { - "name": "Strength in Unity", - "source": "JBoE", - "className": "Druid", - "classSource": "PHB", - "page": 29, - "subclassShortName": "Moonlit Song", - "subclassSource": "JBoE", - "level": 2, - "entries": [ - "{@i 2nd-level Circle of the Moonlit Song feature}", - "Your deep wellspring of self-awareness and sense of camaraderie with those around you allows you to overcome fears and temptations that would break others. You have advantage on saving throws against being {@condition charmed} or {@condition frightened}, and you are immune to those conditions when at least two friendly creatures are within 10 feet of you." - ] - }, - { - "name": "Support the Circle", + "name": "Bottled Night", "source": "JBoE", - "className": "Druid", - "classSource": "PHB", - "page": 29, - "subclassShortName": "Moonlit Song", - "subclassSource": "JBoE", - "level": 2, + "page": 113, + "type": "P", + "rarity": "rare", "entries": [ - "{@i 2nd-level Circle of the Moonlit Song feature}", - "As a bonus action, you can expend a use of your Wild Shape feature to cause a healing aura to emanate in a 10-foot radius around you. Other friendly creatures within your aura regain 1 hit point at the start of their turn. The aura lasts a number of rounds equal to your druid level. It ends early if you dismiss it (no action required), are {@condition incapacitated}, die, or use this feature again." + "This small crystalline flask holds a shadowy cloud harnessed from the depths of the Underdark.", + "A creature holding this flask can use an action to uncork it, creating a 15-foot-radius sphere of magical darkness centered on the space where the flask was opened, which lasts for 10 minutes." ] }, { - "name": "Moon Maiden's Song", + "name": "Bottled Wave", "source": "JBoE", - "className": "Druid", - "classSource": "PHB", - "page": 29, - "subclassShortName": "Moonlit Song", - "subclassSource": "JBoE", - "level": 6, + "page": 114, + "type": "P", + "rarity": "rare", "entries": [ - "{@i 6th-level Circle of the Moonlit Song feature}", - "Whenever you roll hit dice to recover hit points as part of a short rest, you can choose to spend any of your recovered hit points on yourself or your allies. When you spend these recovered hit points on an ally, they also gain a number of temporary hit points equal to the amount of healing you provided to them.", - "Additionally, if you sleep outdoors under the light of the moon as part of finishing a long rest, you regain all expended hit dice." + "This small glass bottle holds oceanic remnants from the Elemental Plane of Water.", + "A creature holding this bottle can use an action to uncork it, creating a wave of water that crashes down on an area adjacent to the space where the bottle was opened up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes {@damage 4d8} bludgeoning damage and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked {@condition prone}. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes." ] }, { - "name": "Defend the Hearth", + "name": "Brain Gem", "source": "JBoE", - "className": "Druid", - "classSource": "PHB", - "page": 29, - "subclassShortName": "Moonlit Song", - "subclassSource": "JBoE", - "level": 10, + "page": 114, + "rarity": "legendary", + "wondrous": true, "entries": [ - "{@i 10th-level Circle of the Moonlit Song feature}", - "You have learned to quickly conjure wards to protect your allies. When a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by an amount equal to {@dice 1d10} + your proficiency bonus.", - "Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again. When you expend a spell slot of 2nd level or higher to use this feature, you can add an additional {@dice 1d10} of damage reduction for each spell slot level above 1st level." + "A small pink gem, which looks identical to a humanoid brain, glistening with a wet sheen in direct light. No creature crafts a brain gem. They are said to simply appear through portals that lead to or from the Far Realm.", + "You can spend 1 hour conducting a ritual to place a number of memories into the gem. There is no limit to the amount of memories that can be stored within a single brain gem. You can choose whether these memories are removed from your own mind or not. You can also assign a password to memories that you have stored in the gem, which must be given to gain access to those memories.", + "If you conduct this ritual using a brain gem that already has memories contained within it, you can choose to either place some of your own memories in the gem or to view any number of memories held within it. You can choose specific memories to view or allow the gem to randomly select for you. If you spend more than 1 hour observing memories within the brain gem during a 24 hour period, you must make a DC 14 Wisdom saving throw. This DC increases by 1 for each additional hour of viewing. On a failed save, the DM rolls on one of the madness tables in the {@book Dungeon Master's Guide|DMG} (pg. {@book 259-260|DMG|8|madness), and you are afflicted with that madness}" ] }, { - "name": "Reactionary Transformation", + "name": "Clockwork Dagger", "source": "JBoE", - "className": "Druid", - "classSource": "PHB", - "page": 30, - "subclassShortName": "Moonlit Song", - "subclassSource": "JBoE", - "level": 14, + "page": 114, + "baseItem": "dagger|PHB", + "type": "M", + "rarity": "rare", + "weight": 1, + "weaponCategory": "simple", + "property": [ + "F", + "L", + "T" + ], + "range": "20/60", + "dmg1": "1d4", + "dmgType": "P", + "bonusWeapon": "+1", "entries": [ - "{@i 14th-level Circle of the Moonlit Song feature}", - "When you take damage, you can use your reaction to activate one of the following effects on yourself for 1 minute:", - { - "type": "list", - "items": [ - "{@b Thorny Defense.} Your body sprouts thorny spines. Any creature that hits you with a melee attack takes {@damage 2d6} piercing damage.", - "{@b Oaken Skin.} Your skin hardens to resist damage. You gain resistance to nonmagical piercing, bludgeoning, and slashing damage.", - "{@b Moon Phased.} Your body repeatedly shifts through three phases, changing to the next phase at the start of each of your turns.", - { - "type": "list", - "items": [ - "Phase 1: You become {@condition invisible}.", - "Phase 2: You become translucent. You are visible, but attacks against you are made with disadvantage.", - "Phase 3: You become fully visible, shedding dim light in a 10-foot radius around you." - ] - } - ] - }, - "Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of 4th level or higher to use it again." + "A small dagger filled to the brim with clockwork and whirring gears. It is of deep gnome design and is slightly heavier than a standard dagger.", + "The clockwork dagger is a magical dagger that has a +1 bonus to attack and damage rolls.", + "When the dagger is thrown, only the blade leaves the hilt of the weapon and flies toward the target. On a hit, you can pull the target up to 5 feet closer to you. After the attack hits or misses, a rope attached to the blade draws it back to rejoin with the hilt. This weapon can also be used as a grappling hook}" ] }, { - "name": "Gladiator Slave", + "name": "Conch of Courage", "source": "JBoE", - "page": 31, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Gladiator Slave", - "subclassSource": "JBoE", - "level": 3, + "page": 115, + "rarity": "rare", + "wondrous": true, "entries": [ + "Small runes are carved around the inside of this otherwise unassuming conch shell.", + "After you hold this shell up to your ear for 1 minute, you gain 5 temporary hit points. A creature can't gain temporary hit points in this way again until they finish a long rest.", { - "type": "quote", - "entries": [ - "As an honest response, we pay for the violence of our ancestors." - ], - "by": "Jarlaxle" - }, - "Slaves of many different races and backgrounds populate the many cities of the Underdark, tasked with laborious jobs, little to no food and even less respect. Some of these unfortunate creatures are chosen to be gladiators for the noble houses' amusement. Fighting in large savage coliseums, they are expected to show no mercy and destroy everything that stands in their path if they ever hope to be released. These surviving brutes specialize in raw face-to-face combat, fighting men and ravenous monsters, only the most versatile endure the violent games of the Underdark.", - { - "type": "refSubclassFeature", - "subclassFeature": "Bonus Proficiencies|Fighter||Gladiator Slave|JBoE|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Master of the Sport|Fighter||Gladiator Slave|JBoE|3" + "type": "entries", + "name": "Possible Enhancement", + "entries": [ + "This item can be enhanced to grant 10 temporary hit points if it is blessed by an aquatic being of great power." + ] } ] }, { - "name": "Bonus Proficiencies", + "name": "Crook of the Sunken Council", "source": "JBoE", - "page": 31, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Gladiator Slave", - "subclassSource": "JBoE", - "level": 3, + "page": 115, + "type": "M", + "rarity": "rare", + "reqAttune": "by a cleric or paladin", + "reqAttuneTags": [ + { + "class": "cleric" + }, + { + "class": "paladin" + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 4}", + "charges": 10, + "staff": true, "entries": [ - "{@i 3rd-level Gladiator Slave feature}", - "You gain proficiency with Smith's tools and Weaver's tools." + "The endless droves of kuo-toa lurking in the depths of the ocean are ruled over by debased Archpriests wielding powerful divine magic granted by dark gods. Every archpriest has a uniquely crafted staff granting them abilities and acting as a focus for their spells.", + "While you are attuned to this staff, your skin is covered in a thin film of a strange, slimy substance. You have advantage on ability checks and saving throws to escape or avoid being {@condition grappled}. You can see {@condition invisible} creatures and creatures on the Ethereal plane within 30 feet of you while you hold this staff.", + "The staff has 10 charges. While holding it, you can use an action to expend 1 or more charges to cast one of the following spells from it, using your spell save DC: {@spell sanctuary} (1 charge), {@spell hold person} (2 charges), {@spell spirit guardians} (3 charges), {@spell control water} (4 charges), or {@spell scrying} (5 charges).", + "The staff regains {@dice 1d6 + 4} expended charges at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff quickly dissolves into a slimy, green substance and is destroyed." + ], + "attachedSpells": [ + "sanctuary", + "hold person", + "spirit guardians", + "control water", + "scrying" ] }, { - "name": "Master of the Sport", + "name": "Darkmantle Cloak", "source": "JBoE", - "page": 31, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Gladiator Slave", - "subclassSource": "JBoE", - "level": 3, - "entries": [ - "{@i 3rd-level Gladiator Slave feature}", - "You learn how to craft special weapons that only Gladiator Slaves are proficient with. Each weapon requires 8 hour of labor and 10 gold worth of materials to craft.", + "page": 115, + "rarity": "rare", + "reqAttune": "by a druid or ranger", + "reqAttuneTags": [ { - "type": "list", - "items": [ - { - "type": "entries", - "entries": [ - "{@b Gladiator's Net.} You can craft a special net made of metallic mesh. When you use a bonus action to attack with this net, your action and reaction are not restricted and may be used to make attacks normally.", - "In addition, if a creature attacks this net and hits it (AC 13), the net is thrown to the ground but is not destroyed. Using an action to free a creature from this net requires a successful DC 13 Strength check." - ] - }, - "{@b Gladiator's Trident.} You can craft a special trident that has a chain connected to the base of the trident that runs to a manacle. While the manacle is attached to your wrist, you can throw the trident up to 60 feet without suffering disadvantage for throwing at long range. You can also use an Object Interaction to pull the trident back to yourself after being thrown.", - "{@b Gladiator's Gladius.} You can craft a special short sword that deals {@damage 1d8} piercing or slashing damage (your choice). While wielding a gladius in each hand, you gain a +1 to AC." - ] + "class": "druid" + }, + { + "class": "ranger" + } + ], + "wondrous": true, + "modifySpeed": { + "static": { + "fly": 10 } + }, + "entries": [ + "This cloak is crafted from a darkmantle, a large octopus-like creature that clings to cavern ceilings, waiting to unfurl and drop on its prey.", + "While wearing this cloak, you gain a flying speed of 10 feet. You can't fly higher than 30 feet off the ground.", + "Additionally, you can use an action to emanate an aura of magical darkness in a 15-foot radius centered on yourself that lasts for 1 minute or until you choose to end the effect (no action required). You can see through this magical darkness and the darkness extinguishes non-magical and magical light sources created by spells of 2nd level or below. Once used, this property of the cloak can't be used again until the next dawn." ] }, { - "name": "Runaway", + "name": "Displacer Beast Armor", "source": "JBoE", - "page": 31, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Gladiator Slave", - "subclassSource": "JBoE", - "level": 7, + "page": 115, + "type": "LA", + "rarity": "rare", + "reqAttune": true, + "ac": 12, "entries": [ - "{@i 7th-level Gladiator Slave feature}", - "You can take the {@action Dash} action as a bonus action. When you do so, Opportunity Attacks against you are made with disadvantage." + "This jet-black armor is made from the hide of the deadly displacer beast.", + "As a reaction, you can force a creature that hits you with an attack to reroll the {@dice d20} and use the new roll, potentially turning a hit into a miss. You can't use your reaction in this way again until you have taken at least 10 damage from a single hit, or until the next dawn." ] }, { - "name": "Additional Fighting Style", + "name": "Dress of Impression", "source": "JBoE", - "page": 32, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Gladiator Slave", - "subclassSource": "JBoE", - "level": 10, + "page": 115, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, "entries": [ - "{@i 10th-level Gladiator Slave feature}", - "You learn one additional Fighting Style option of your choice. The one you choose must be different from any fighting styles you already have." + "This set of plain looking clothes changes its appearance in accordance with your wishes, such as beggar's rags, noble attire, fine armor, or any other style of dress.", + "A DC 15 Intelligence ({@skill Investigation}) check reveals that the clothing is not authentic, and the appearance of armor does not provide any actual protection." ] }, { - "name": "Steel Yourself", + "name": "Dungeon Weed", "source": "JBoE", - "page": 32, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Gladiator Slave", - "subclassSource": "JBoE", - "level": 15, + "page": 116, + "rarity": "uncommon", + "wondrous": true, "entries": [ - "{@i 15th-level Gladiator Slave feature}", - "When you are hit by a melee or ranged weapon attack, you can use your reaction to gain a +2 bonus to your AC against that attack, potentially turning the hit into a miss." + "This slightly bioluminescent moss ungulates blue-green light when disturbed. It has a heavily herbal smell to it, and is quite popular with the grey dwarves.", + "A creature can make a DC 13 Intelligence ({@skill Nature}) or Wisdom ({@skill Medicine}) check to identify dungeon weed and ascertain its benefits.", + "If steeped into a tea, the effects of the moss can take full effect. A creature that drinks a full cup of this tea must make a DC 13 Constitution saving throw, taking {@damage 1d4} poison damage and becoming {@condition poisoned} for 1 hour on a failure or gaining a number of positive effects on a success. These positive effects include gaining {@sense truesight} out to 10 feet, and gaining advantage on (Wisdom) {@skill Insight} checks for {@dice 1d4} hours.", + "If smoked, the herb has milder effects, giving the user a relaxed demeanor and granting a +1 bonus to Wisdom ({@skill Insight}) checks for {@dice 1d4} hours.", + "If eaten, the herb causes nausea and hallucinations." ] }, { - "name": "Killing Blow", + "name": "Emblem of Blibdoolpoolp", "source": "JBoE", - "page": 32, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Gladiator Slave", - "subclassSource": "JBoE", - "level": 18, + "page": 116, + "baseItem": "holy symbol|phb", + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 2}", + "charges": 8, "entries": [ - "{@i 18th-level Gladiator Slave feature}", - "Once on your turn, after you hit a creature with a melee attack, you can cause that creature to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier). If the creature has 100 hit points or fewer after taking damage from your melee attack, it dies. A creature with legendary actions that fails this saving throw gains a point of {@condition exhaustion} instead of dying.", - "You can use this feature a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a long rest." + "A brutally-made copper emblem in the shape of the goddess of the kuo-toa, it is said to have her power of madness poured into its essence.", + "The emblem has 8 charges. While touching it, you can use an action to expend 1 or more charges to cast one of the following spells from it, using your spell save DC: {@spell bane} (1 charge), {@spell crown of madness} (2 charges), {@spell enemies abound|XGE} (3 charges), or {@spell confusion} (4 charges)", + "The emblem regains {@dice 1d6 + 2} expended charges at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the emblem shatters and is destroyed." + ], + "attachedSpells": [ + "bane", + "crown of madness", + "enemies abound|xge", + "confusion" ] }, { - "name": "Sea Mother", + "name": "Enchanted Mushroom", "source": "JBoE", - "page": 33, - "className": "Monk", - "classSource": "PHB", - "subclassShortName": "Sea Mother", - "subclassSource": "JBoE", - "level": 3, + "page": 116, + "rarity": "varies", + "wondrous": true, "entries": [ + "Many of the fungi found in the Underdark have latent magical properties that can be tapped into by consuming one of these mushrooms. Eating an enchanted mushroom can produce the effect of any potion with a rarity of rare or lower. The DM can choose the mushroom's effect or roll on the Potion Imitation table below. The rarity of the mushroom matches the rarity of the potion it imitated.", + "When eating an enchanted mushroom, there is also a chance that it is poisonous, or particularly potent (see the Enchanted Mushroom Effects table).", { - "type": "quote", - "entries": [ - "Nothing wins more loyalty than water to the thirsty." + "type": "table", + "caption": "Enchanted Mushroom Effects", + "colLabels": [ + "d20", + "Effect" ], - "by": "Jarlaxle" + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "The mushroom was poisonous, the potion's effect fail, and the creature that consumed the mushroom must make a DC 12 Constitution saving throw or be {@condition poisoned} for 1 hour." + ], + [ + { + "type": "cell", + "roll": { + "min": 2, + "max": 19 + } + }, + "Potion's effect happens regularly" + ], + [ + "20", + "Potion's effect lasts twice as long. If it imitates a healing potion, it restores twice as many hit points." + ] + ] }, - "Monks of the Way of the Sea Mother are most commonly kuo-toan warriors dedicated to the defense of their homes from outside threats. In rare circumstances, a member of another race may come to be a disciple of a Koa-Toan master who passes on this monastic technique to them. These powerful monks are most at home when fighting in or near a source of water.", - "Though they don't often leave the guardianship of their own homes and cities, some monks of this order do become adventurers, seeking to better understand the world so that they may return and teach future generations to better adapt to potential threats from the world above the waves.", { - "type": "refSubclassFeature", - "subclassFeature": "Aquatic Adaptation|Monk||Sea Mother|JBoE|3" + "type": "table", + "caption": "Potion Imitation", + "colLabels": [ + "d20", + "Effect" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "{@item Potion of Climbing|DMG}" + ], + [ + "2", + "{@item Potion of Healing|DMG}" + ], + [ + "3", + "{@item Potion of Animal Friendship|DMG}" + ], + [ + "4", + "{@item Potion of Fire Breath|DMG}" + ], + [ + "5", + "{@item Potion of Greater Healing|DMG}" + ], + [ + "6", + "{@item Potion of Growth|DMG}" + ], + [ + "7", + "{@item Potion of Hill Giant Strength|DMG}" + ], + [ + "8", + "{@item Potion of Poison|DMG}" + ], + [ + "9", + "{@item Potion of Resistance|DMG} (choose a damage type)" + ], + [ + "10", + "{@item Potion of Water Breathing|DMG}" + ], + [ + "11", + "{@item Potion of Clairvoyance|DMG}" + ], + [ + "12", + "{@item Potion of Diminution|DMG}" + ], + [ + "13", + "{@item Potion of Fire Giant Strength|DMG}" + ], + [ + "14", + "{@item Potion of Frost Giant Strength|DMG}" + ], + [ + "15", + "{@item Potion of Gaseous Form|DMG}" + ], + [ + "16", + "{@item Potion of Heroism|DMG}" + ], + [ + "17", + "{@item Potion of Invulnerability|DMG}" + ], + [ + "18", + "{@item Potion of Mind Reading|DMG}" + ], + [ + "19", + "{@item Potion of Stone Giant Strength|DMG}" + ], + [ + "20", + "{@item Potion of Superior Healing|DMG}" + ] + ] } ] }, { - "name": "Aquatic Adaptation", + "name": "Extending Oil", "source": "JBoE", - "page": 33, - "className": "Monk", - "classSource": "PHB", - "subclassShortName": "Sea Mother", - "subclassSource": "JBoE", - "level": 3, + "page": 117, + "rarity": "rare", + "wondrous": true, "entries": [ - "{@i 3rd-level Way of the Sea Mother feature}", - "As a monk initiated into the Way of the Sea Mother, you gain the following benefits:", - { - "type": "list", - "items": [ - "You gain a swimming speed equal to your walking speed and can breathe underwater. If your race already grants you a swimming speed, that speed is increased to 60 feet.", - "You gain proficiency in the {@skill Athletics} skill, and you can double your proficiency bonus for Strength ({@skill Athletics}) checks you make while underwater.", - "When you deal damage with an unarmed strike while underwater, you can add your proficiency bonus to the damage dealt." - ] - } + "This oil can be extracted from several types of monsters that have tentacles, and is imbued with magical properties. It is stored in a small glass vial.", + "The oil in this vial can be used to coat a melee weapon as part of completing a short or long rest. After 10 applications, the vial is emptied. A weapon coated in this oil gains the reach property. If the weapon already has the reach property, its reach increases by 5 feet. After 8 hours, the oil wears off and the weapon loses this property." ] }, { - "name": "Flow through the Battlefield", + "name": "Flail Snail Shell Shield", "source": "JBoE", - "page": 33, - "className": "Monk", - "classSource": "PHB", - "subclassShortName": "Sea Mother", - "subclassSource": "JBoE", - "level": 6, + "page": 117, + "baseItem": "shield|PHB", + "type": "S", + "rarity": "rare", + "reqAttune": true, + "weight": 6, + "ac": 2, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d4}", + "charges": 4, "entries": [ - "{@i 6th-level Way of the Sea Mother feature}", - "Your martial form flows like the waves of the sea, with fluid movements that baffle your foes. As an action, you can spend 2 Ki points to move up to your movement speed without provoking opportunity attacks. While moving in this way, you can make one unarmed strike against each hostile creature that you pass." + "The shell of a flail snail is sought by many for its natural resistance to magic. Some claim that a carefully removed shell could even serve as a {@item Spellguard shield}. The colorful and unique look of the shell also makes it desirable among nobles as decor.", + "This shield has 4 charges. While wielding this shield, when you are forced to make a saving throw against a spell or other magical effect, you can expend 1 of the shield's charges to gain advantage on that saving throw.", + "The shield regains {@dice 1d4} expended charges at dawn." ] }, { - "name": "Slippery Strike", + "name": "Gelatinous Cube Armor", "source": "JBoE", - "page": 33, - "className": "Monk", - "classSource": "PHB", - "subclassShortName": "Sea Mother", - "subclassSource": "JBoE", - "level": 11, + "page": 117, + "type": "HA", + "resist": [ + "acid" + ], + "rarity": "very rare", + "reqAttune": true, + "ac": 18, "entries": [ - "{@i 11th-level Way of the Sea Mother feature}", - "When you hit a creature that is standing on a solid surface with an unarmed strike, you can spend 1 Ki point to slick the ground beneath its feet, creating a 5 foot square of difficult terrain, and causing the creature to make a Dexterity saving throw. On a failed save, the creature slips and falls {@condition prone}.", - "Additionally, a creature must expend its full movement to get up from {@condition prone} while on a slick surface you created." + "This armor is made from sculpted chunks of a gelatinous cube and appears translucent.", + "While wearing this armor, you gain resistance to acid damage.", + "Additionally, when a creature is touching you or hits you with a melee attack while you are wearing this armor, you can use your reaction to force that creature to make a DC 17 Dexterity saving throw or take {@damage 4d10} acid damage. Once a creature fails its saving throw, this property of the armor can't be used again until you finish a short or long rest." ] }, { - "name": "Scion of the Sea", + "name": "Glowshroom", "source": "JBoE", - "page": 33, - "className": "Monk", - "classSource": "PHB", - "subclassShortName": "Sea Mother", - "subclassSource": "JBoE", - "level": 17, + "page": 117, + "rarity": "uncommon", + "wondrous": true, "entries": [ - "{@i 17th-level Way of the Sea Mother feature}", - "As a bonus action, you can cause a 5-foot diameter orb of water to form around you for 1 minute. The orb moves with you as you move, forming a pillar of water below you up to a height of 60 feet above ground or a body of water if you use your movement to travel upward. You gain a number of benefits while within the orb:", - { - "type": "list", - "items": [ - "You can use your swim speed to move and are considered to be underwater.", - "You gain a +2 to AC.", - "You become resistant to acid, cold, and fire damage." - ] - }, - "Once you use this feature, you can't use it again until you finish a long rest, unless you expend 5 Ki points to use it again." + "Glowshrooms are innocuous, dark blue mushrooms that grow in the darkest reaches of the Underdark. When a glowshroom colony is threatened, all the fungi start emitting a blinding white light to protect themselves.", + "While holding a glowshroom, you can use a bonus action to cause it to shine {@quickref Vision and Light||2||bright light} in a 30-foot radius and {@quickref Vision and Light||2||dim light} for an additional 30 feet for 1 minute.", + "If 10 or more glowshrooms are packed tightly together and set on fire, they produce the effects of the {@spell daylight} spell for 1 minute, centered on themselves, and then are destroyed." ] }, { - "name": "Oath of Tyranny", + "name": "Graviturgic Hammer", "source": "JBoE", - "page": 36, - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Tyranny", - "subclassSource": "JBoE", - "level": 3, + "page": 117, + "baseItem": "maul|PHB", + "type": "M", + "rarity": "very rare", + "reqAttune": true, + "weight": 10, + "weaponCategory": "martial", + "property": [ + "H", + "2H" + ], + "dmg1": "2d6", + "dmgType": "B", + "bonusWeapon": "+2", "entries": [ - { - "type": "quote", - "entries": [ - "You might find the line between purpose and tyranny among us to be too sharp and quick." - ], - "by": "Jarlaxle" - }, - "The Oath of Tyranny binds paladins dedicated to the authoritarian rule of a single god or goddess. Often called dark knights, iron fist henchmen, or fanatics, they swear to spread and impose the solitary teachings of their way. They believe those who defy the divine word of their patron god or goddess deserve no mercy.", - { - "type": "refSubclassFeature", - "subclassFeature": "Tenets of Tyranny|Paladin||Tyranny|JBoE|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Oath Spells|Paladin||Tyranny|JBoE|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Channel Divinity|Paladin||Tyranny|JBoE|3" - } + "Crafted by the grey dwarves of the Underdark, this gunmetal black hammer is made from magnetic metals and covered in Dwarven runes and sigils of power.", + "You have a +2 bonus to attack and damage rolls made with this magic weapon.", + "When you hit a creature with an upward swing, you can use your reaction to invoke the power of the hammer. The hit creature falls upward up to 100 feet, as though affected by the {@spell reverse gravity} spell. At the start of the creature's next turn, it falls back to the ground. Flying creatures can make a DC 15 Dexterity saving throw to resist falling back to the ground. Once used, this property of the hammer can't be used again until the next dawn." ] }, { - "name": "Tenets of Tyranny", + "name": "Helm of the Hells", "source": "JBoE", - "page": 37, - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Tyranny", - "subclassSource": "JBoE", - "level": 3, - "header": 1, + "page": 118, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "bonusWeaponAttack": "+1", "entries": [ - "The tenets of the Oath of Tyranny are to preserve power and terminate the weak, primarily by defying and punishing those who worship rival gods. This oath emphasizes the principles of absolute rule. The concepts of good or evil are of no consequence, as long as the goal of spreading the word of their deity is achieved.", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Strength", - "entries": [ - "Strong deities choose the strongest people to spread their word." - ] - } - ] - }, - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Power", - "entries": [ - "With sacrifice comes power." - ] - } - ] - }, + "This helmet has a rounded top and long cheek and nose guards. Protruding from the forehead are a pair of demonic horns cut from the head of a goristro. While wearing this helmet you gain the following abilities:", { "type": "entries", + "name": "Gore", "entries": [ - { - "type": "entries", - "name": "Loyalty", - "entries": [ - "Loyalty to your god and institution is one's sacred duty. Fail, and you face certain death." - ] - } + "Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: {@damage 2d8 + 5} piercing damage." ] }, { "type": "entries", - "entries": [ - { - "type": "entries", - "name": "No Mercy for the Weak", - "entries": [ - "There is no place in this world for those that can't defend their faith." - ] - } + "name": "Charge", + "entries": [ + "If you move at least 10 feet straight toward a target and then hit it with a gore attack, it must make a DC 16 Strength saving throw or be knocked {@condition prone}." ] }, { "type": "entries", + "name": "Wall Breaker", "entries": [ - { - "type": "entries", - "name": "Retribution", - "entries": [ - "Seek retribution upon any that dare defy the word of your god." - ] - } + "Your weapon attacks gain the siege property, dealing double damage to objects and structures." ] } ] }, { - "name": "Oath Spells", + "name": "Illithid Earworm", "source": "JBoE", - "page": 37, - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Tyranny", - "subclassSource": "JBoE", - "level": 3, - "header": 1, + "page": 118, + "rarity": "rare", + "wondrous": true, "entries": [ - "{@i 3rd-level Oath of Tyranny feature}", - "You gain oath spells at the paladin levels listed in the Oath of Tyranny Spells table. See the Sacred Oath class feature for how oath spells work.", + "The earworm is an inch long purple aberration that looks like a small tentacle with a row of teeth at its front.", + "You must be willing or {@condition restrained} for an earworm to successfully burrow into your ear. While the earworm is implanted, you can expend 2 of your hit dice to feed the earworm, which then grants you the ability to understand and speak any spoken language for 10 minutes.", + "If you do not expend at least 2 hit dice to feed the earworm before finishing a long rest, the earworm leaves your body immediately after you finish a long rest, dealing {@damage 6d6} poison damage to you on its way out.", + "Effects and spells that cure disease also drive out the worm without dealing damage." + ] + }, + { + "name": "Illithid Squidling", + "source": "JBoE", + "page": 118, + "rarity": "rare", + "wondrous": true, + "entries": [ + "Held in a thick glass jar with deep speech markings sealing the container closed, a dark purple squid sits inert in the jar. The shape of its body is oddly similar to a humanoid head.", + "While holding the jar you can speak, read, and write Deep Speech.", + "Additionally, the squidling becomes active in the jar (swimming around, placing tentacles on the glass, etc...) when a creature with the aberration creature type is within 120 feet of it." + ] + }, + { + "name": "Item Binding Tattoo", + "source": "JBoE", + "page": 119, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "Produced by a special needle, this magic tattoo resembles the items used in the tattoo's creation.", { - "type": "table", - "caption": "Oath of Tyranny Spells", - "colLabels": [ - "Paladin Level", - "Spells" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "3rd", - "{@spell shield}, {@spell wrathful smite}" - ], - [ - "5th", - "{@spell branding smite}, {@spell zone of truth}" - ], - [ - "9th", - "{@spell counterspell}, {@spell dispel magic}" - ], - [ - "13th", - "{@spell staggering smite}, {@spell stoneskin}" - ], - [ - "17th", - "{@spell flame strike}, {@spell geas}" - ] + "type": "entries", + "name": "Attunement Absorption", + "entries": [ + "As part of finishing a long rest, you can touch two items that you are currently attuned to with this tattoo needle. These items can't themselves be tattoo needles. You can then touch your skin at the location where you want the tattoo to appear. While you maintain your attunement on this tattoo, the two items you touched with the needle do not count against the number of attunement slots you have available." ] } ] }, { - "name": "Channel Divinity", + "name": "Jar of Sealing", "source": "JBoE", - "page": 37, - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Tyranny", - "subclassSource": "JBoE", - "level": 3, - "header": 1, - "consumes": { - "name": "Channel Divinity" - }, + "page": 119, + "rarity": "uncommon", + "wondrous": true, "entries": [ - "{@i 3rd-level Oath of Tyranny feature}", - "When you take this oath at 3rd level, you gain the following two Channel Divinity options.", - { - "type": "refSubclassFeature", - "subclassFeature": "Smiting Battle Cry|Paladin||Tyranny|JBoE|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Life Stealing Strikes|Paladin||Tyranny|JBoE|3" - } + "This large jar can contain up to one cubic foot of material. It is made of solid adamantine, and is covered in mythic runes. To open the jar, you must touch the runes on the jar in the proper sequence or succeed on a DC 25 Strength ({@skill Athletics}) check. If you fail to open the jar by either method on the first attempt, the jar can't be opened until the next dawn." ] }, { - "name": "Life Stealing Strikes", + "name": "Jarlaxle's Pearl Earring", "source": "JBoE", - "page": 37, - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Tyranny", - "subclassSource": "JBoE", - "level": 3, - "header": 1, + "page": 119, + "rarity": "uncommon", + "wondrous": true, "entries": [ - "As an action, you imbue one weapon you are holding with life stealing necrotic energy. For 10 minutes, each time you deal damage to a hostile creature with this weapon, the creature must roll a Constitution saving throw. On a failed save, you gain temporary hit points equal to half the damage dealt. The weapon also emits purplish black dim light in a 10-foot radius, and is considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage." + "This small half-sphere cut pearl earring once belonged to Jarlaxle himself. The pearl is approximately the size of marble. If you place the flat face of the earring against a solid surface and say the command word, the earring will magically affix itself to that surface for up to 24 hours. During that time, only the creature that affixed the earring to the surface can remove it.", + "The earring will relay all audible noises back to a small ornate box that the earring can be stored in when not in use, as long as the box is within 1 mile of the earring. The earring stops relaying noise when it is not affixed to a surface. If either the earring or box are destroyed, the remaining object becomes inert." ] }, { - "name": "Smiting Battle Cry", + "name": "Keycoin", "source": "JBoE", - "page": 37, - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Tyranny", - "subclassSource": "JBoE", - "level": 3, - "header": 1, + "page": 119, + "rarity": "uncommon", + "wondrous": true, "entries": [ - "You can use your Channel Divinity to unleash a powerful battle cry. As a bonus action, you can force a number of creatures equal to your proficiency bonus that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, the creature takes psychic damage equal to half your paladin level and have disadvantage on attacks until the end of your next turn. On a successful save, a creature takes half as much damage and suffers no other effect." + "As an action, you can press a hidden button on the side of this coin, extending a small skeleton key out of the other side. This skeleton key can be used as a set of {@item Thieves' Tools|PHB}. You have advantage on {@item Thieves' Tools|PHB} checks while using this item." ] }, { - "name": "Aura of Convinction", + "name": "Manual to the Underdark", "source": "JBoE", - "page": 37, - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Tyranny", - "subclassSource": "JBoE", - "level": 7, + "page": 123, + "rarity": "very rare", + "reqAttune": "by a wizard", + "reqAttuneTags": [ + { + "class": "wizard" + } + ], + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": 3, + "charges": 3, + "focus": [ + "Wizard" + ], "entries": [ - "{@i 7th-level Oath of Tyranny feature}", - "You have advantage on Charisma ({@skill Persuasion}) and Charisma ({@skill Intimidation}) checks against creatures within 10 feet of you.", - "In addition, while a friendly creature that has pledged loyalty to your deity is within 10 feet of you, you both gain a +1 to AC. Only one other creature within your aura can benefit from this feature at a time.", - "At 18th level, the range of this aura increases to 30 feet, and two other creatures can benefit from your aura at the same time." + "This thick, black leather-bound tome is filled with parchment of indeterminate age. The title of the book is engraved into its face alongside the outline of a hooded mage. When found, the book contains the following spells: {@spell alarm}, {@spell darkness}, {@spell fear}, {@spell spider climb}, {@spell summon aberration|TCE}, {@spell transmute rock|XGE}, and {@spell wall of stone}. It functions as a spellbook for you.", + "While you are holding the book, you can use it as a spellcasting focus for your wizard spells.", + "The book has 3 charges, and it regains all expended charges daily at dawn. You can use the charges in the following ways while holding it:", + { + "type": "list", + "items": [ + "If you spend 1 minute studying the book, you can expend 1 charge to gain a +10 bonus to a skill check that relates to knowledge about the Underdark.", + "When you cast the {@spell darkness} spell, you can expend 1 charge to grant one creature within the area of that spell the ability to see within that magical darkness." + ] + } + ], + "attachedSpells": [ + "alarm", + "darkness", + "fear", + "spider climb", + "summon aberration|tce", + "transmute rock|xge", + "wall of stone" ] }, { - "name": "Tyrant's Might", + "name": "Mechanical Gauth", "source": "JBoE", - "page": 37, - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Tyranny", - "subclassSource": "JBoE", - "level": 15, + "page": 119, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, "entries": [ - "{@i 15th-level Oath of Tyranny feature}", - "Your Strength score increases by 4, as does your maximum for that score." + "The pinnacle of deep gnome artificing and tinkering, the {@creature mechanical gauth|JBoE} is a guard unlike any other construct. Its clockwork gears click and turn as its massive ruby eye gleams in the darkness.", + "The {@creature mechanical gauth|JBoE} uses the {@creature gauth|vgm} statblock (found in {@book Volo's Guide to Monsters|vgm} pg. {@book 125|vgm|2}), but it is a construct instead of an aberration. It also has a rudimentary personality and can speak Deep Speech, Common, Undercommon, and Gnomish.", + "The {@creature mechanical gauth|JBoE} regains 10 hit points whenever a creature succeeds on a DC 20 {@item Tinker's tools|PHB|Tinkerer's tools} check to repair it. After three consecutive failures, the {@creature mechanical gauth|JBoE}'s maximum hit points are permanently reduced by 10 and it can't regain any hit points until 24 hours have passed.", + "While you are attuned to the mechanical gauth, you can command it to follow you or to guard a designated area.", + "If you command the {@creature mechanical gauth|JBoE} to follow you, you can use a bonus action on each of your turns to issue a command to it. The {@creature mechanical gauth|JBoE} shares your initiative, taking its turn immediately after yours, and performs your command to the best of its ability. If you do not issue a command, the {@creature mechanical gauth|JBoE} attempts to move to an unoccupied space within 5 feet of you by the safest possible route, but takes no action.", + "If you command the {@creature mechanical gauth|JBoE} to guard an area, the gauth will act independently for no less than 24 hours, guarding the area you have designated. It remains friendly to you and any other creatures you designate. The mechanical gauth will continue to guard the area until you command it to follow you again, you choose to break your attunement to it, or you die.", + "The {@creature mechanical gauth|JBoE} shuts down if it is no longer attuned to a creature, and turns on again when it becomes attuned to a creature. If at least 10 hit points of damage are dealt to the {@creature mechanical gauth|JBoE} while it has 0 hit points, it is permanently destroyed." ] }, { - "name": "Ambassador of Tyranny", + "name": "Mummified Monk Hand", "source": "JBoE", - "page": 37, - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Tyranny", - "subclassSource": "JBoE", - "level": 20, + "page": 120, + "rarity": "legendary", + "wondrous": true, "entries": [ - "{@i 20th-level Oath of Tyranny feature}", - "As an action, you cause your body and anything you are wearing to emanate a purplish black aura that shines dim light in a 30-foot radius. This aura lasts for 1 minute and grants the following benefits:", + "This item is the mummified hand of a nameless monk that was believed to be able to kill people with a single punch.", + "As an action, you can use this hand to make an unarmed strike against a creature within reach. On a hit, the creature must make a DC 18 Constitution saving throw. On a failed save, the creature is reduced to 0 hit points. On a successful save, it takes {@damage 10d10} necrotic damage. Whether the attack hits or misses, the hand immediately crumbles into dust and is destroyed." + ] + }, + { + "name": "Myconid Spore", + "source": "JBoE", + "page": 120, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This dimly luminous, yellow fungi spore can be found in areas near and within myconid colonies.", + "As an action, you can throw the spore at a creature you can see within 10 feet of you. That creature must make a DC 15 Wisdom saving throw or be {@condition charmed} by you for 1 hour. At the moment the creature is {@condition charmed} by you in this way, you can suggest a course of activity (limited to a sentence or two) that sounds reasonable. The creature then pursues the course of action you described to the best of its ability until they have completed the activity or the effect ends.", + "If you or any of your companions damage the target, this effect immediately ends." + ] + }, + { + "name": "Phase Spider Breastplate", + "source": "JBoE", + "page": 120, + "baseItem": "breastplate|PHB", + "type": "MA", + "rarity": "very rare", + "reqAttune": true, + "weight": 20, + "ac": 14, + "bonusAc": "+1", + "modifySpeed": { + "equal": { + "climb": "walk" + } + }, + "entries": [ + "This plate mail is made from the carapace of a phase spider, a monstrous arachnid that dwells primarily in the Ethereal plane. While wearing this armor, you gain the following benefits:", { "type": "list", "items": [ - "When a creature enters your aura for the first time on a turn, you can use your reaction to force it make a Wisdom saving throw. On a failed save, the creature is {@condition stunned} until the end of its next turn.", - "You have advantage on saving throws against spells and other magical effects.", - "Your melee weapon attacks deal an extra {@damage 1d8} necrotic damage, and considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage." + "You gain a +1 bonus to AC.", + "You gain a climbing speed equal to your walking speed.", + "You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.", + "You can use a bonus action to magically shift from the Material Plane to the Ethereal Plane until the start of your next turn. Once used, this property of the armor can't be used again until you finish a short or long rest." ] - }, - "Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again." + } ] }, { - "name": "Oath of the Silverhair", + "name": "Pickpocket's Bane", "source": "JBoE", - "page": 35, - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Silverhair", - "subclassSource": "JBoE", - "level": 3, + "page": 120, + "rarity": "uncommon", + "wondrous": true, "entries": [ - { - "type": "quote", - "entries": [ - "Mercy and redemption are two sides of the same blade." - ], - "by": "Jarlaxle" - }, - "Paladins who take upon themselves the Oath of the Silverhair are staunch followers of Eilistraee and are exceptionally dedicated to her ideals of mercy and redemption. They are most often found defending or rescuing those who wish to shake off the chains of wicked gods such as Lolth and Vhaeraun.", - "Like most followers of Eilistraee, these paladins prefer to use non-lethal means whenever possible, and are dedicated to the idea that all people are capable of redeeming themselves.", - { - "type": "refSubclassFeature", - "subclassFeature": "Tenets of the Silverhair|Paladin||Silverhair|JBoE|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Oath Spells|Paladin||Silverhair|JBoE|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Channel Divinity|Paladin||Silverhair|JBoE|3" - } + "Referred to by many as \"the merchants best friend,\" this relatively innocuous-looking wallet or coin purse can, with the utterance of a password while the container is closed, transport the container's contents to a pocket dimension of the same size as the item. The container is then filled with a swarm of insects that attack and chase after any creature that reaches into the container. When the password is uttered again, any stored items are pulled from the pocket dimension back into the container and the swarm vanishes. A creature can set a new password for the container by speaking that password into the container while it is open, empty, and holding no items in its pocket dimension.", + "If one year passes without the container's password being spoken, the contents within the pocket dimension return to the container. If the container is lost, stolen, or destroyed, the last creature to assign the container's password can speak the password into any open container, making the contents within the pocket dimension appear in that container." ] }, { - "name": "Tenets of the Silverhair", + "name": "Purple Worm Collar", "source": "JBoE", - "page": 35, - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Silverhair", - "subclassSource": "JBoE", - "level": 3, - "header": 1, + "page": 121, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, "entries": [ - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Mercy", - "entries": [ - "Violence only begets more violence. Only by refusing to slay our enemies will we ever see a day in which we can all be united." - ] - } - ] - }, - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Protection", - "entries": [ - "Those who have left their old lives are often followed by the evils of their past, it is my duty to see that these evils are repelled." - ] - } - ] - }, - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Redemption", - "entries": [ - "No foe is so far gone that they cannot be saved. Indeed, most are simply misguided or unaware that they have a choice." - ] - } - ] - } + "This collar is made to fit on a purple worm, a massive burrowing monster that terrorizes the creatures of the Underdark as it chews through solid rock in pursuit of its prey. The collar is made of segmented iron, covered in udadrow runes. The collar is used to \"tame\" purple worms so that they can be used for construction, protection, or as war beasts.", + "The segments of the collar collapse into a 2 foot long curved metal rod for easy carrying. While you are attuned to the collar, you can speak the command word while holding the rod against a purple worm, causing the segments to extend outward around the purple worm. If the purple worm is conscious and unwilling to be collared, it can make a DC 16 Dexterity saving throw to slip out of the collar before it is locked. Speaking the command word again causes the segments to collapse back into the metal rod.", + "Once the collar is locked, the worm remains uncontrollable for 1 hour. After 1 hour passes, the worm becomes docile and follows the orders of the creature attuned to the collar.", + "The purple worm can make another saving throw to escape the collar once every 24 hours. The collar collapses back into the metal rod if the creature attuned to the collar breaks their attunement or dies." ] }, { - "name": "Oath Spells", + "name": "Ring of Treasure Seeking", "source": "JBoE", - "page": 35, - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Silverhair", - "subclassSource": "JBoE", - "level": 3, - "header": 1, + "page": 121, + "rarity": "uncommon", + "wondrous": true, "entries": [ - "{@i 3rd-level Oath of the Silverhair feature}", - "You gain oath spells at the paladin levels listed in the Oath of the Silverhair Spells table. See the Sacred Oath class feature for how oath spells work.", - { - "type": "table", - "caption": "Oath of the Silverhair Spells", - "colLabels": [ - "Paladin Level", - "Spells" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "3rd", - "{@spell ensnaring strike}, {@spell sanctuary}" - ], - [ - "5th", - "{@spell detect thoughts}, {@spell warding bond}" - ], - [ - "9th", - "{@spell hypnotic pattern}, {@spell spirit guardians}" - ], - [ - "13th", - "{@spell fire shield}, {@spell mordenkainen's faithful hound}" - ], - [ - "17th", - "{@spell antilife shell}, {@spell wall of force}" - ] - ] - } + "This ring is made from rough iron and flecked with gem dust formed in the nasal passage of a xorn.", + "While wearing this ring, you can use an action to sense the presence of coins, gems, or other treasure within 1000 feet of you for 1 hour. You know the general direction and distance to the treasure, and have a basic idea of the quantity and quality of the treasure present there. The ring can't be used this way again until the next dawn." ] }, { - "name": "Channel Divinity", + "name": "Roper Shield", "source": "JBoE", - "page": 35, - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Silverhair", - "subclassSource": "JBoE", - "level": 3, - "header": 1, - "consumes": { - "name": "Channel Divinity" - }, + "page": 121, + "baseItem": "shield|PHB", + "type": "S", + "rarity": "rare", + "reqAttune": true, + "weight": 6, + "ac": 2, + "bonusAc": "+1", "entries": [ - "{@i 3rd-level Oath of the Silverhair feature}", - "When you take this oath at 3rd level, you gain the following two Channel Divinity options.", - { - "type": "refSubclassFeature", - "subclassFeature": "Second Impression|Paladin||Silverhair|JBoE|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Words of the Maiden|Paladin||Silverhair|JBoE|3" - } + "Made from the rock-like carapace of a defeated roper, the shield still bears the haunting eye of the beast and a few of its tendrils as well.", + "You gain a +1 bonus to AC while wielding this shield.", + "Additionally, as an action, you can force one creature you can see within 30 feet of you to make a DC 15 Dexterty saving throw. On a failed save, roper tendrils extend from the shield, grappling the creature and pulling it up to 25 feet toward you. Once a creature has failed its saving throw, you can't use this property of the shield again until you finish a short or long rest." ] }, { - "name": "Second Impression", + "name": "Roper Skin Cloak", "source": "JBoE", - "page": 35, - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Silverhair", - "subclassSource": "JBoE", - "level": 3, - "header": 1, + "page": 121, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "bonusAc": "+1", "entries": [ - "As a bonus action, you present your holy symbol and force one creature you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, the creature forgets any interactions it has had with you in the last 10 minutes." + "This cloak has a shifting, gray-brown color that changes as different light hits it.", + "While wearing the cloak, you gain a +1 bonus to AC.", + "If you remain motionless, with your cloak wrapped around your body and your face covered by the hood, you resemble a rock formation, such as a stalagmite. Other creatures have disadvantage on Wisdom ({@skill Perception}) checks to notice you, and you have advantage on Dexterity ({@skill Stealth}) checks to hide." ] }, { - "name": "Words of the Maiden", + "name": "Scoundrel Map", "source": "JBoE", - "page": 35, - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Silverhair", - "subclassSource": "JBoE", - "level": 3, - "header": 1, + "page": 122, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, "entries": [ - "You can use your Channel Divinity to interrupt combat and seek a non-violent resolution. As an action, you present your holy symbol and force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature is {@condition incapacitated} until the end of your next turn. Creatures that do not understand any languages are immune to this feature, and the effect ends immediately on a creature that takes damage or sees one of its allies take damage." + "This ordinary-looking map is imbued with a powerful enchantment that makes it constantly depict an overhead view of the surrounding area, centered on map's location out to a distance of 300 feet. The map works in underground areas, but does not depict details such as traps, other life forms, or magically hidden rooms and corridors.", + "If no creature is attuned to the map, or if it is held by a creature that is not attuned to it, the map looks like a blank piece of paper." ] }, { - "name": "Aura of Eilistraee", + "name": "Spider Mask", "source": "JBoE", - "page": 36, - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Silverhair", - "subclassSource": "JBoE", - "level": 7, + "page": 122, + "resist": [ + "poison" + ], + "rarity": "rare", + "reqAttune": true, + "wondrous": true, "entries": [ - "{@i 7th-level Oath of the Silverhair feature}", - "Blessings of Eilistraee rest on you and your companions. When you or a friendly creature within 10 feet of you takes damage, that damage is reduced by an amount equal to your proficiency bonus. A creature can only benefit from this feature once per turn.", - "At 18th level, the range of this aura increases to 30 feet." + "This udadrow-made item is a velvet face mask with four spider-like, jointed wire \"legs\" protruding from each side of it. It entirely conceals the face when worn.", + "While wearing this mask, you have resistance to poison damage, ignore {@quickref difficult terrain||3} caused by spider webs, and can't be {@condition restrained} by the {@spell web} spell or other effects that attempt to restrain you with webbing." ] }, { - "name": "Non-Lethal Technique", + "name": "Spidercurse Mask", "source": "JBoE", - "page": 36, - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Silverhair", - "subclassSource": "JBoE", - "level": 15, + "page": 122, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This {@item Spider Mask|JBoE} has all of the properties of a normal {@item Spider Mask|JBoE}, but after a creature attunes to it, the mask can't be removed without the use of a {@spell remove curse} cast using a spell slot of 5th level or higher.", + "Over the next 24 hours after attuning to this item, the wearer suffers from a painful and slow version of the {@spell spiderform|JBoE} spell, the effects of which become permanent if the transformation is fully completed. Only a {@spell wish} spell or the divine blessing from Lolth, the Spider Queen, can revert the creature to its original form." + ] + }, + { + "name": "Staff of the Vast Mind", + "source": "JBoE", + "page": 122, + "type": "M", + "rarity": "rare", + "reqAttune": "by a wizard", + "reqAttuneTags": [ + { + "class": "wizard" + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 4}", + "charges": 10, + "staff": true, "entries": [ - "{@i 15th-level Oath of the Silverhair feature}", - "When you reduce a creature to 0 hit points and choose to deal non-lethal damage by knocking the creature {@condition unconscious}, you gain a number of temporary hit points equal to the number of hit points the creature had remaining before it was knocked out." + "Every so often, the mind flayers find a mind that has more utility than just sustenance. That mind is preserved by powerful psionic energy on the top of a staff; rumors say the mind is still somewhat conscious.", + "Your Intelligence score is 21 while you are attuned to this staff. This property has no effect on you if your Intelligence is already 21 or higher without it.", + "The staff has 10 charges. While holding it, when you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to expend 1 of the staff's charges and grant yourself advantage on that saving throw.", + "Additionally, you can use a bonus action to expend 1 of the staff's charges and grant yourself advantage on the next skill check you make that relies on your Intelligence, Wisdom, or Charisma score, by the end of your next turn.", + "The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 1, the staff dissolves into dust, and is destroyed." ] }, { - "name": "Shaded Salvation", + "name": "Stealth Rock", "source": "JBoE", - "page": 36, - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Silverhair", - "subclassSource": "JBoE", - "level": 20, + "page": 122, + "rarity": "uncommon", + "wondrous": true, "entries": [ - "{@i 20th-level Oath of the Silverhair feature}", - "You can harness the saving power of Eilistraee. As an action, you cause the following effects to occur:", - { - "type": "list", - "items": [ - "You can choose to immediately roll a number of your hit dice, dividing the total amount of healing provided as you choose among any creatures of your choice that you can see within 60 feet of you.", - "All creatures of your choice that you can see within 60 feet of you are granted the effects of the death ward spell for 1 minute." - ] - }, - "Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again." + "This small, pocket-sized rock with Gnomish runes placed upon it is often given to less stealthy, but friendly, visitors to the deep gnome settlements of the Underdark.", + "While holding this rock, you can use an action to surround yourself with an illusion of a large stone. If you are in a location where such a stone might naturally appear, such as a cave or forest, you have advantage on Dexterity ({@skill Stealth}) checks to avoid being noticed while you remain still within the illusion. If you move out of the illusion, it vanishes.", + "Physical interaction with the illusory stone reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the illusory stone can determine that it is an illusion with a successful DC 15 Intelligence ({@skill Investigation}) check. If a creature discerns the illusion for what it is, the creature can see through the image." ] }, { - "name": "Bounty Hunter", + "name": "Stone of Flumph Summons", "source": "JBoE", - "page": 39, - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Bounty Hunter", - "subclassSource": "JBoE", - "level": 3, + "page": 123, + "rarity": "uncommon", + "wondrous": true, "entries": [ - { - "type": "quote", - "entries": [ - "Nothing about people is simple\u2014until they run." - ], - "by": "Jarlaxle" - }, - "Elite rangers that take up the bounty hunting profession are self-employed mercenaries that are constantly looking for work. Usually hunting for outlaws and criminals, though sometimes whoever has a high price on their head, whether it's a noble lord or a monstrous creature. They populate the numerous cities of the Underdark, hanging around taverns, pubs, and solitary alley ways. Deadly and cunning, when a bounty hunter takes a job, it's almost certain they will get it done.", - { - "type": "refSubclassFeature", - "subclassFeature": "Bounty Hunter Magic|Ranger||Bounty Hunter|JBoE|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Sleep Dart|Ranger||Bounty Hunter|JBoE|3" - } + "This small, smooth grey stone with the silhouette of a flumph waving on its face is often given as a peace offering to friendly travelers. The jellyfish-like flumphs drift through the Underdark, sharing their wisdom and insight with good-hearted creatures.", + "While holding the stone, you can use an action to summon a flumph in an unoccupied space that you can see within 10 feet of you. The flumph is friendly and will telpathically offer you simple advice about the Underdark. The flumph remain for up to 10 minutes, until its advice is given, or until it takes any damage.", + "If you or any of your companions harm a flumph summoned by this stone, the stone immediately explodes and is destroyed. All creatures within 20 feet of the stone when it explodes must make a DC 18 Dexterity saving throw or take {@damage 4d10} bludgeoning damage from the explosion." ] }, { - "name": "Bounty Hunter Magic", + "name": "Tiara of Spiders", "source": "JBoE", - "page": 39, - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Bounty Hunter", - "subclassSource": "JBoE", - "level": 3, + "page": 123, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, "entries": [ - "{@i 3rd-level Bounty Hunter feature}", - "You learn an additional spell when you reach certain levels in the class, as shown in the Bounty Hunter spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.", + "This white tiara is crafted from the web of giant spiders and decorated with gems carved to look like spiders crawling through the headpiece. Rare and sinister, this crown is often worn by udadrow matrons or their drider kin.", + "While attuned to the tiara spiders can understand your speech.", + "You can also use your action to summon spiders to your aid. Roll on the Spider Reinforcements table below to determine what spiders arrive to your aid. The spiders appear in unoccupied spaces within 30 feet of you, and are friendly to you and your companions. They act on your initiative, taking their turns immediately after yours. You can give them specific directions on your turn (no action required). Otherwise, the spiders do their best to defend you. These spiders remain until reduced to 0 hit points, you dismiss them, the ability is used again, or you die. Once used, this property of the tiara can't be used again until the next dawn.", { "type": "table", - "caption": "Bounty Hunter Spells", + "caption": "Spider Reinforcements", "colLabels": [ - "Ranger Level", - "Spell" + "d4", + "Spider" ], "colStyles": [ - "col-4 text-center", - "col-8 text-left" + "col-2 text-center", + "col-10" ], "rows": [ [ - "3rd", - "{@spell disguise self}" - ], - [ - "5th", - "{@spell blindness/deafness}" + "1", + "{@dice 2d4} {@creature swarm of spiders||swarms of spiders}" ], [ - "9th", - "{@spell haste}" + "2", + "{@dice 1d4 + 1} {@creature giant wolf spider||giant wolf spiders}" ], [ - "13th", - "{@spell otiluke's resilient sphere}" + "3", + "{@dice 1d4} {@creature giant spider||giant spiders}" ], [ - "17th", - "{@spell hold monster}" + "4", + "{@dice 1d2} {@creature phase spider||phase spiders}" ] ] } ] }, { - "name": "Sleep Dart", + "name": "Trapmaster Goggles", "source": "JBoE", - "page": 39, - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Bounty Hunter", - "subclassSource": "JBoE", - "level": 3, + "page": 124, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, "entries": [ - "{@i 3rd-level Bounty Hunter feature}", - "As a bonus action, you can coat a dart with a serum that causes the target to fall asleep. When you hit a creature with a Sleep Dart, the creature must make a Consitution saving throw against your spell save DC. On a failed save, the creature falls asleep, falling {@condition prone} and becoming {@condition unconscious} for 1 minute or until the creature is shaken awake by another creature or takes any damage.", - "As part of finishing a long rest, you can craft a number of Sleep Dart serum doses equal to your proficiency bonus. After 24 hours, a serum dose that has not been used loses its potency and is unable to put a creature to sleep." + "These black-rimmed goggles allow the wearer to more easily spot and disarm traps. While wearing these goggles, you have advantage on skill checks that involve discovering, examining, or disabling traps." ] }, { - "name": "Whiplash", + "name": "Umber Hulk Plate", "source": "JBoE", - "page": 39, - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Bounty Hunter", - "subclassSource": "JBoE", - "level": 7, + "page": 124, + "baseItem": "plate armor|PHB", + "type": "HA", + "rarity": "very rare", + "reqAttune": true, + "weight": 65, + "ac": 18, + "strength": "15", + "bonusAc": "+1", + "stealth": true, "entries": [ - "{@i 7th-level Bounty Hunter feature}", - "You have crafted a device that helps you subdue your target. You are proficient with this device, called the Whiplash. It may look like a whip, grappling hook, or some other similar device of your choice.", - "When you take the {@action Attack} action, you can use your Whiplash to make a melee weapon attack against one creature. Drawing or stowing this weapon does not count as an Object Interaction on your turn. The Whiplash has a reach of 20 feet and the Finesse property. When you hit a creature with the Whiplash, the creature takes {@damage 1d4} slashing damage and must make a Strength saving throw (DC = 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus). On a failed save, you can pull a large or smaller creature up to 15 feet closer to you and knock it {@condition prone}. Huge and larger creatures can't be pulled, but can be knocked {@condition prone}. You can also target objects to pull toward you. If the object is being held by a creature, the creature must make a Strength saving throw, losing its grip of the object on a failure." + "This armor is made from the heavy hide of an umber hulk, an abominable horror that burrows into caves, dungeons, and Underdark settlements in search of humanoid prey. This armor's chest plate is made from an umber hulk's carapace, with the creature's golden eyes inset into the chest piece.", + "You gain +1 to AC while wearing this armor.", + "Additionally, when a creature starts its turn within 30 feet of you and is able to see the umber hulk's eyes, you can use your reaction to magically force the creature to make a DC 15 Charisma saving throw. On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a {@dice d8} to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. Once a creature fails their save, this property of the armor can't be used again until you finish a short or long rest." ] }, { - "name": "Aerial Hunter", + "name": "Umberlee's Unyielding Torment", "source": "JBoE", - "page": 40, - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Bounty Hunter", - "subclassSource": "JBoE", - "level": 11, + "page": 124, + "type": "SC", + "rarity": "rare", + "reqAttune": "by warlocks and clerics", "entries": [ - "{@i 11th-level Bounty Hunter feature}", - "As a bonus action, you can grant yourself a flying speed equal to your walking speed for 1 minute, and can hover. The method you use to achieve this flight may be mechanical or magical, and may take on any appearance that is appropriate in your game setting.", - "You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest." + "Using an action to read the scroll causes a stream of sea-rocks to emanate out from you in a line 60-feet long and 5-feet wide in a horizontal direction you choose. Each creature in the line must succeed on a DC 16 Dexterity saving throw or be encased in rocks for 1 minute, taking {@damage 2d6} bludgeoning damage at the start of each of its turns. While encased, a creature is {@condition blinded}, {@condition restrained}, and is considered to be in total cover. An encased creature can use its action to make a DC 16 Strength ({@skill Athletics}) check, breaking out of the rocks on a success.", + "If this scroll is used underwater, the DC for avoiding or breaking out of being encased increases to 18. Encased creatures sink to the bottom at a rate of 60 feet per round, and take an additional {@damage 2d6} bludgeoning damage at the start of each of their turns." ] }, { - "name": "Lie in Wait", + "name": "Underdark Gem", "source": "JBoE", - "page": 40, - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Bounty Hunter", - "subclassSource": "JBoE", - "level": 15, + "page": 124, + "rarity": "rare", + "wondrous": true, "entries": [ - "{@i 15th-level Bounty Hunter feature}", - "If you surprise a creature, you can choose not to use any of your movement and instead perform two actions on your first turn of combat.", - "Additionally, any saving throws you force a surprised creature to make are made with disadvantage." + "This obsidian gem, the size of a grapefruit, was crafted by the matriarchs of powerful udadrow societies to be given to trusted scouts who leave for the surface world to follow their dark leader's whims.", + "While you are carrying this gem, you are immune to the effects of sunlight sensitivity.", + "Additionally, when you hold the gem against rocky ground, you can sense whether a tunnel or chamber in the Underdark lies below you. If there is, you can use an action to smash the gem against the rocky ground, destroying the gem and teleporting yourself directly downward into the Underdark." ] }, { - "name": "Darksong Knight", + "name": "Wand of the Basilisk", "source": "JBoE", - "page": 40, - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Darksong Knight", - "subclassSource": "JBoE", - "level": 3, + "page": 124, + "type": "WD", + "rarity": "rare", + "reqAttune": true, "entries": [ - { - "type": "quote", - "entries": [ - "There is a hidden dance between the hunter and the hunted." - ], - "by": "Jarlaxle" - }, - "Darksong Knights are strict followers of Eilistraee, who serve as a bulwark between the good people of this realm and evil incursions by those loyal to Lolth. They have a particular hatred for yochlols.", - "Unlike many other adherents of Eilistraee, Darksong Knights are not above using excessive violence to accomplish their designs. Though they respect Eilistraee's teachings of mercy and compassion, the foes they fight are twisted creatures that will not and cannot be changed. It is a mercy to eliminate these perverted life forms so that all that is good in the world can thrive.", - { - "type": "refSubclassFeature", - "subclassFeature": "Darksong Magic|Ranger||Darksong Knight|JBoE|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Magic Sense|Ranger||Darksong Knight|JBoE|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Swift Responder|Ranger||Darksong Knight|JBoE|3" - } + "This wand is made with the eye of a basilisk, a reptilian horror whose deadly gaze transforms victims into porous stone. The petrifying property of the eye is suppressed and is only usable with the command word.", + "When a creature starts its turn within 30 feet of you and is able to see this wand in your hand, you can use your reaction to point the wand at them and utter the command word, momentarily activating the basilisk eye. That creature must succeed on a DC 12 Constitution saving throw or be {@condition restrained} and begin to turn into stone. The creature must repeat the saving throw at the end of its next turn. On a success the effect ends. On a failure, the creature is {@condition petrified} until freed by the {@spell greater restoration} spell or other magic. Once a creature fails its first save, this wand can't be used again until you finish a short or long rest.", + "If the basilisk eye fails to restrain a creature after 5 consecutive attempts within a 1 hour period of time, the wand turns to stone and is no longer magical." ] }, { - "name": "Darksong Magic", + "name": "Whip of Fangs", "source": "JBoE", - "page": 41, - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Darksong Knight", - "subclassSource": "JBoE", - "level": 3, + "page": 125, + "baseItem": "whip|PHB", + "type": "M", + "rarity": "rare", + "reqAttune": "by a cleric or paladin", + "reqAttuneTags": [ + { + "class": "cleric" + }, + { + "class": "paladin" + } + ], + "weight": 3, + "weaponCategory": "martial", + "property": [ + "F", + "R" + ], + "dmg1": "1d4", + "dmgType": "S", + "bonusWeapon": "+1", "entries": [ - "{@i 3rd-level Darksong Knight feature}", - "You learn an additional spell when you reach certain levels in the class, as shown in the Darksong Knight spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.", + "The Whip of Fangs, also known as a scourge of fangs, is a snake-headed whip used by followers of Lolth. The snake heads on the whip will attack a creature that attempts to wield it if that creature is of good alignment, has lost Lolth's favor or betrayed her faith, or has otherwise done something against the Spider Queen's will.", + "The number of living snakes on the whip is determined by the rank of the cult member that brandishes it (see the Church of Lolth Rank table).", { "type": "table", - "caption": "Darksong Knight Spells", + "caption": "Optional Caption", "colLabels": [ - "Ranger Level", - "Spell" + "Snakes", + "Church of Lolth's Ranks" ], "colStyles": [ - "col-4 text-center", - "col-8 text-left" + "col-2 text-center", + "col-10" ], "rows": [ [ - "3rd", - "{@spell shield of faith}" + "2", + "Priest/Priestess/Paladin" ], [ - "5th", - "{@spell moonbeam}" + "3", + "High Priestess" ], [ - "9th", - "{@spell crusader's mantle}" + "4", + "Mistress of Arach-Tinilith" ], [ - "13th", - "{@spell banishment}" + "5", + "Matron Mother" ], [ - "17th", - "{@spell banishing smite}" + "8", + "Avatar of Lolth" ] ] - } - ] - }, - { - "name": "Magic Sense", - "source": "JBoE", - "page": 41, - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Darksong Knight", - "subclassSource": "JBoE", - "level": 3, - "entries": [ - "{@i 3rd-level Darksong Knight feature}", - "You gain proficiency in the {@skill Arcana} skill, and your proficiency bonus is doubled for any ability check you make with it.", - "In addition, you learn the {@spell detect magic} spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can't cast it in this way again until you finish a long rest. You can also cast this spell using spell slots you have of the appropriate level." + }, + "While holding this whip, you have advantage on Charisma ({@skill Intimidation}) checks.", + "You gain a +1 bonus to attack and damage rolls made with this magic whip. A creature hit by the weapon takes an extra {@damage 1d6} poison damage per snake head on the whip (up to {@dice 8d6}), and must succeed on a Constitution saving throw (DC = 12 + the number of snake heads on the whip) or become {@condition poisoned} for 1 minute." ] - }, + } + ], + "magicvariant": [ { - "name": "Swift Responder", - "source": "JBoE", - "page": 41, - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Darksong Knight", - "subclassSource": "JBoE", - "level": 3, - "entries": [ - "{@i 3rd-level Darksong Knight feature}", - "You have mastered the art of striking first and striking hard. You may add your Wisdom modifier to your initiative rolls.", - "In addition, when you hit a creature that has not yet acted in combat, you deal an extra {@damage 1d8} damage of the weapon's damage type to that opponent. A creature can take this extra damage only once during a combat.", - "When you reach certain levels in this class, the extra damage from this feature increases: at 5th level ({@dice 2d8}), 11th level ({@dice 4d8}), and 17th level ({@dice 6d8})." - ] - }, + "name": "Heated Armor Modification", + "type": "GV", + "requires": [ + { + "armor": true, + "type": "LA" + }, + { + "armor": true, + "type": "MA" + } + ], + "inherits": { + "nameSuffix": " (Heated Armor Modification)", + "source": "JBoE", + "page": 118, + "resist": [ + "cold" + ], + "rarity": "rare", + "reqAttune": true, + "entries": [ + "Through arcane methods or tinkering, a mundane piece of light or medium armor can be modified to produce heat and keep the wearer warm. The inside of this armor is usually covered in some sort of soft wool to make it comfortable. This armor is sought by those who venture to the north or climb high mountains.", + "The heating property of this armor can be harvested from any monster that is known to produce heat.", + "While wearing this armor, you gain resistance to cold damage.", + "Additionally, when a creature is touching you or hits you with a melee attack while you are wearing this armor, you can use your reaction to force that creature to make a DC 15 Dexterity saving throw or take {@damage 2d10} fire damage. Once a creature fails its saving throw, this property of the armor can't be used again until you finish a short or long rest." + ] + } + } + ], + "monster": [ { - "name": "Suppress Resistance", + "name": "Aspect of Lolth", "source": "JBoE", - "page": 41, - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Darksong Knight", - "subclassSource": "JBoE", - "level": 7, - "entries": [ - "{@i 7th-level Darksong Knight feature}", - "As a bonus action, you can target one creature you can see within 60 feet of you and make an {@skill Arcana} check. The DC for the check is equal to the creature's Constitution score. On a successful check, the DM will tell you what damage resistances, if any, the creature has. You can then chose one of those resistances and suppress it for 1 minute. During that time, the creature gains no benefit from that damage resistance type.", - "Alternatively, you can ask the DM to tell you what the creature's damage immunities or condition immunities are. You can then choose one immunity to suppress for 1 minute. A suppressed damage immunity becomes a damage resistance of the same type, and a suppressed condition immunity causes the creature to become susceptible to that condition, but the creature has advantage on saving throws against that condition.", - "A creature can only be effected by this feature once per combat." + "page": 23, + "size": [ + "L" + ], + "type": "monstrosity", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "special": "230" + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 20, + "dex": 20, + "con": 18, + "int": 14, + "wis": 20, + "cha": 12, + "senses": [ + "darkvision 120 ft." + ], + "passive": 20, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "frightened", + "poisoned" + ], + "languages": [ + "Common", + "Elvish", + "Sylvan", + "Undercommon", + "Deep Speech" + ], + "cr": "17", + "trait": [ + { + "name": "Devil's Sight", + "entries": [ + "Magical darkness doesn't impede the Aspect of Lolth's darkvision." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the Aspect of Lolth fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The Aspect of Lolth has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The Aspect of Lolth's weapon attacks are magical." + ] + } + ], + "action": [ + { + "name": "Mutliattack", + "entries": [ + "The Aspect of Lolth makes 2 claw attacks and 1 bite attack, or makes 3 web frenzy attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} +11 to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 5}) slashing damage and 3 ({@damage 1d8}) poison damage." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} +11 to hit, reach 5 ft., one target. {@h}15 ({@damage 3d8 + 5}) piercing damage and 10 ({@damage 3d8}) necrotic damage.", + "The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Aspect of Lolth regains hit points equal to that amount." + ] + }, + { + "name": "Web Frenzy", + "entries": [ + "{@atk rw} +11 to hit, range 30/60 ft., one creatures. The target is {@condition restrained} by webbing and takes 7 ({@damage 2d8}) poison damage at the start of each of its turns.", + "As an action, the {@condition restrained} target can make a {@dc 21} Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 16; hp 20; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)." + ] + } + ], + "traitTags": [ + "Devil's Sight", + "Legendary Resistances", + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "SD" + ], + "languageTags": [ + "C", + "DS", + "E", + "S", + "U" + ], + "damageTags": [ + "I", + "N", + "P", + "S" + ], + "miscTags": [ + "HPR", + "MW", + "RW" + ], + "conditionInflict": [ + "restrained" ] }, { - "name": "Bane of the Vile", + "name": "Mechanical Gauth", "source": "JBoE", - "page": 41, - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Darksong Knight", - "subclassSource": "JBoE", - "level": 11, - "entries": [ - "{@i 11th-level Darksong Knight feature}", - "You are exceptionally well versed in fighting vile creatures such as aberrations, fiends, and monstrosities. When you hit one of these kinds of creature with an attack, you can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is {@condition frightened} of you and can't take reactions until the end of your next turn", - "You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses when you finish a long rest. A use of this feature is expended only when a creature fails its saving throw." + "_copy": { + "name": "Gauth", + "source": "VGM", + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "gauth", + "with": "mechanical gauth", + "flags": "i" + } + } + }, + "type": "construct", + "languages": [ + "Common", + "Deep Speech", + "Gnomish", + "Undercommon" ] - }, + } + ], + "hazard": [ { - "name": "Maiden's Fury", + "name": "Cave Creeper", "source": "JBoE", - "page": 41, - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Darksong Knight", - "subclassSource": "JBoE", - "level": 15, + "page": 138, "entries": [ - "{@i 15th-level Darksong Knight feature}", - "As a vessel of the Dark Maiden's will, you have learned to channel her power to turn the tide of battle against the most dangerous of foes. When you hit a creature with an attack while you have less than half of you maximum hit points, you can use this feature to immediately deal an additional {@damage 10d8} radiant damage to the target.", - "Once you use this feature, you can't use it again until you have finished a long rest." + "Cave creeper is a gray-and-white fungus that flourishes near water. It is especially common in the Lowerdark where it grows close to most of the water sources. Cave creeper emits spores once a minute that cause cave terrors when inhaled. Every breathing creature within 20 feet of cave creeper when it emits spores must make a DC 12 Wisdom saving throw or suffer the effects of a {@spell confusion} spell. Sunlight, as well as any amount of acid, cold, or fire damage instantly destroys a patch of cave creeper." ] }, { - "name": "Infiltrator", + "name": "Fire Fungus", "source": "JBoE", - "page": 42, - "className": "Rogue", - "classSource": "PHB", - "subclassShortName": "Infiltrator", - "subclassSource": "JBoE", - "level": 3, + "page": 138, "entries": [ - { - "type": "quote", - "entries": [ - "I have seen a friend become a spy, then an assassin. History will call you an opportunist." - ], - "by": "Jarlaxle" - }, - "Regarded as the pinnacle of many Underdark societies, when it comes to serving noble houses, criminal gang organizations, or warring businesses, infiltrators are the key to victory. Skilled spies and assassins that hide in the shadows, they remain hidden until necessary action is needed. While they usually gather intelligence for themselves or their masters from a safe distance, they should never be underestimated if encountered directly.", - { - "type": "refSubclassFeature", - "subclassFeature": "Infiltration Skills|Rogue||Infiltrator|JBoE|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Follow-Up Attack|Rogue||Infiltrator|JBoE|3" - } + "This fungal growth sheds natural warmth, raising the temperature within 30 feet of it by 10 degrees. However, any open flame brought within 10 feet of fire fungus causes it to explode. All creatures within a 30-foot radius of the exploding fire fungus must make a DC 15 Dexterity saving throw or take between {@dice 3d6} to {@damage 7d6} fire damage, depending on the size of the fire fungus patch. Such an explosion kills the fire fungus. Besides making it explode, the only other way to kill a patch fire fungus is by dealing cold damage to it equal to the amount of square feet the patch covers.", + "Some Underdark races use fire fungus for warmth instead of fires, since kindling and firewood are scarce in the Realms Below. Grimlocks and gloamings especially favor it." ] }, { - "name": "Infiltration Skills", + "name": "Fool's Water", "source": "JBoE", - "page": 43, - "className": "Rogue", - "classSource": "PHB", - "subclassShortName": "Infiltrator", - "subclassSource": "JBoE", - "level": 3, + "page": 139, "entries": [ - "{@i 3rd-level Infiltrator feature}", - "Your enhanced spy abilities allow you to sneak, move and steal with phenomenal skill. You gain a +2 bonus to ability checks with Dexterity ({@skill Acrobatics}), Dexterity ({@skill Stealth}), and Dexterity ({@skill Sleight of Hand})." + "This slime looks like a small spring of water, but a DC 15 Intelligence ({@skill Nature}) check can reveal its true nature upon inspection. Any creature that touches fool's water takes {@damage 1d6} acid damage. Thereafter, the substance clings to the victim like slime, dealing the same amount of acid damage each round for the next {@dice 2d6} rounds. On the first round of contact, it can be scraped off easily, but after that it must be frozen, burned, or cut away. (All of these processes apply damage to the victim as well.) Against wood or metal, fool's water deals {@damage 1d6} acid damage but has no continuing effect.", + "Fool's water is extremely reactive with regular water. Trying to wash the slime off with water causes an explosion that deals {@damage 3d6} acid damage to every creature within 10 feet.", + "Extreme cold, extreme heat, or sunlight destroys a patch of fool's water. Casting {@spell purify food and drink} on fool's water turns it into potable water." ] }, { - "name": "Follow-Up Attack", + "name": "Wisp Lichen", "source": "JBoE", - "page": 43, - "className": "Rogue", - "classSource": "PHB", - "subclassShortName": "Infiltrator", - "subclassSource": "JBoE", - "level": 3, + "page": 139, "entries": [ - "{@i 3rd-level Infiltrator feature}", - "Your quick reflexes allow you to follow-up an ally's successful attack with an attack of your own. When a creature within 60 feet of you that you can see is hit by an attack made by one of your allies, you can use your reaction to make a weapon attack against that creature.", - "You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. A use of this feature is only expended when you hit a creature." + "This white lichen clings to the ceilings of high caverns and poses a threat primarily to flying creatures. A creature that touches the lichen's sticky strands must succeed on a DC 12 Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While the creature is {@condition paralyzed}, the lichen slowly digests its prey, dealing {@damage 1d4} acid damage at the start the creature's turn.", + "Earth-bound predators usually lurk near patches of wisp lichen, waiting for the crash or thud that indicates a tasty morsel of {@condition paralyzed} prey has fallen to earth." ] - }, + } + ], + "variantrule": [ { - "name": "Defensive Reflexes", + "name": "Faerzress", "source": "JBoE", - "page": 43, - "className": "Rogue", - "classSource": "PHB", - "subclassShortName": "Infiltrator", - "subclassSource": "JBoE", - "level": 9, + "page": 92, + "ruleType": "O", "entries": [ - "{@i 9th-level Infiltrator feature}", - "You have honed your reflexes to avoid being hit by your enemies. When you use your Uncanny {@action Dodge} feature, you can choose to take no damage instead taking half damage.", - "You can't use this feature more than once during a combat encounter, and you can't use it at all outside of combat." + "The depths of the Underdark are often suffused with powerful magical radiation, called {@i faerzress} by the udadrow. {@i Faerzress} is a remnant of ancient and powerful magics, particularly the spellcraft responsible for the creation of the Underdark itself. This radiation often interferes with newer forms of magic, distorting or empowering spells from a newer age. These effects are typically unknown to surface-dwellers, and are one of the great dangers of the Realms Below. The udadrow often build their cities in areas surrounded by {@i faerzress}, allowing them to hide their presence from divination magic, and assisting them in their efforts to create powerful magical items with additional effects from the {@i faerzress} itself.", + "The unstable nature of the {@i faerzress} causes all areas radiated with to be illuminated with dim light, as well as disrupting and distorting magic with some unpredictable results:", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Casting Spells", + "entries": [ + "Whenever a creature casts a spell within 5 feet of an area of {@i faerzress}, roll a {@dice d20}. If they roll a 1, their magic is distorted by the unpredictable radiation creating a Wild Magic effect. Roll on the {@table Wild Magic Surge|PHB|Wild Magic} table in the {@book Player's Handbook|PHB} to see the results.", + "Whenever a character attempts to cast a spell in the Underdark, the DM may allow them to make a DC 17 Intelligence ({@skill Arcana}) check, successfully becoming aware of the dangers of doing so on a successful roll. If a spell is cast in an area suffused with {@i faerzress}, additional effects may occur, and are detailed below." + ] + }, + { + "type": "entries", + "name": "Teleportation", + "entries": [ + "Spells that involve teleportation do not work reliably over distances greater than 1 mile when either the origin or the destination is within an area affected by {@i faerzress}. A character that casts a teleportation spell or uses an ability or item that has a teleportation effect that moves a creature or creatures more than one mile while in an area of {@i faerzress} must make a DC 20 Intelligence ({@skill Arcana}) check. On a successful save, the spell or ability functions normally. On a failed save, each creature targeted by the spell or ability must roll on the Teleportation table listed under the {@spell teleport} spell in the {@book Player's Handbook|PHB}, using the {@i Viewed once} familiarity level." + ] + } + ] + } ] - }, + } + ], + "table": [ { - "name": "Combat Ready", + "name": "Aevendrow Starsongs", "source": "JBoE", - "page": 43, - "className": "Rogue", - "classSource": "PHB", - "subclassShortName": "Infiltrator", - "subclassSource": "JBoE", - "level": 13, - "entries": [ - "{@i 13th-level Infiltrator feature}", - "When you roll for initiative and get a result of 20 or higher, you can make one melee or ranged weapon attack before the first creature in the initiative order takes their turn." + "page": 76, + "colLabels": [ + "d10", + "Starsong" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "The Song of the Hidden ({@skill Stealth})" + ], + [ + "2", + "The Song of the Muse ({@skill Performance})" + ], + [ + "3", + "The Song of the Vigilant ({@skill Perception})" + ], + [ + "4", + "The Song of the Hero ({@skill Athletics})" + ], + [ + "5", + "The Song of the Lover ({@skill Persuasion})" + ], + [ + "6", + "The Song of the Mage ({@skill Arcana})" + ], + [ + "7", + "The Song of the Scholar ({@skill Investigation})" + ], + [ + "8", + "The Song of the Mediator ({@skill Insight})" + ], + [ + "9", + "The Song of the Graceful ({@skill Acrobatics})" + ], + [ + "10", + "The Song of the Priestess ({@skill Religion})" + ] ] }, { - "name": "Infilrating Assassin", + "name": "Demesne Surge", "source": "JBoE", - "page": 43, - "className": "Rogue", - "classSource": "PHB", - "subclassShortName": "Infiltrator", - "subclassSource": "JBoE", - "level": 17, - "entries": [ - "{@i 17th-level Infiltrator feature}", - "While there are no friendly creatures in sight or within 120 feet of you, you gain advantage on attack rolls and ability checks with Dexterity ({@skill Acrobatics}), Dexterity ({@skill Stealth}), and Dexterity ({@skill Sleight of Hand}).", - "In addition, if you name a specific creature as your assassination target at least 10 minutes before encountering that creature and surprise that creature when you attack them, your first attack against them is an automatic critical hit." + "page": 57, + "colLabels": [ + "{@dice d20}", + "Effect" + ], + "colStyles": [ + "col-2 text-center", + "col-10 text-left" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + } + }, + "Each creature, including yourself, within 30 feet of you that isn't behind total cover must make a Dexterity saving throw against your spell save DC or take damage equal to your wizard level." + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + } + }, + "The target of the next spell you cast before the end of your next turn will be determined randomly by the DM after you choose what to cast." + ], + [ + { + "type": "cell", + "roll": { + "exact": 3 + } + }, + "A burst of faerzress energy blinds you until the end of your next turn." + ], + [ + { + "type": "cell", + "roll": { + "exact": 4 + } + }, + "On your next turn, you can't cast any spells that require a spell slot." + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + } + }, + "You must spend all of your movement on your next turn moving as far away from all other creatures as possible." + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + } + }, + "You suddenly feel extremely itchy and must immediately make a Constitution saving throw to maintain your {@status concentration} if you are {@status concentration||concentrating} on a spell." + ], + [ + { + "type": "cell", + "roll": { + "exact": 7 + } + }, + "You become intensely paranoid until the end of your next turn and can't take any actions that would directly aid an ally." + ], + [ + { + "type": "cell", + "roll": { + "exact": 8 + } + }, + "You lose your balance and fall {@condition prone}." + ], + [ + { + "type": "cell", + "roll": { + "exact": 9 + } + }, + "You accidentally drop your spellbook." + ], + [ + { + "type": "cell", + "roll": { + "exact": 10 + } + }, + "You sneeze loudly." + ], + [ + { + "type": "cell", + "roll": { + "exact": 11 + } + }, + "Your fingers tingle." + ], + [ + { + "type": "cell", + "roll": { + "exact": 12 + } + }, + "You speed is increased by 10 feet on your next turn." + ], + [ + { + "type": "cell", + "roll": { + "exact": 13 + } + }, + "You gain advantage on your next attack roll until the end of your next turn." + ], + [ + { + "type": "cell", + "roll": { + "exact": 14 + } + }, + "You gain advantage on the next saving throw you make until the end of your next turn." + ], + [ + { + "type": "cell", + "roll": { + "exact": 15 + } + }, + "You force one creature you target with a spell that requires a saving throw before the end of your next turn to make their saving throw with disadvantage." + ], + [ + { + "type": "cell", + "roll": { + "exact": 16 + } + }, + "You instantly cast the misty step spell without expending a spell slot or using your bonus action." + ], + [ + { + "type": "cell", + "roll": { + "exact": 17 + } + }, + "You instantly regain hit points equal to half your wizard level (rounded down)." + ], + [ + { + "type": "cell", + "roll": { + "exact": 18 + } + }, + "You instantly cast the shield spell without expending a spell slot or using your reaction." + ], + [ + { + "type": "cell", + "roll": { + "exact": 19 + } + }, + "Double the amount of damage you deal to one target with the next damaging spell you cast before the end of your next turn." + ], + [ + { + "type": "cell", + "roll": { + "exact": 20 + } + }, + "Each creature of your choice within 30 feet of you that isn't behind total cover must make a Dexterity saving throw against your spell save DC or take damage equal to your wizard level. If the creature is on a patch of faerzress created by your Radiate Faerzress feature, it takes damage equal to twice your wizard level." + ] ] }, { - "name": "Vengeance Taker", + "name": "Foraging DCs", "source": "JBoE", - "page": 44, - "className": "Rogue", - "classSource": "PHB", - "subclassShortName": "Vengeance Taker", - "subclassSource": "JBoE", - "level": 3, - "entries": [ - { - "type": "quote", - "entries": [ - "Know yourself. Then, know who lives in your shadow." - ], - "by": "Jarlaxle" - }, - "Though rogues are often thought of as shifty tricksters, vengeance takers are another breed entirely. These rogues are strict believers in the law who often take it upon themselves to punish those who have broken it and have escaped justice. This often puts them at odds with local authorities, as they find themselves regularly breaking the law in order to enforce it.", - "Vengeance takers, as their name implies, often seek to mete out justice for wrongs that require vengeance. They are easily prevailed upon to aid those seeking retribution for injustices, and often seek revenge for those who are not strong enough to do it themselves. They use powerful divination magic to hunt down they quarry, and never stop until their quest for justice is fulfilled.", - { - "type": "refSubclassFeature", - "subclassFeature": "Avenge the Fallen|Rogue||Vengeance Taker|JBoE|3" - } + "page": 142, + "colLabels": [ + "Area Type", + "DC" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Lake or Sea", + "5" + ], + [ + "Gorge or Rift", + "10" + ], + [ + "Cave or Vault", + "15" + ], + [ + "Abyss or Maze cave", + "20" + ] ] }, { - "name": "Avenge the Fallen", + "name": "Foraging Results", "source": "JBoE", - "page": 44, - "className": "Rogue", - "classSource": "PHB", - "subclassShortName": "Vengeance Taker", - "subclassSource": "JBoE", - "level": 3, - "entries": [ - "{@i 3rd-level Vengeance Taker feature}", - "Whenever a friendly creature you can see is killed or reduced to 0 hit points by a hostile creature you can see, all attacks you make against that hostile creature are made with advantage for 1 minute.", - "Additionally, the first time you hit a hostile creature that has triggered this feature, you deal extra damage to that creature equal to the character level or challenge rating of the friendly creature that was killed or knocked unconsious." + "page": 142, + "colLabels": [ + "Check Result", + "Outcome" + ], + "colStyles": [ + "col-4 text-center", + "col-8" + ], + "rows": [ + [ + "Natural 20", + "The party finds enough Hair of Eilistraee to make 1d4 {@item potion of healing||potions of healing}, and enough food and water for 1 day." + ], + [ + "10+ over DC", + "The party finds enough food and water for 3 days." + ], + [ + "5-9 over DC", + "The party finds enough food and water for 2 days." + ], + [ + "0-4 over DC", + "The party finds enough food and water for 1 days." + ], + [ + "1-4 under DC", + "The party finds no food or water." + ], + [ + "5-9 under DC", + "The party exhausts themselves in the search, needing to use up an additional day's worth of food and water." + ], + [ + "10+ under DC", + "The party finds a patch of {@hazard Cave Creeper|JBoE}, {@hazard Fire Fungus|JBoE}, {@hazard Fool's Water|JBoE}, or has a random encounter." + ], + [ + "Natural 1", + "One of the party members gets separated from the group and lost." + ] ] }, { - "name": "Arcane Hunter", + "name": "Navigation DCs", "source": "JBoE", - "page": 44, - "className": "Rogue", - "classSource": "PHB", - "subclassShortName": "Vengeance Taker", - "subclassSource": "JBoE", - "level": 9, - "entries": [ - "{@i 9th-level Vengeance Taker feature}", - "The forces of evil can't hide from you. You learn the spells {@spell detect evil and good}, {@spell see invisibility}, {@spell locate creature}, {@spell locate object}, and {@spell scrying}. Your spell save DC for these spells is 8 + your Wisdom modifier + your proficiency bonus.", - "You can cast each of the spells from this feature once without using a spell slot or any material components, and you regain all expended uses of this feature when you finish a long rest." + "page": 141, + "colLabels": [ + "Guidance", + "Concealment", + "DC" + ], + "colStyles": [ + "col-5 text-center", + "col-5 text-left", + "col-2 text-center" + ], + "rows": [ + [ + "Guide", + "None", + "5" + ], + [ + "Gorge or Rift", + "None", + "10" + ], + [ + "Cave or Vault", + "None", + "15" + ], + [ + "Signs", + "Mundane", + "20" + ], + [ + "Directions", + "Illusory Magic", + "25" + ], + [ + "None", + "Regional Magic", + "30" + ] ] }, { - "name": "Timely Vengeance", + "name": "Node Affinity", "source": "JBoE", - "page": 44, - "className": "Rogue", - "classSource": "PHB", - "subclassShortName": "Vengeance Taker", - "subclassSource": "JBoE", - "level": 13, - "entries": [ - "{@i 13th-level Vengeance Taker feature}", - "When a hostile creature deals damage to an ally that you can see within 30 feet of you, you can use your reaction to make a weapon attack against that hostile creature." + "page": 93, + "colLabels": [ + "d8", + "School of Magic" + ], + "colStyles": [ + "col-4 text-center", + "col 8" + ], + "rows": [ + [ + "1", + "{@i Abjuration}" + ], + [ + "2", + "{@i Conjuration}" + ], + [ + "3", + "{@i Divination}" + ], + [ + "4", + "{@i Enchantment}" + ], + [ + "5", + "{@i Evocation}" + ], + [ + "6", + "{@i Illusion}" + ], + [ + "7", + "{@i Necromancy}" + ], + [ + "8", + "{@i Transmutation}" + ] ] }, { - "name": "Merciless", + "name": "Node Spells - Abjuration", "source": "JBoE", - "page": 44, - "className": "Rogue", - "classSource": "PHB", - "subclassShortName": "Vengeance Taker", - "subclassSource": "JBoE", - "level": 17, - "entries": [ - "{@i 17th-level Vengeance Taker feature}", - "When you roll a 1 on a sneak attack damage die, you can reroll it. You can continue rerolling 1s until no sneak attack dice show 1 as their result." + "page": 93, + "colLabels": [ + "d6 + node class", + "Spells" + ], + "colStyles": [ + "col-4 text-center", + "col 8" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "min": 2, + "max": 3 + } + }, + "{@spell Armor of Agathys}" + ], + [ + { + "type": "cell", + "roll": { + "min": 4, + "max": 5 + } + }, + "{@spell Aid}, or {@spell Node Lock|JBoE}*" + ], + [ + { + "type": "cell", + "roll": { + "min": 6, + "max": 7 + } + }, + "{@spell Magic circle}" + ], + [ + { + "type": "cell", + "roll": { + "min": 8, + "max": 9 + } + }, + "{@spell Death ward}" + ], + [ + { + "type": "cell", + "roll": { + "min": 10, + "max": 11 + } + }, + "{@spell Greater Restoration}" + ] ] }, { - "name": "Deep Diviner", + "name": "Node Spells - Conjuration", "source": "JBoE", - "page": 46, - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Deep Diviner", - "subclassSource": "JBoE", - "level": 1, - "entries": [ - { - "type": "quote", - "entries": [ - "This is an inheritance. One doesn't waste an inheritance." - ], - "by": "Jarlaxle" - }, - "Deep Diviners have an intimate connection with the land around them, particularly with the stones that make up the earth upon which they tread. These sorcerers harness the power of earth and stone to fuel their spells, and can channel powerful energy from earth nodes that follow them through the battlefield.", - "Deep diviners are often found living solitary lives apart from the rest of the world. These reclusive mages are content to remain hidden away with nothing but earth and stone as their companions, but can be roused to action if their lands are threatened. Though they do not often become adventurers, those that do are staunch and reliable allies who remain firm and unshakable in their resolve and values.", - { - "type": "refSubclassFeature", - "subclassFeature": "Deep Diviner Magic|Sorcerer||Deep Diviner|JBoE|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Earth's Defense|Sorcerer||Deep Diviner|JBoE|1" - } + "page": 93, + "colLabels": [ + "d6 + node class", + "Spells" + ], + "colStyles": [ + "col-4 text-center", + "col 8" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "min": 2, + "max": 3 + } + }, + "{@spell Find Familiar}" + ], + [ + { + "type": "cell", + "roll": { + "min": 4, + "max": 5 + } + }, + "{@spell Summon Beast|TCE}" + ], + [ + { + "type": "cell", + "roll": { + "min": 6, + "max": 7 + } + }, + "{@spell Summon shadowspawn|TCE}, or {@spell Node Door|JBoE}*" + ], + [ + { + "type": "cell", + "roll": { + "min": 8, + "max": 9 + } + }, + "{@spell Summon aberration|TCE}" + ], + [ + { + "type": "cell", + "roll": { + "min": 10, + "max": 11 + } + }, + "{@spell Summon celestial|TCE}" + ] ] }, { - "name": "Deep Diviner Magic", + "name": "Node Spells - Divination", "source": "JBoE", - "page": 46, - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Deep Diviner", - "subclassSource": "JBoE", - "level": 1, - "entries": [ - "{@i 1st-level Deep Diviner feature}", - "You learn additional spells when you reach certain levels in this class, as shown on the Deep Diviner Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. These spells can't be replaced when you gain a level in this class.", - { - "type": "table", - "caption": "Deep Diviner Spells", - "colLabels": [ - "Sorcerer Level", - "Spells" - ], - "colStyles": [ - "col-4 text-center", - "col-8" - ], - "rows": [ - [ - "1st", - "{@spell catapult|xge}, {@spell earth tremor|xge}, {@spell magic stone|xge}" - ], - [ - "3rd", - "{@spell earthbind|xge}, {@spell maximilian's earthen grasp|xge}" - ], - [ - "5th", - "{@spell erupting earth|xge}, {@spell meld into stone}" - ], - [ - "7th", - "{@spell evard's black tentacles}, {@spell stone shape}" - ], - [ - "9th", - "{@spell passwall}, {@spell transmute rock|xge}" - ] - ] - } + "page": 93, + "colLabels": [ + "d6 + node class", + "Spells" + ], + "colStyles": [ + "col-4 text-center", + "col 8" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "min": 2, + "max": 3 + } + }, + "{@spell Detect evil and good}, or {@spell Stone tell|JBoE}*" + ], + [ + { + "type": "cell", + "roll": { + "min": 4, + "max": 5 + } + }, + "{@spell Detect thoughts}" + ], + [ + { + "type": "cell", + "roll": { + "min": 6, + "max": 7 + } + }, + "{@spell Clairvoyance}" + ], + [ + { + "type": "cell", + "roll": { + "min": 8, + "max": 9 + } + }, + "{@spell Locate creature}" + ], + [ + { + "type": "cell", + "roll": { + "min": 10, + "max": 11 + } + }, + "{@spell Scrying}" + ] ] }, { - "name": "Earth's Defense", + "name": "Node Spells - Enchantment", "source": "JBoE", - "page": 46, - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Deep Diviner", - "subclassSource": "JBoE", - "level": 1, - "entries": [ - "{@i 1st-level Deep Diviner feature}", - "You can channel the strength of the earth through your body, bolstering your defenses. While you are wearing no armor, as a bonus action, you can cause your body to become encased in a rock-hard carapace for 1 minute. During that time, your movement speed is halved and you gain resistance to bludgeoning, piercing, and slashing damage.", - "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." + "page": 93, + "colLabels": [ + "d6 + node class", + "Spells" + ], + "colStyles": [ + "col-4 text-center", + "col 8" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "min": 2, + "max": 3 + } + }, + "{@spell Charm person}, or {@spell Insightful deceiver|JBoE}*" + ], + [ + { + "type": "cell", + "roll": { + "min": 4, + "max": 5 + } + }, + "{@spell Hold person}" + ], + [ + { + "type": "cell", + "roll": { + "min": 6, + "max": 7 + } + }, + "{@spell Enemies abound|XGE}" + ], + [ + { + "type": "cell", + "roll": { + "min": 8, + "max": 9 + } + }, + "{@spell Charm monster|XGE}" + ], + [ + { + "type": "cell", + "roll": { + "min": 10, + "max": 11 + } + }, + "{@spell Hold monster}" + ] ] }, { - "name": "Earth Node", + "name": "Node Spells - Evocation", "source": "JBoE", - "page": 46, - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Deep Diviner", - "subclassSource": "JBoE", - "level": 6, - "entries": [ - "{@i 6th-level Deep Diviner feature}", - "You learn to harness the energy of earth nodes-small outcroppings of magical stone buried just beneath the surface that only those deeply attuned to the earth can sense. As a bonus action, you can summon an earth node at an unoccupied space on the ground you can see within 30 feet of you. You and friendly creatures gain a +1 bonus to AC, attack rolls, ability checks, and saving throws while within 10 feet of an earth node summoned in this way.", - "A summoned earth node occupies a 5 foot cube space, has an AC of 20, and has hit points equal to twice your sorcerer level. It crumbles to rubble after 1 minute or when it is reduced to 0 hit points, and the space it occupied becomes difficult terrain for 1 minute.", - "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." + "page": 93, + "colLabels": [ + "d6 + node class", + "Spells" + ], + "colStyles": [ + "col-4 text-center", + "col 8" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "min": 2, + "max": 3 + } + }, + "{@spell Faerie fire}" + ], + [ + { + "type": "cell", + "roll": { + "min": 4, + "max": 5 + } + }, + "{@spell Darkness}" + ], + [ + { + "type": "cell", + "roll": { + "min": 6, + "max": 7 + } + }, + "{@spell Fireball}" + ], + [ + { + "type": "cell", + "roll": { + "min": 8, + "max": 9 + } + }, + "{@spell Fire shield}" + ], + [ + { + "type": "cell", + "roll": { + "min": 10, + "max": 11 + } + }, + "{@spell Wall of stone}, or {@spell Tidal bolts|JBoE}*" + ] ] }, { - "name": "Elemental Transformation", + "name": "Node Spells - Illusion", "source": "JBoE", - "page": 47, - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Deep Diviner", - "subclassSource": "JBoE", - "level": 14, - "entries": [ - "{@i 14th-level Deep Diviner feature}", - "Your connection to the earth has begun to alter your body in a number of ways:", - { - "type": "list", - "items": [ - "You gain a burrowing speed equal to your walking speed.", - "You gain the Earth Glide feature: You can burrow through nonmagical, unworked earth and stone. While doing so, you doesn't disturb the material you move through.", - "You gain {@sense tremorsense|MM} with a range of 60 feet.", - "You gain an additional 30 hit points." - ] - } + "page": 93, + "colLabels": [ + "d6 + node class", + "Spells" + ], + "colStyles": [ + "col-4 text-center", + "col 8" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "min": 2, + "max": 3 + } + }, + "{@spell Silent image}" + ], + [ + { + "type": "cell", + "roll": { + "min": 4, + "max": 5 + } + }, + "{@spell Invisibility}, or {@spell Impostor|JBoE}*" + ], + [ + { + "type": "cell", + "roll": { + "min": 6, + "max": 7 + } + }, + "{@spell Hypnotic pattern}" + ], + [ + { + "type": "cell", + "roll": { + "min": 8, + "max": 9 + } + }, + "{@spell Greater invisibility}" + ], + [ + { + "type": "cell", + "roll": { + "min": 10, + "max": 11 + } + }, + "{@spell Mislead}" + ] ] }, { - "name": "Improved Nodes", + "name": "Node Spells - Necromancy", "source": "JBoE", - "page": 47, - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Deep Diviner", - "subclassSource": "JBoE", - "level": 18, - "entries": [ - "{@i 18th-level Deep Diviner feature}", - "Your mastery of your earth nodes increases. You can now immediately summon an earth node whenever you cast a spell of 5th level or higher and you can use a bonus action to move a summoned earth node up to 30 feet along the ground. You can move an earth node through other creatures' spaces without treating those spaces as difficult terrain, but you can't end an earth node's movement in another creature's space. If you move an earth node into a space occupied by a hostile creature, that creature must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes {@damage 4d6} bludgeoning damage and is knocked {@condition prone}." + "page": 93, + "colLabels": [ + "d6 + node class", + "Spells" + ], + "colStyles": [ + "col-4 text-center", + "col 8" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "min": 2, + "max": 3 + } + }, + "{@spell False life}" + ], + [ + { + "type": "cell", + "roll": { + "min": 4, + "max": 5 + } + }, + "{@spell Blindness/deafness}" + ], + [ + { + "type": "cell", + "roll": { + "min": 6, + "max": 7 + } + }, + "{@spell Revivify}, or {@spell Life from death|JBoE}*" + ], + [ + { + "type": "cell", + "roll": { + "min": 8, + "max": 9 + } + }, + "{@spell Blight}" + ], + [ + { + "type": "cell", + "roll": { + "min": 10, + "max": 11 + } + }, + "{@spell Raise dead}" + ] ] }, { - "name": "Lolth's Blessed", + "name": "Node Spells - Transmutation", "source": "JBoE", - "page": 47, - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Lolth's Blessed", - "subclassSource": "JBoE", - "level": 1, - "entries": [ - { - "type": "quote", - "entries": [ - "She who can destroy a thing has real control of it." - ], - "by": "Jarlaxle" - }, - "Bloodlines blessed with the power of the Spider Queen use their powerful magical gift to strive in Underdark societies as fearsome devote spellcasters chosen by the goddess herself. This raw supernatural privilege makes this caster Lolth's living image in the material plane. Climbing walls, awakening multiple eyes, and moving as fast as a spider is just to name a few of the bizarre, yet magnificent things these individuals can do.", - { - "type": "refSubclassFeature", - "subclassFeature": "Lolth's Blessed Magic|Sorcerer||Lolth's Blessed|JBoE|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Arachnid Climbing|Sorcerer||Lolth's Blessed|JBoE|1" - } + "page": 93, + "colLabels": [ + "d6 + node class", + "Spells" + ], + "colStyles": [ + "col-4 text-center", + "col 8" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "min": 2, + "max": 3 + } + }, + "{@spell Longstrider}" + ], + [ + { + "type": "cell", + "roll": { + "min": 4, + "max": 5 + } + }, + "{@spell Levitate}" + ], + [ + { + "type": "cell", + "roll": { + "min": 6, + "max": 7 + } + }, + "{@spell Fly}, or {@spell Amorphous form|JBoE}*" + ], + [ + { + "type": "cell", + "roll": { + "min": 8, + "max": 9 + } + }, + "{@spell Polymorph}" + ], + [ + { + "type": "cell", + "roll": { + "min": 10, + "max": 11 + } + }, + "{@spell Passwall}" + ] ] }, { - "name": "Lolth's Blessed Magic", + "name": "Oriention DCs", "source": "JBoE", - "page": 48, - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Lolth's Blessed", - "subclassSource": "JBoE", - "level": 1, - "entries": [ - "{@i 1st-level Lolth's Blessed feature}", - "You learn additional spells when you reach certain levels in this class, as shown on the Lolth's Blessed Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. These spells can't be replaced when you gain a level in this class.", - { - "type": "table", - "caption": "Lolth's Blessed Spells", - "colLabels": [ - "Sorcerer Level", - "Spells" - ], - "colStyles": [ - "col-4 text-center", - "col-8" - ], - "rows": [ - [ - "1st", - "{@spell bane}, {@spell command}" - ], - [ - "3rd", - "{@spell silence}, {@spell web}" - ], - [ - "5th", - "{@spell animate dead}, {@spell hypnotic pattern}" - ], - [ - "7th", - "{@spell banishment}, {@spell polymorph}" - ], - [ - "9th", - "{@spell cloudkill}, {@spell hold monster}" - ] - ] - } + "page": 141, + "colLabels": [ + "Area Type", + "DC" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Lake or Sea", + "10" + ], + [ + "Gorge or Rift", + "10" + ], + [ + "Cave or Vault", + "15" + ], + [ + "Abyss", + "20" + ], + [ + "Maze cave", + "25" + ] ] }, { - "name": "Arachnid Climbing", + "name": "Oriention Results", "source": "JBoE", - "page": 48, - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Lolth's Blessed", - "subclassSource": "JBoE", - "level": 1, - "entries": [ - "{@i 1st-level Lolth's Blessed feature}", - "Lolth has granted your bloodline with remarkable spider-like abilities. You have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free." + "page": 141, + "colLabels": [ + "Check Result", + "Outcome" + ], + "colStyles": [ + "col-4 text-center", + "col-8" + ], + "rows": [ + [ + "Natural 20", + "Distance covered in half the time, unhindered" + ], + [ + "10+ over DC", + "Distance covered, unhindered, and the party discovers a random treasure or beneficial location" + ], + [ + "5-9 over DC", + "Distance covered, unhindered" + ], + [ + "0-4 over DC", + "Distance covered, with random encounter ({@chance 50|50%||Party has Suprise|Party does not have Suprise} chance party has surprise)" + ], + [ + "1-4 under DC", + "Lost for 1 hour, no distance covered" + ], + [ + "5-9 under DC", + "Lost for 1d4+1 hours, no distance covered" + ], + [ + "10+ under DC", + "Random Encounter ({@chance 50|50%||Party is not ambushed|Party is ambushed} chance party is ambushed), no distance covered" + ], + [ + "Natural 1", + "Crisis (gear is lost, map is fake, dangerous threat in the area), no distance covered" + ] ] }, { - "name": "Web Slinger", + "name": "Portal Malfunction Effects", "source": "JBoE", - "page": 48, - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Lolth's Blessed", - "subclassSource": "JBoE", - "level": 6, - "entries": [ - "{@i 6th-level Lolth's Blessed feature}", - "As an action, you can sling a mass of sticky webbing toward a creature or object you can see within 60 feet of you. If you target a creature, that creature must make a Dexterity saving throw against your spell save DC. On a failure, the creature is {@condition restrained} until the end of your next turn. If you target an object, you can create a rope-like strand of spider silk between yourself and the object. The strand of spider silk can only pass through unoccupied spaces. As a bonus action, you can pull an object that weighs less than 30 pounds toward you. You can catch the object or allow it to land in an unoccupied space within 5 feet of you. If you try to pull an object that is being held by a creature, the creature must make a Strength saving throw against your spell save DC, losing its grip of the object on a failure.", - "In addition, if the object you target is a solid surface such as a wall or ceiling, you can use your movement to pull yourself toward that surface or swing from it." + "page": 96, + "colLabels": [ + "d20", + "Effect" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "The portal does not function, but draws magical power from the user in an attempt to power itself. Any spell on a creature that touches the portal ends." + ], + [ + "2", + "The portal does not function, but draws magical power from the user's items in an attempt to power itself. If a creature touches the portal while carrying any items that contain charges, the creature must roll a {@dice d6} and subtract the rolled number of charges from each of those items." + ], + [ + { + "type": "cell", + "roll": { + "min": 3, + "max": 4 + } + }, + "The portal does not function. The user must succeed on a DC 20 Strength saving throw or be pushed back 15 feet from the portal." + ], + [ + { + "type": "cell", + "roll": { + "min": 5, + "max": 6 + } + }, + "The portal does not function. Instead, a wave of forceful energy pulses from the portal in a 30-foot radius. Each creature within the radius must make a DC 15 Strength saving throw. A creature takes {@damage 3d10} force damage and is knocked {@condition prone} on a failed save. A creature that succeeds on its saving throw takes half the damage and isn't knocked {@condition prone}." + ], + [ + { + "type": "cell", + "roll": { + "min": 7, + "max": 8 + } + }, + "The portal functions, but the user takes {@damage 3d10} force damage and the portal sends them to the wrong destination. To determine where the user ends up, use the table in the teleport spell description as a mishap." + ], + [ + { + "type": "cell", + "roll": { + "min": 9, + "max": 10 + } + }, + "Nothing happens. The portal does not function." + ], + [ + { + "type": "cell", + "roll": { + "min": 11, + "max": 20 + } + }, + "The portal functions normally." + ] ] - }, + } + ], + "disease": [ { - "name": "Spider's Sense", + "name": "Lungrot", "source": "JBoE", - "page": 48, - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Lolth's Blessed", - "subclassSource": "JBoE", - "level": 14, - "entries": [ - "{@i 14th-level Lolth's Blessed feature}", - "You gain {@sense blindsight} and {@sense tremorsense|MM} out to a range of 30 feet.", - "In addition, when you on a ceiling directly above a hostile creature, you have advantage on attack rolls against that creature and that creature has disadvantage on attack rolls against you." + "page": 139, + "entries": [ + "This disease most often strikes air-breathing creatures that have been sealed inside ancient ruins.", + "A creature that inhales air permeated with lungrot must succeed on a DC 10 Constitution throw or become infected. Within {@dice 1d4} hours after infection the creature's breathing becomes labored and it gains one level of {@condition exhaustion}. Until the disease is cured, levels of {@condition exhaustion} can't be removed by any means, and the creature gains an additional level of {@condition exhaustion} whenever they finish a long rest. A creature that dies from this disease has a {@chance 50} chance of reanimating as a zombie within {@dice 1d6} days of expiring. The zombie creature has no memory of its former life, but does feel compelled to return to the origin of its lungrot.", + "After the disease is cured, the creature must still recover from any levels of {@condition exhaustion} they have accumulated." ] }, { - "name": "Lolth's Blessing", + "name": "Scaleflake", "source": "JBoE", - "page": 48, - "className": "Sorcerer", - "classSource": "PHB", - "subclassShortName": "Lolth's Blessed", - "subclassSource": "JBoE", - "level": 18, + "page": 139, "entries": [ - "{@i 18th-level Lolth's Blessed feature}", - "When you deal damage to a creature, you can spend 3 sorcery points to force that creature to make a Constitution saving throw against your spell save DC. On a failed save, the creature is {@condition paralyzed} until the end of your next turn. A creature that is currently {@condition restrained} from one of your spells or features has disadvantage on their saving throw against this feature." + "This disease most often strikes aquatic or reptilian creatures, but anyone swimming, wading, or submerged in tainted water can contract it.", + "When a humanoid creature comes in contact with the disease, the creature must succeed on a DC 15 Constitution saving throw or become infected.", + "It takes 24 hours for scaleflake's symptoms to manifest in an infected creature. Symptoms include swelling, oozing, and smelly pustules coating the surface of the afflicted creature's body. An infected creature's speed is reduced by 10, and it has disadvantage on Charisma checks. Additionally, any non-moving water source within 5 feet of the infected creature becomes tainted with the disease.", + "At the end of each long rest, an infected creature must make a DC 15 Constitution saving throw. On a successful save, the creature recovers from the disease. Once recovered, the creature is immune to scaleflake for 1 month." ] }, { - "name": "Dark Maiden", + "name": "Softpox", "source": "JBoE", - "page": 50, - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "Dark Maiden", - "subclassSource": "JBoE", - "level": 1, + "page": 140, "entries": [ + "This disease is endemic among the vermin populations of the Underdark. When a creature comes in contact with softpox, it must make a DC 20 Constitution saving throw. On a success, the creature is immune to softpox for life. Otherwise, the creature is infected.", + "Within 24 hours, the disease makes the skin soft, swollen, and tender. This effect reduces the creature's natural AC by 1 point each time the creature finishes a long rest. Once the creature's natural AC reaches 10 (whether by reduction or because the creature had no natural armor bonus in the first place), the creature also takes {@damage 2d10} necrotic damage each time it finishes a long rest. If this disease reduces the creature's natural AC to 0, the creature dies and their body disintegrates." + ] + } + ], + "book": [ + { + "name": "Jarlaxle's Bag of Everything", + "id": "JBoE", + "source": "JBoE", + "group": "homebrew", + "coverUrl": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Cover.webp", + "published": "2022-01-01", + "contents": [ { - "type": "quote", - "entries": [ - "What senses do we lack that the poet can revel in? What muse is all around us?" - ], - "by": "Jarlaxle" + "name": "Credits" }, - "You have made a pact with Eilistraee \u2013 the Dark Maiden \u2013 the protective goddess of the emancipated. Though the power you receive is similar to that of other warlocks, the aims and personality of your patron are less inscrutable. You are aware that the Dark Maiden is deeply committed to freeing her people from Lolth's corruption, and helping them to be redeemed in the eyes of other races, particularly their elven brothers and sisters.", - "Eilistraee has a particular fondness for the arts, and it is in this vein that her warlocks typically flourish. Masters of illusion and performance, they are exceptional purveyors of her message of hope and goodwill, often serving as diplomats or, at the very least, performers whose works are designed to counter the unfavorable opinions that many races have towards the Drow.", { - "type": "refSubclassFeature", - "subclassFeature": "Expanded Spell List|Warlock||Dark Maiden|JBoE|1" + "name": "Using This Book" }, { - "type": "refSubclassFeature", - "subclassFeature": "Muse of the Maiden|Warlock||Dark Maiden|JBoE|1" + "name": "Character Options", + "headers": [ + "Artificer", + "Barbarian", + "Bard", + "Cleric", + "Druid", + "Fighter", + "Monk", + "Paladin", + "Ranger", + "Rogue", + "Sorcerer", + "Warlock", + "Wizard", + "Backgrounds", + "Feats" + ], + "ordinal": { + "type": "chapter", + "identifier": 1 + } }, { - "type": "refSubclassFeature", - "subclassFeature": "Poet's Charm|Warlock||Dark Maiden|JBoE|1" - } - ] - }, - { - "name": "Expanded Spell List", - "source": "JBoE", - "page": 51, - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "Dark Maiden", - "subclassSource": "JBoE", - "level": 1, - "entries": [ - "{@i 1st-level Dark Maiden feature}", - "The Dark Maiden lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + "name": "Lineages", + "ordinal": { + "type": "chapter", + "identifier": 2 + } + }, { - "type": "table", - "caption": "Dark Maiden Expanded Spells", - "colLabels": [ - "Spell Level", - "Spells" - ], - "colStyles": [ - "col-4 text-center", - "col-8 text-left" + "name": "Magical Miscellany", + "headers": [ + "Magical Phenomena", + { + "depth": 1, + "header": "Faerzress and the Underdark" + }, + { + "depth": 1, + "header": "Node Magic" + }, + { + "depth": 1, + "header": "Portals" + }, + "Spells", + "Magic Items", + { + "depth": 1, + "header": "Magic Item Descriptions" + } ], - "rows": [ - [ - "1st", - "{@spell dissonant whispers}, {@spell guiding bolt}" - ], - [ - "2nd", - "{@spell calm emotions}, {@spell moonbeam}" - ], - [ - "3rd", - "{@spell counterspell}, {@spell phantom steed}" - ], - [ - "4th", - "{@spell phantasmal killer}, {@spell confusion}" - ], - [ - "5th", - "{@spell mislead}, {@spell seeming}" - ] + "ordinal": { + "type": "chapter", + "identifier": 3 + } + }, + { + "name": "Dungeon Master's Tools", + "ordinal": { + "type": "chapter", + "identifier": 4 + }, + "headers": [ + "Geology & Environments", + { + "depth": 1, + "header": "Topography" + }, + { + "depth": 1, + "header": "Rocks & Rock Formations" + }, + "The Underdark Environment", + { + "depth": 1, + "header": "Light" + }, + { + "depth": 1, + "header": "Air" + }, + { + "depth": 1, + "header": "Climate" + }, + { + "depth": 1, + "header": "Ecology" + }, + { + "depth": 1, + "header": "Underdark Hazards" + }, + "Spelunking", + { + "depth": 1, + "header": "Cramped Spaces" + }, + { + "depth": 1, + "header": "Getting Lost" + }, + { + "depth": 1, + "header": "Navigation" + }, + { + "depth": 1, + "header": "Foraging" + }, + "Underdark Regions", + { + "depth": 1, + "header": "The Upperdark" + }, + { + "depth": 1, + "header": "The Middledark" + }, + { + "depth": 1, + "header": "The Lowerdark" + }, + "Underdark Encounters", + { + "depth": 1, + "header": "1. A Friend in Need" + }, + { + "depth": 1, + "header": "2. Back from the Hunt" + }, + { + "depth": 1, + "header": "3. Belgos' Cabin" + }, + { + "depth": 1, + "header": "4. Chattering Nook" + }, + { + "depth": 1, + "header": "5. Corrupted Ancestry" + }, + { + "depth": 1, + "header": "6. Deification" + }, + { + "depth": 1, + "header": "7. Exhausted Mine" + }, + { + "depth": 1, + "header": "8. Eyes in the Dark" + }, + { + "depth": 1, + "header": "9. Face-Huggers" + }, + { + "depth": 1, + "header": "10. Fungal Forest" + }, + { + "depth": 1, + "header": "11. Guano-Filled Cave" + }, + { + "depth": 1, + "header": "12. Hunting Party" + }, + { + "depth": 1, + "header": "13. Lights in the Tunnel" + }, + { + "depth": 1, + "header": "14. Little Escapees" + }, + { + "depth": 1, + "header": "15. Lizard Den" + }, + { + "depth": 1, + "header": "16. Minotaur Bridge Sentry" + }, + { + "depth": 1, + "header": "17. Oily Platform" + }, + { + "depth": 1, + "header": "18. Putrid Mineshaft" + }, + { + "depth": 1, + "header": "19. Rotting River" + }, + { + "depth": 1, + "header": "20. Screeching Shaft" + }, + { + "depth": 1, + "header": "21. Skittering Shadows" + }, + { + "depth": 1, + "header": "22. Slave Shipment" + }, + { + "depth": 1, + "header": "23. Stalactite Cavern" + }, + { + "depth": 1, + "header": "24. Stirge Feeding-Ground" + }, + { + "depth": 1, + "header": "25. The Eternal Battlefield" + }, + { + "depth": 1, + "header": "26. The Restless" + }, + { + "depth": 1, + "header": "27. Toadpool" + }, + { + "depth": 1, + "header": "28. Underbears" + }, + { + "depth": 1, + "header": "29. Walking on Eggshells" + }, + { + "depth": 1, + "header": "30. Writhing Pit" + } ] } ] - }, - { - "name": "Muse of the Maiden", - "source": "JBoE", - "page": 51, - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "Dark Maiden", - "subclassSource": "JBoE", - "level": 1, - "entries": [ - "{@i 1st-level Dark Maiden feature}", - "You gain proficiency in the {@skill Performance} skill and with one musical instrument of your choice. You may also use this instrument as a spellcasting focus.", - "When you reach 3rd level in this class, you learn the {@spell suggestion} spell. This spell does not count against the number of spells you know. If you succeed on a {@skill Performance} check using the instrument you gained proficiency with through this feature, you can spend at least 1 minute playing the instrument and then cast the suggestion spell without using a spell slot or any components. You can target a number of creatures with this spell equal to half your proficiency bonus (rounded down)." - ] - }, - { - "name": "Poet's Charm", - "source": "JBoE", - "page": 51, - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "Dark Maiden", - "subclassSource": "JBoE", - "level": 1, - "entries": [ - "{@i 1st-level Dark Maiden feature}", - "Whenever you make a Charisma ({@skill Deception}), Charisma ({@skill Performance}) or Charisma ({@skill Persuasion}) check, you can roll a {@dice d4} and add the result to your check.", - "In addition, when you roll for initiative, you can target one hostile creature within 120 feet of you that you can see and attempt to delay it from acting. Roll a Charisma ({@skill Deception}) or Charisma ({@skill Persuasion}) check contested by the target's Wisdom ({@skill Insight}) check. If you succeed, that creature's position in the initiative order is reduced by the number you rolled on the additional {@dice d4} gained from this feature. For example, if you rolled a 2 on the {@dice d4}, the targeted creature's initiative would change so that the next two creatures that were behind it in the initiative order would now be in front of it." - ] - }, - { - "name": "Myriad Musician", - "source": "JBoE", - "page": 51, - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "Dark Maiden", - "subclassSource": "JBoE", - "level": 6, - "entries": [ - "{@i 6th-level Dark Maiden feature}", - "When you take damage, you can use your reaction to immediately cast mirror image on yourself without expending a spell slot.", - "Once you use this feature, you can't use it again until you finish a short or long rest." - ] - }, - { - "name": "Disabling Dirge", - "source": "JBoE", - "page": 51, - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "Dark Maiden", - "subclassSource": "JBoE", - "level": 10, - "entries": [ - "{@i 10th-level Dark Maiden feature}", - "You learn to enthrall enemy creatures to keep them at bay for some time. As an action, you can play an entrancing melody on the instrument you gained proficiency with through your Muse of the Maiden feature and attempt to charm one creature you can see within 60 feet of you. The creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is {@condition incapacitated} and takes {@damage 1d10} psychic damage at the start of each of its turns. The creature can repeat this saving throw at the end of each of its turns, ending the effect on a successful save.", - "Once you use this feature, you can't use it again until you finish a short or long rest." - ] - }, - { - "name": "Refrain of Retribution", - "source": "JBoE", - "page": 51, - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "Dark Maiden", - "subclassSource": "JBoE", - "level": 14, - "entries": [ - "{@i 14th-level Dark Maiden feature}", - "As an action, you can conjure a mystical ward, which grants you and one other friendly creature you can see within 60 feet of you a number of temporary hit points equal to your warlock level. While a creature has these temporary hit points, that creature can use its reaction when hit by an attack to deal psychic damage to the attacker equal to the number of temporary hit points lost. If the attacking creature was previously effected by either your Poet's Charm or Disabling Dirge features, it takes psychic damage equal to twice the number of temporary hit points lost.", - "After you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of 5th level or higher to use it again." - ] - }, + } + ], + "bookData": [ { - "name": "Spider Queen", + "id": "JBoE", "source": "JBoE", - "page": 52, - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "Spider Queen", - "subclassSource": "JBoE", - "level": 1, - "entries": [ + "data": [ { - "type": "quote", + "type": "section", + "name": "Credits", "entries": [ - "Truth always suffers from too many truth-sayers." - ], - "by": "Jarlaxle" + "{@b Lead Designer:} Gary Simpson", + "{@b Art Director:} Gary Simpson", + "{@b Design:} Sean Burns, Andrew Brown, Andrés Alexander González, Garet Handy, Doruk Kaptan, David Pencil, Gary Simpson, Victor M. Solish, Nathan Turley", + "{@b Rules Development:} David Pencil, Gary Simpson", + "{@b Editing:} David Pencil, Nathan Turley, Gary Simpson", + "{@b Graphic Designer:} Gary Simpson", + "{@b Cover Illustrator:} Gary Simpson", + "{@b Interior Illustrators:} Fukamihb, Gary Simpson, Matt Morrow, Mihailo147" + ] }, - "Those not blessed with Lolth's power by birth or faith, can be bound to her by luck. You have made a pact with the Spider Queen in exchange for power. She seeks to avert all who dare defy her divine command, and you are no more than a vessel for others to see the power or her nature.", { - "type": "refSubclassFeature", - "subclassFeature": "Expanded Spell List|Warlock||Spider Queen|JBoE|1" + "type": "section", + "name": "Using This Book", + "page": 4, + "entries": [ + "{@i Jarlaxle's Bag of Everything} offers a host of new options for Dungeons & Dragons, and our journey through those options is accompanied by the notes of the rogue himself, Jarlaxle.", + "The dandy Jarlaxle, whose words easily work past his ill reputation, has gathered a deep understanding of others during his, let's say, illustrious career as a mercenary leader. He was one of a small number of male udadrow who actually had significant power in a Lolth-worshiping city, although he increasingly spent little time in the city itself as he adventured abroad in the Underdark and the Lands Above. Charismatic and cunning, he opens his bag of tricks to those who are like-minded in their pursuit of hidden knowledge and power.", + " Written for players and Dungeon Masters alike, this book offers options to enhance characters and campaigns in any D&D world, whether you're adventuring in Greyhawk, another official D&D setting, or a world of your own creation.", + { + "type": "section", + "name": "What You'll Find Within", + "page": 4, + "entries": [ + "{@book Chapter 1|JBoE|1} brims with new features and subclasses for the classes in the {@book Player's Handbook|PHB}, and it presents the general tone of an Underdark campaign. The chapter also offers new backgrounds and feats for groups that use them.", + "{@book Chapter 2|JBoE|2} contains lineages of Underdark denizens, each with its own perks and history of survival.", + "{@book Chapter 3|JBoE|3} glimmers with new magical options, including spells, magical items, node magic, ancient portals, and magical phenomena - available for both player characters and monsters to use.", + "{@book Chapter 4|JBoE|4} holds various rules that a DM may incorporate into an Underdark campaign, including rules on exploring, navigating, and surviving treacherous sunless environments. The chapter ends with a collection of encounters ready to be deployed in any adventure that the DM would like to spice up with minimal prep work." + ] + }, + { + "type": "section", + "name": "It's All Optional", + "page": 4, + "entries": [ + "Everything in this book is optional. Each group, guided by the DM, decides which of these options, if any, to incorporate into a campaign. You can use some, all, or none of them. We encourage you to choose the ones that fit best with your campaign's story and with your group's style of play.", + " Whatever options you choose to use, this book relies on the rules in the {@book Player's Handbook|PHB}, {@book Monster Manual|MM}, and {@book Dungeon Master's Guide|DMG}, and it can be paired with the options in {@book Xanathar's Guide to Everything|XGE}, {@book Tasha's Cauldron of Everything|TCE}, and other D&D books." + ] + }, + { + "type": "section", + "name": "Ten Rules to Remember", + "page": 4, + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "1. The DM Adjudicates the Rules", + "page": 4, + "entries": [ + "The rules of D&D cover many of the twists and turns that come up in play, but the possibilities are so vast that the rules can't cover everything. When you encounter something that the rules don't cover or if you're unsure how to interpret a rule, the DM decides how to proceed, aiming for a course that brings the most enjoyment to your whole group." + ] + }, + { + "type": "entries", + "name": "2. Exceptions Supersede General Rules", + "page": 4, + "entries": [ + "General rules govern each part of the game. For example, the combat rules tell you that melee weapon attacks use Strength and ranged weapon attacks use Dexterity. That's a general rule, and a general rule is in effect as long as something in the game doesn't explicitly say otherwise.", + " The game also includes elements\u2014class features, spells, magic items, monster abilities, and the like\u2014that sometimes contradict a general rule. When an exception and a general rule disagree, the exception wins. For example, if a feature says you can make melee weapon attacks using your Charisma, you can do so, even though that statement disagrees with the general rule." + ] + }, + { + "type": "entries", + "name": "3. Advantage and Disadvantage", + "page": 5, + "entries": [ + "Even if more than one factor gives you advantage or disadvantage on a roll, you have it only once, and if you have advantage and disadvantage on the same roll, they cancel each other." + ] + }, + { + "type": "entries", + "name": "4. Reaction Timing", + "page": 5, + "entries": [ + "Certain game features let you take a special action, called a reaction, in response to an event. Making opportunity attacks and casting the {@spell shield} spell are two typical uses of reactions. If you're unsure when a reaction occurs in relation to its trigger, here's the rule: the reaction happens after its trigger, unless the description of the reaction explicitly says otherwise. Once you take a reaction, you can't take another one until the start of your next turn." + ] + }, + { + "type": "entries", + "name": "5. Proficiency Bonus", + "page": 5, + "entries": [ + "If your proficiency bonus applies to a roll, you can add the bonus only once to the roll, even if multiple things in the game say your bonus applies. Moreover, if more than one thing tells you to double or halve your bonus, you double it only once or halve it only once before applying it. Whether multiplied, divided, or left at its normal value, the bonus can be used only once per roll." + ] + }, + { + "type": "entries", + "name": "6. Bonus Action Spells", + "page": 5, + "entries": [ + "If you want to cast a spell that has a casting time of 1 bonus action, remember that you can't cast any other spells before or after it on the same turn, except for cantrips with a casting time of 1 action." + ] + }, + { + "type": "entries", + "name": "7. Concentration", + "page": 5, + "entries": [ + "As soon as you start casting a spell or using a special ability that requires concentration, your concentration on another effect ends instantly." + ] + }, + { + "type": "entries", + "name": "8. Temporary Hit Points", + "page": 5, + "entries": [ + "Temporary hit points aren't cumulative. If you have temporary hit points and receive more of them, you don't add them together, unless a game feature says you can. Instead, you decide which temporary hit points to keep." + ] + }, + { + "type": "entries", + "name": "9. Round Down", + "page": 5, + "entries": [ + "Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater." + ] + }, + { + "type": "entries", + "name": "10. Have Fun", + "page": 5, + "entries": [ + "You don't need to know every rule to enjoy D&D, and each group has its own style\u2014different ways it likes to tell stories and to use the rules. Embrace what your group enjoys most. In short, follow your bliss!", + { + "type": "inset", + "entries": [ + { + "type": "quote", + "entries": [ + "Tavern tales across Faerûn's sunlit lands whisper of the Underdark, a lightless, subterranean realm that is home to fabled races and ancient, unspeakable evil. It is a domain of primeval mysteries and unending war, a hidden world of cruel masters and hopeless slaves, filled with monstrous races that were old before humans were born. It is a dank, dismal place of fungus, rot, and slime. It is a land where a few lucky merchants have found a lucrative trade, but where many more have been slain (or worse) for their effrontery. So dire is the reputation of the Underdark and its denizens that mothers caution their children to behave, lest the dark elves steal them away. read on and learn where some of us called home." + ], + "by": "Jarlaxle" + } + ] + } + ] + } + ] + } + ] + } + ] }, { - "type": "refSubclassFeature", - "subclassFeature": "Spider Venom Pact|Warlock||Spider Queen|JBoE|1" - } - ] - }, - { - "name": "Expanded Spell List", - "source": "JBoE", - "page": 53, - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "Spider Queen", - "subclassSource": "JBoE", - "level": 1, - "entries": [ - "{@i 1st-level Spider Queen feature}", - "The Spider Queen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", - { - "type": "table", - "caption": "Spider Queen Spells", - "colLabels": [ - "Warlock Level", - "Spells" - ], - "colStyles": [ - "col-4 text-center", - "col-8 text-left" - ], - "rows": [ - [ - "1st", - "{@spell false life}, {@spell ray of sickness}" - ], - [ - "3rd", - "{@spell invisibility}, {@spell melf's acid arrow}" - ], - [ - "5th", - "{@spell fear}, {@spell stinking cloud}" - ], - [ - "7th", - "{@spell freedom of movement}, {@spell vitrioic sphere|xge}" - ], - [ - "9th", - "{@spell cloudkill}, {@spell mislead}" - ] + "type": "section", + "name": "Character Options", + "page": 6, + "entries": [ + "When you make your D&D character, you have an array of options in the {@book Player's Handbook|PHB} to create the sort of adventurer you want.", + "This chapter adds to those options, making it possible to realize even more character concepts. If you combine these options with those in {@book Xanathar's Guide to Everything|XGE} and {@book Tasha's Cauldron of Everything|TCE}, the possibilities for your characters become vast.", + "Here are the options featured in this chapter:", + { + "type": "list", + "items": [ + "Optional Class features for each class in the {@book Player's Handbook|PHB} and the Artificer from {@book Tasha's Cauldron of Everything|TCE}.", + "Subclasses for each class in the {@book Player's Handbook|PHB} and the Artificer from {@book Tasha's Cauldron of Everything|TCE}.", + "Backgrounds and suggested characteristics to help tailor your character's backstory", + "Feats for anyone who uses that optional rule" + ] + }, + { + "type": "section", + "name": "Artificer", + "page": 6, + "entries": [ + "The artificer class receives new features and subclasses in this section.", + { + "type": "entries", + "name": "Optional Class Features", + "page": 6, + "entries": [ + "You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. This section offers additional features that you can gain as an artificer.", + "Unlike the features in the {@book Player's Handbook|PHB}, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.", + { + "type": "entries", + "name": "Additional Artificer Infusions", + "page": 6, + "entries": [ + "{@i 2nd-level artificer feature}", + "The following infusions expand the artificer infusions list in {@book Tasha's Cauldron of Everything}. The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement.", + "Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.", + "Unless an infusion's description says otherwise, you can't learn an infusion more than once. The infusions are organized by their level prerequisites.", + { + "type": "list", + "columns": 4, + "items": [ + "{@optfeature Excruciating Ring|JBoE}", + "{@optfeature House Insignia|JBoE}", + "{@optfeature Trackless Boots|JBoE}", + "{@optfeature Death Weapon|JBoE}", + "{@optfeature Mask of the Matriarch|JBoE}", + "{@optfeature Piwafwi|JBoE}" + ] + } + ] + }, + { + "type": "entries", + "name": "Additional Artificer Spells", + "page": 30, + "entries": [ + "{@i 3rd-level artificer feature}", + "The spells in the following list expand the artificer spell list in Tasha's Cauldron of Everything. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "Cantrip (0 level): {@spell Minor Telekinesis|JBoE}, {@spell Soul Bolts|JBoE}, {@spell Sudden Swarm|JBoE}, {@spell Wind Slash|JBoE}", + "1st level: {@spell Necrotic Glow|JBoE}, {@spell Watery Spear|JBoE}", + "2nd level: {@spell Magical Backlash|JBoE}" + ] + } + ] + }, + "{@classFeature Reconize Craftmanship|Artificer (Expanded)|JBoE|4|JBoE} ({@i 4th-level artificer feature})", + "{@classFeature Reverse Engineering|Artificer (Expanded)|JBoE|6|JBoE} ({@i 6th-level artificer feature})" + ] + }, + { + "type": "entries", + "name": "Artificer Specialist", + "page": 8, + "entries": [ + "At 3rd level, an artificer gains the Artificer Specialist feature, which offers you the choice of a subclass. The following option is available to you when making that choice: Drowcrafter", + { + "type": "list", + "items": [ + "{@class Artificer|TCE|Drowcrafter|Drowcrafter|JBoE}" + ] + } + ] + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Artificer-Drowcrafter.jpg" + }, + "title": "Drowcrafter Artificer" + } + ] + } + ] + }, + { + "type": "section", + "name": "Barbarian", + "page": 10, + "entries": [ + "The barbarian class receives new features and subclasses in this section.", + { + "type": "entries", + "name": "Optional Class Features", + "page": 10, + "entries": [ + "You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. This section offers additional features that you can gain as a barbarian.", + "Unlike the features in the {@book Player's Handbook|PHB}, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.", + "{@classFeature Intensified Instigation|Barbarian (Expanded)|JBoE|6|JBoE} ({@i 6th-level barbarian feature})", + "{@classFeature Cull the Weak|Barbarian (Expanded)|JBoE|12|JBoE} ({@i 12th-level barbarian feature})" + ] + }, + { + "type": "entries", + "name": "Primal Paths", + "page": 10, + "entries": [ + "At 3rd level, a barbarian gains the Primal Path feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Path of the Cavelord and Path of the Exiled.", + { + "type": "list", + "columns": 2, + "items": [ + "{@class Barbarian||Path of the Cavelord|Cavelord|JBoE}", + "{@class Barbarian||Path of the Exiled|Exiled|JBoE}" + ] + } + ] + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Barbarian-Cavelord.jpg" + }, + "title": "Path of the Cavelord Barbarian" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Barbarian-Exiled.jpg" + }, + "title": "Path of the Exiled Barbarian" + } + ] + } + ] + }, + { + "type": "section", + "name": "Bard", + "page": 13, + "entries": [ + "The bard class receives new features and subclasses in this section.", + { + "type": "entries", + "name": "Optional Class Features", + "page": 13, + "entries": [ + "You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. This section offers additional features that you can gain as a bard.", + "Unlike the features in the {@book Player's Handbook|PHB}, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.", + { + "type": "entries", + "name": "Additional Bard Spells", + "page": 30, + "entries": [ + "{@i 3rd-level bard feature}", + "The spells in the following list expand the bard spell list in the {@book Player's Handbook|PHB}. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "Cantrip (0 level): {@spell Minor Telepathy|JBoE}, {@spell Shatter Captivity|JBoE}", + "1st level: {@spell Insightful Deceiver|JBoE}, {@spell Pickpocketeer|JBoE}", + "2nd level: {@spell Impostor|JBoE}, {@spell Magical Backlash|JBoE}, {@spell Skillful Servant|JBoE}", + "3rd level: {@spell Portal View|JBoE}, {@spell Thieving Step|JBoE}" + ] + } + ] + }, + "{@classFeature Stylish Slip-Up|Bard (Expanded)|JBoE|2|JBoE} ({@i 2nd-level bard feature})", + "{@classFeature Sticks and Stones|Bard (Expanded)|JBoE|7|JBoE} ({@i 7th-level bard feature})", + "{@classFeature Insult to Injury|Bard (Expanded)|JBoE|11|JBoE} ({@i 11th-level bard feature})" + ] + }, + { + "type": "entries", + "name": "Bard Colleges", + "page": 13, + "entries": [ + "At 3rd level, a bard gains the Bard College feature, which offers you the choice of a subclass. The following options are available to you when making that choice: College of Echoes and College of Fangs.", + { + "type": "list", + "columns": 2, + "items": [ + "{@class Bard||College of Echoes|Echoes|JBoE}", + "{@class Bard||College of Fangs|Fangs|JBoE}" + ] + } + ] + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Bard-Echoes.jpg" + }, + "title": "College of Echoes Bard" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Bard-Fangs.jpg" + }, + "title": "College of Fangs Bard" + } + ] + } + ] + }, + { + "type": "section", + "name": "Cleric", + "page": 16, + "entries": [ + "The cleric class receives new features and subclasses in this section.", + { + "type": "entries", + "name": "Optional Class Features", + "page": 16, + "entries": [ + "You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. This section offers additional features that you can gain as a cleric.", + "Unlike the features in the {@book Player's Handbook|PHB}, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.", + { + "type": "entries", + "name": "Additional Cleric Spells", + "page": 30, + "entries": [ + "{@i 3rd-level cleric feature}", + "The spells in the following list expand the cleric spell list in the {@book Player's Handbook|PHB}. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "Cantrip (0 level): {@spell Water barrier|JBoE}", + "1st level: {@spell Stone Tell|JBoE}, {@spell Watery Spear|JBoE}", + "2nd level: {@spell Locate Node|JBoE}, {@spell Obsidian Stare|JBoE}", + "3rd level: {@spell Clarity of Mind|JBoE}, {@spell Conjure Swarm|JBoE}, {@spell Death-Strikes|JBoE}, {@spell Life from Death|JBoE}, {@spell Portal View|JBoE}, {@spell Rushing Waters|JBoE}, {@spell Spiderform|JBoE}", + "4th level: {@spell Driderform|JBoE}, {@spell Mark of the Outcast|JBoE}", + "5th level: {@spell Portal Barricade|JBoE}, {@spell Tidal Bolts|JBoE}", + "6th level: {@spell Dehydrate|JBoE}, {@spell Portal Redirection|JBoE}" + ] + } + ] + }, + "{@classFeature Channel Divinity: Master of Vermin|Cleric (Expanded)|JBoE|2|JBoE} ({@i 2nd-level cleric feature (replaces Channel Divinity: Turn Undead and Destroy Undead features)})", + "{@classFeature Empathic Healing|Cleric (Expanded)|JBoE|3|JBoE} ({@i 3rd-level cleric feature})", + "{@classFeature Bolster Resolve|Cleric (Expanded)|JBoE|7|JBoE} ({@i 7th-level cleric feature})" + ] + }, + { + "type": "entries", + "name": "Divine Domains", + "page": 17, + "entries": [ + "At 1st level, a cleric gains the Divine Domain feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Balance Domain, Eilistraee Domain, Lolth Domain, Portal Domain, and Watery Death Domain.", + { + "type": "list", + "columns": 3, + "items": [ + "{@class Cleric||Balance Domain|Balance|JBoE}", + "{@class Cleric||Eilistraee Domain|Eilistraee|JBoE}", + "{@class Cleric||Lolth Domain|Lolth|JBoE}", + "{@class Cleric||Portal Domain|Portal|JBoE}", + "{@class Cleric||Watery Death Domain|Watery Death|JBoE}" + ] + } + ] + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Cleric-Balance.jpg" + }, + "title": "Balance Domain Cleric" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Cleric-Eilistraee.jpg" + }, + "title": "Eilistraee Domain Cleric" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Cleric-Lolth.jpg" + }, + "title": "Lolth Domain Cleric" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Cleric-Watery-Death.jpg" + }, + "title": "Watery Death Domain Cleric" + } + ] + } + ] + }, + { + "type": "section", + "name": "Druid", + "page": 27, + "entries": [ + "The druid class receives new features and subclasses in this section.", + { + "type": "entries", + "name": "Optional Class Features", + "page": 27, + "entries": [ + "You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. This section offers additional features that you can gain as a druid.", + "Unlike the features in the {@book Player's Handbook|PHB}, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.", + { + "type": "entries", + "name": "Additional Druid Spells", + "page": 30, + "entries": [ + "{@i 3rd-level druid feature}", + "The spells in the following list expand the druid spell list in the {@book Player's Handbook|PHB}. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "1st level: {@spell Camouflage|JBoE}, {@spell Oozing Wall|JBoE}, {@spell Spore Stream|JBoE}, {@spell Stone Tell|JBoE}", + "2nd level: {@spell Blindsight|JBoE}, {@spell Burrow|JBoE}, {@spell Locate Node|JBoE}, {@spell Root Wall|JBoE}", + "3rd level: {@spell Amorphous Form|JBoE}, {@spell Conjure Swarm|JBoE}, {@spell Node Door|JBoE}, {@spell Rushing Waters|JBoE}", + "4th level: {@spell Mark of the Outcast|JBoE}", + "5th level: {@spell Tidal Bolts|JBoE}" + ] + } + ] + }, + "{@classFeature Speech of the Wild|Druid (Expanded)|JBoE|3|JBoE} ({@i 3rd-level druid feature})", + "{@classFeature Aura of Growth|Druid (Expanded)|JBoE|7|JBoE} ({@i 7th-level druid feature})" + ] + }, + { + "type": "entries", + "name": "Druid Circles", + "page": 27, + "entries": [ + "At 2nd level, a druid gains the Druid Circle feature which offers you the choice of a subclass. The following options are available to you when making that choice: Circle of the Dredge and Circle of the Moonlit Song.", + { + "type": "list", + "columns": 2, + "items": [ + "{@class Druid||Circle of the Dredge|Dredge|JBoE}", + "{@class Druid||Circle of the Moonlit Song|Moonlit Song|JBoE}" + ] + } + ] + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Druid-Dredge.jpg" + }, + "title": "Circle of the Dredge Druid" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Druid-Moonlit-Song.jpg" + }, + "title": "Circle of the Moonlit Song" + } + ] + } + ] + }, + { + "type": "section", + "name": "Fighter", + "page": 30, + "entries": [ + "The fighter class receives new features and subclasses in this section.", + { + "type": "entries", + "name": "Optional Class Features", + "page": 30, + "entries": [ + "You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. This section offers additional features that you can gain as a fighter.", + "Unlike the features in the {@book Player's Handbook|PHB}, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.", + "{@classFeature Combat Training|Fighter (Expanded)|JBoE|3|JBoE} ({@i 3rd-level fighter feature})", + "{@classFeature Follow-Up Attack|Fighter (Expanded)|JBoE|6|JBoE} ({@i 6th-level fighter feature})" + ] + }, + { + "type": "entries", + "name": "Martial Archetypes", + "page": 30, + "entries": [ + "At 3rd level, a fighter gains the Martial Archetype feature, which offers you the choice of a subclass. The following option is available to you when making that choice: Gladiator Slave.", + { + "type": "list", + "items": [ + "{@class Fighter||Gladiator Slave|Gladiator Slave|JBoE}" + ] + } + ] + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Fighter-Gladiator-Slave.jpg" + }, + "title": "Gladiator Slave Fighter" + } + ] + } + ] + }, + { + "type": "section", + "name": "Monk", + "page": 32, + "entries": [ + "The monk class receives new features and subclasses in this section.", + { + "type": "entries", + "name": "Optional Class Features", + "page": 34, + "entries": [ + "You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. This section offers additional features that you can gain as a monk.", + "Unlike the features in the {@book Player's Handbook|PHB}, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.", + "{@classFeature Reactive Movement|Monk (Expanded)|JBoE|3|JBoE} ({@i 3rd-level monk feature})", + "{@classFeature Weakening Strikes|Monk (Expanded)|JBoE|6|JBoE} ({@i 6th-level monk feature})" + ] + }, + { + "type": "entries", + "name": "Sacred Oaths", + "page": 32, + "entries": [ + "At 3rd level, a monk gains the Monastic Tradition feature, which offers you the choice of a subclass. The following option is available to you when making that choice: Way of the Sea Mother.", + { + "type": "list", + "items": [ + "{@class Monk||Way of the Sea Mother|Sea Mother|JBoE}" + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Paladin", + "page": 34, + "entries": [ + "The paladin class receives new features and subclasses in this section.", + { + "type": "entries", + "name": "Optional Class Features", + "page": 34, + "entries": [ + "You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. This section offers additional features that you can gain as a paladin.", + "Unlike the features in the {@book Player's Handbook|PHB}, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.", + { + "type": "entries", + "name": "Additional Paladin Spells", + "page": 30, + "entries": [ + "{@i 3rd-level paladin feature}", + "The spells in the following list expand the paladin spell list in the {@book Player's Handbook|PHB}. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "2nd level: {@spell Obsidian Stare|JBoE}", + "3rd level: {@spell Clarity of Mind|JBoE}, {@spell Death-Strikes|JBoE}", + "4th level: {@spell Mark of the Outcast|JBoE}" + ] + } + ] + }, + "{@classFeature Divine Resilience|Paladin (Expanded)|JBoE|3|JBoE} ({@i 3rd-level paladin feature})", + "{@classFeature Reactionary Healer|Paladin (Expanded)|JBoE|7|JBoE} ({@i 7th-level paladin feature})" + ] + }, + { + "type": "entries", + "name": "Sacred Oaths", + "page": 34, + "entries": [ + "At 3rd level, a paladin gains the Sacred Oath feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Oath of the Silverhair and Oath of Tyranny.", + { + "type": "list", + "columns": 2, + "items": [ + "{@class Paladin||Oath of the Silverhair|Silverhair|JBoE}", + "{@class Paladin||Oath of Tyranny|Tyranny|JBoE}" + ] + } + ] + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Paladin-Silverhair.jpg" + }, + "title": "Oath of the Silverhair Paladin" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Paladin-Tyranny.jpg" + }, + "title": "Oath of Tyranny Paladin" + } + ] + } + ] + }, + { + "type": "section", + "name": "Ranger", + "page": 38, + "entries": [ + "The ranger class receives new features and subclasses in this section.", + { + "type": "entries", + "name": "Optional Class Features", + "page": 38, + "entries": [ + "You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. This section offers additional features that you can gain as a ranger.", + "Unlike the features in the {@book Player's Handbook|PHB}, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.", + { + "type": "entries", + "name": "Additional Ranger Spells", + "page": 30, + "entries": [ + "{@i 3rd-level ranger feature}", + "The spells in the following list expand the ranger spell list in the {@book Player's Handbook|PHB}. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "Cantrip (0 level): {@spell Spectral Dagger|JBoE}", + "1st level: {@spell Camouflage|JBoE}, {@spell Spore Stream|JBoE}, {@spell Stone Tell|JBoE}", + "2nd level: {@spell Blindsight|JBoE}, {@spell Burrow|JBoE}, {@spell Root Wall|JBoE}", + "3rd level: {@spell Clarity of Mind|JBoE}" + ] + } + ] + }, + "{@classFeature Expert Tracker|Ranger (Expanded)|JBoE|3|JBoE} ({@i 3rd-level ranger feature})", + "{@classFeature Sharpened Senses|Ranger (Expanded)|JBoE|6|JBoE} ({@i 6th-level ranger feature})" + ] + }, + { + "type": "entries", + "name": "Ranger Archetypes", + "page": 38, + "entries": [ + "At 3rd level, a ranger gains the Ranger Archetype feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Bounty Hunter and Darksong Knight.", + { + "type": "list", + "columns": 2, + "items": [ + "{@class Ranger||Bounty Hunter|Bounty Hunter|JBoE}", + "{@class Ranger||Darksong Knight|Darksong Knight|JBoE}" + ] + } + ] + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Ranger-Bounty-Hunter.jpg" + }, + "title": "Bounty Hunter Ranger" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Ranger-Darksong-Knight.jpg" + }, + "title": "Darksong Knight Ranger" + } + ] + } + ] + }, + { + "type": "section", + "name": "Rogue", + "page": 42, + "entries": [ + "The rogue class receives new features and subclasses in this section.", + { + "type": "entries", + "name": "Optional Class Features", + "page": 42, + "entries": [ + "You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. This section offers additional features that you can gain as a rogue.", + "Unlike the features in the {@book Player's Handbook|PHB}, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.", + "{@classFeature Expert's Speed|Rogue (Expanded)|JBoE|3|JBoE} ({@i 3rd-level rogue feature})", + "{@classFeature Exceptional Acrobat|Rogue (Expanded)|JBoE|7|JBoE} ({@i 7th-level rogue feature})" + ] + }, + { + "type": "entries", + "name": "Roguish Archetypes", + "page": 42, + "entries": [ + "At 3rd level, a rogue gains the Roguish Archetype feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Infiltrator and Vengeance Taker.", + { + "type": "list", + "columns": 2, + "items": [ + "{@class Rogue||Infiltrator|Infiltrator|JBoE}", + "{@class Rogue||The Vengeance Taker|Vengeance Taker|JBoE}" + ] + } + ] + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Rogue-Infiltrator.jpg" + }, + "title": "Infiltrator Rogue" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Rogue-Vengeance-Taker.jpg" + }, + "title": "Vengeance Taker Rogue" + } + ] + } + ] + }, + { + "type": "section", + "name": "Sorcerer", + "page": 45, + "entries": [ + "The sorcerer class receives new features and subclasses in this section.", + { + "type": "entries", + "name": "Optional Class Features", + "page": 45, + "entries": [ + "You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. This section offers additional features that you can gain as a sorcerer.", + "Unlike the features in the {@book Player's Handbook|PHB}, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.", + { + "type": "entries", + "name": "Additional Sorcerer Spells", + "page": 30, + "entries": [ + "{@i 3rd-level sorcerer feature}", + "The spells in the following list expand the sorcerer spell list in the {@book Player's Handbook|PHB}. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "Cantrip (0 level): {@spell Minor Telekinesis|JBoE}, {@spell Minor Telepathy|JBoE}, {@spell Shatter Captivity|JBoE}, {@spell Soul Bolts|JBoE}, {@spell Spectral Dagger|JBoE}, {@spell Sudden Swarm|JBoE}, {@spell Water Barrier|JBoE}, {@spell Wind Slash|JBoE}", + "1st level: {@spell Insightful Deceiver|JBoE}, {@spell Necrotic Glow|JBoE}, {@spell Pickpocketeer|JBoE}", + "2nd level: {@spell Impostor|JBoE}, {@spell Skillful Servant|JBoE}", + "3rd level: {@spell Amorphous Form|JBoE}, {@spell Life from Death|JBoE}, {@spell Node Door|JBoE}, {@spell Spiderform|JBoE}, {@spell Thieving Step|JBoE}", + "4th level: {@spell Driderform|JBoE}", + "6th level: {@spell Dehydrate|JBoE}", + "8th level: {@spell Excavate|JBoE}" + ] + } + ] + }, + "{@classFeature Soothing Sorcery|Sorcerer (Expanded)|JBoE|3|JBoE} ({@i 3rd-level sorcerer feature})", + "{@classFeature Empath|Sorcerer (Expanded)|JBoE|7|JBoE} ({@i 7th-level sorcerer feature})" + ] + }, + { + "type": "entries", + "name": "Sorcerous Origins", + "page": 45, + "entries": [ + "At 1st level, a Sorcerer gains a Sorcerous Origin feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Deep Diviner and Lolth's Blessed", + { + "type": "list", + "columns": 2, + "items": [ + "{@class Sorcerer||Deep Diviner|Deep Diviner|JBoE}", + "{@class Sorcerer||Lolth's Blessed|Lolth's Blessed|JBoE}" + ] + } + ] + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Sorcerer-Deep-Diviner.jpg" + }, + "title": "Deep Diviner Sorcerer" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Sorcerer-Lolth's-Blessed.jpg" + }, + "title": "Lolth's Blessed Sorcerer" + } + ] + } + ] + }, + { + "type": "section", + "name": "Warlock", + "page": 49, + "entries": [ + "The warlock class receives new features and subclasses in this section.", + { + "type": "entries", + "name": "Optional Class Features", + "page": 49, + "entries": [ + "You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. This section offers additional features that you can gain as a warlock.", + "Unlike the features in the {@book Player's Handbook|PHB}, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.", + { + "type": "entries", + "name": "Additional Warlock Spells", + "page": 30, + "entries": [ + "{@i 3rd-level warlock feature}", + "The spells in the following list expand the warlock spell list in the {@book Player's Handbook|PHB}. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "Cantrip (0 level): {@spell Minor Telekinesis|JBoE}, {@spell Minor Telepathy|JBoE}, {@spell Shatter Captivity|JBoE}, {@spell Soul Bolts|JBoE}, {@spell Spectral Dagger|JBoE}, {@spell Sudden Swarm|JBoE}, {@spell Water Barrier|JBoE}, {@spell Wind Slash|JBoE}", + "1st level: {@spell Insightful Deceiver|JBoE}, {@spell Necrotic Glow|JBoE}, {@spell Oozing Wall|JBoE}, {@spell Pickpocketeer|JBoE}", + "2nd level: {@spell Blindsight|JBoE}, {@spell Burrow|JBoE}, {@spell Impostor|JBoE}, {@spell Locate Node|JBoE}, {@spell Magical Backlash|JBoE}, {@spell Node Lock|JBoE}, {@spell Skillful Servant|JBoE}", + "3rd level: {@spell Amorphous Form|JBoE}, {@spell Life from Death|JBoE}, {@spell Node Door|JBoE}, {@spell Portal View|JBoE}, {@spell Spiderform|JBoE}, {@spell Thieving Step|JBoE}", + "4th level: {@spell Driderform|JBoE}", + "5th level: {@spell Portal Barricade|JBoE}", + "6th level: {@spell Dehydrate|JBoE}, {@spell Gate Seal|JBoE}, {@spell Portal Redirection|JBoE}", + "8th level: {@spell Excavate|JBoE}" + ] + } + ] + }, + "{@classFeature Pact Negotiation|Warlock (Expanded)|JBoE|3|JBoE} ({@i 3rd-level warlock feature})", + "{@classFeature Additional Invocation|Warlock (Expanded)|JBoE|7|JBoE} ({@i 7th-level warlock feature})" + ] + }, + { + "type": "entries", + "name": "Otherworldly Patrons", + "page": 50, + "entries": [ + "At 1st level, a warlock gains the Otherworldly Patron feature, which offers you the choice of a subclass. The following options are available to you when making that choice: the Dark Maiden and the Spider Queen.", + { + "type": "list", + "columns": 2, + "items": [ + "{@class Warlock||The Dark Maiden|Dark Maiden|JBoE}", + "{@class Warlock||The Spider Queen|Spider Queen|JBoE}" + ] + } + ] + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Warlock-Dark-Maiden.jpg" + }, + "title": "Dark Maiden Warlock" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Warlock-Spider-Queen.jpg" + }, + "title": "Spider Queen Warlock" + } + ] + } + ] + }, + { + "type": "section", + "name": "Wizard", + "page": 54, + "entries": [ + "The wizard class receives new features and subclasses in this section.", + { + "type": "entries", + "name": "Optional Class Features", + "page": 54, + "entries": [ + "You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. This section offers additional features that you can gain as a wizard.", + "Unlike the features in the {@book Player's Handbook|PHB}, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.", + { + "type": "entries", + "name": "Additional Wizard Spells", + "page": 30, + "entries": [ + "{@i 3rd-level wizard feature}", + "The spells in the following list expand the wizard spell list in the {@book Player's Handbook|PHB}. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "Cantrip (0 level): {@spell Minor Telekinesis|JBoE}, {@spell Minor Telepathy|JBoE}, {@spell Shatter Captivity|JBoE}, {@spell Soul Bolts|JBoE}, {@spell Spectral Dagger|JBoE}, {@spell Sudden Swarm|JBoE}, {@spell Water Barrier|JBoE}, {@spell Wind Slash|JBoE}", + "1st level: {@spell Insightful Deceiver|JBoE}, {@spell Necrotic Glow|JBoE}, {@spell Oozing Wall|JBoE}, {@spell Pickpocketeer|JBoE}, {@spell Quickening|JBoE}, {@spell Stone Tell|JBoE}, {@spell Watery Spear|JBoE}", + "2nd level: {@spell Blindsight|JBoE}, {@spell Burrow|JBoE}, {@spell Impostor|JBoE}, {@spell Locate Node|JBoE}, {@spell Magical Backlash|JBoE}, {@spell Node Lock|JBoE}, {@spell Skillful Servant|JBoE}", + "3rd level: {@spell Amorphous Form|JBoE}, {@spell Life from Death|JBoE}, {@spell Node Door|JBoE}, {@spell Portal View|JBoE}, {@spell Rushing Waters|JBoE}, {@spell Spiderform|JBoE}, {@spell Thieving Step|JBoE}", + "4th level: {@spell Driderform|JBoE}", + "5th level: {@spell Portal Barricade|JBoE}, {@spell Tidal Bolts|JBoE}", + "6th level: {@spell Dehydrate|JBoE}, {@spell Gate Seal|JBoE}, {@spell Portal Redirection|JBoE}", + "8th level: {@spell Excavate|JBoE}" + ] + } + ] + }, + "{@classFeature Eye for Detail|Wizard (Expanded)|JBoE|3|JBoE} ({@i 3rd-level wizard feature})", + "{@classFeature Experimental Spellcasting|Wizard (Expanded)|JBoE|6|JBoE} ({@i 6th-level wizard feature})" + ] + }, + { + "type": "entries", + "name": "Arcane Traditions", + "page": 55, + "entries": [ + "At 2nd level, a wizard gains the Arcane Tradition feature, which offers you the choice of a subclass. The following option is available to you when making that choice: School of Demesne.", + { + "type": "list", + "items": [ + "{@class Wizard||School of Demesne|Demesne|JBoE}" + ] + } + ] + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/JBoE/JBoE-Wizard-Demesne.jpg" + }, + "title": "School of Demesne Wizard" + } + ] + } + ] + }, + { + "type": "section", + "name": "Backgrounds", + "page": 58, + "entries": [ + "New backgrounds are presented here in alphabetical order for groups that use them.", + { + "type": "list", + "columns": 4, + "items": [ + "{@background Bounty Hunter|JBoE}", + "{@background Heretic|JBoE}", + "{@background Miner|JBoE}", + "{@background Slave|JBoE}", + "{@background Web-Weaver|JBoE}" + ] + } + ] + }, + { + "type": "section", + "name": "Feats", + "page": 68, + "entries": [ + "New feats are presented here in alphabetical order for groups that use them.", + { + "type": "list", + "columns": 4, + "items": [ + "{@feat Adhesive Adaptation|JBoE}", + "{@feat Axeshield|JBoE}", + "{@feat Blend into Shadows|JBoE}", + "{@feat Cantrip Combinor|JBoE}", + "{@feat Caustic Adaptation|JBoE}", + "{@feat Careful Attack|JBoE}", + "{@feat Chosen Enemy|JBoE}", + "{@feat Earthen Shield|JBoE}", + "{@feat Elfhunter|JBoE}", + "{@feat Enhanced Spell: Absorb Elements|JBoE}", + "{@feat Enhanced Spell: Blindness/Deafness|JBoE}", + "{@feat Enhanced Spell: Command|JBoE}", + "{@feat Enhanced Spell: Darkness|JBoE}", + "{@feat Enhanced Spell: Faerie Fire|JBoE}", + "{@feat Enhanced Spell: Favorite Spell|JBoE}", + "{@feat Enhanced Spell: Levitate|JBoE}", + "{@feat Enhanced Spell: Ray of Sickness|JBoE}", + "{@feat Enhanced Spell: Witch Bolt|JBoE}", + "{@feat Extra Wild Shape|JBoE}", + "{@feat Frighting Power|JBoE}", + "{@feat Gift of the Spider Queen|JBoE}", + "{@feat Crossbow Focus|JBoE}", + "{@feat Highborn Dorw|JBoE}", + "{@feat Ki Adept|JBoE}", + "{@feat Knight of Lolth|JBoE}", + "{@feat Lolth's Meat|JBoE}", + "{@feat Node Spellcasting|JBoE}", + "{@feat Sadistic Reward|JBoE}", + "{@feat Spiderfriend Magic|JBoE}", + "{@feat Spilt Arrow|JBoE}", + "{@feat Staggering Critical|JBoE}", + "{@feat Stalwart Guardian|JBoE}", + "{@feat Stone Soul|JBoE}", + "{@feat Strong Mind|JBoE}", + "{@feat Surprising Riposte|JBoE}", + "{@feat Tunnelfighter|JBoE}", + "{@feat Tunnelrunner|JBoE}", + "{@feat Unspeakable Vow|JBoE}", + "{@feat Versatile Combatant|JBoE}", + "{@feat Wisdom Breeds Caution|JBoE}" + ] + } + ] + } ] - } - ] - }, - { - "name": "Spider Venom Pact", - "source": "JBoE", - "page": 53, - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "Spider Queen", - "subclassSource": "JBoE", - "level": 1, - "entries": [ - "{@i 1st-level Spider Queen feature}", - "You gain proficiency with medium armor, shields, and martial weapons.", - "Once on your turn, when you deal damage with a weapon attack, you can deal additional acid or poison damage (your choice) to the target equal to your warlock level." - ] - }, - { - "name": "Potent Poison", - "source": "JBoE", - "page": 53, - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "Spider Queen", - "subclassSource": "JBoE", - "level": 6, - "entries": [ - "{@i 6th-level Spider Queen feature}", - "The Spider Queen blesses your poison damage with greater potency. If you deal poison damage to a creature that is immune to poison, it is treated as being resistant to poison. If you deal poison damage to a creature that is resistant to poison, that resistance is ignored. If you deal poison damage to a creature that is neither immune or resistant to poison, it is treated as being vulnerable to poison.", - "In addition, you become resistant to poison damage and immune to the {@condition poisoned} condition." - ] - }, - { - "name": "Lolth's Whispers", - "source": "JBoE", - "page": 53, - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "Spider Queen", - "subclassSource": "JBoE", - "level": 10, - "entries": [ - "{@i 10th-level Spider Queen feature}", - "You gain advantage on Charisma ({@skill Intimidation}) checks as the disturbing whispers of the Spider Queen invade the minds of those you wish to intimidate.", - "Additionally, as a bonus action, you can force one creature you can see within 60 feet of you to make a Wisdom saving throw against your spell save DC or become {@condition frightened} of you until the end of your next turn.", - "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. Uses of this feature are only expended when a creature fails its saving throw." - ] - }, - { - "name": "Arachnid Appendages", - "source": "JBoE", - "page": 53, - "className": "Warlock", - "classSource": "PHB", - "subclassShortName": "Spider Queen", - "subclassSource": "JBoE", - "level": 14, - "entries": [ - "{@i 14th-level Spider Queen feature}", - "As an action, you can cause four spider legs to grow out of your back, which return to your back after 1 minute. These spider legs are natural weapons with a reach of 10 feet and the Finesse property.", - "As a bonus action, you can make a melee weapon attack with each of these spider legs, but no more than two legs can attack the same target on a turn. On a hit, a spider leg deals {@damage 1d4} piercing damage and {@damage 1d6} poison damage. You don't add your ability modifier to the damage of these attacks, unless that modifier is negative.", - "Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th level spell slot to use it again." - ] - }, - { - "name": "School of Demesne", - "source": "JBoE", - "page": 55, - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Demesne", - "subclassSource": "JBoE", - "level": 2, - "entries": [ + }, { - "type": "quote", + "type": "section", + "name": "Lineages", + "page": 59, "entries": [ - "Magic surrenders itself." - ], - "by": "Jarlaxle" + "This section details Underdark lineages for groups that use them. It features a number of denizens native to the Underdark, including reclusive drow, the stealthy gloamings, the deep imaskari, the fierce grimlocks, the inexplicable kuo-toas, and the bizarre slyths. These lineages are suitable for use as both player characters and nonplayer characters.", + { + "type": "list", + "columns": 4, + "items": [ + "{@race Aevendrow|JBoE}", + "{@race Deep Imaskari|JBoE}", + "{@race Gloamings|JBoE}", + "{@race Grimlock|JBoE}", + "{@race Kuo-Toa|JBoE}", + "{@race Lorendrow|JBoE}", + "{@race Slyths|JBoE}", + "{@race Udadrow|JBoE}" + ] + } + ] }, - "Wizards who choose this Arcane Tradition harness the mysterious magical energy which suffuses the Underdark named {@i {@variantrule Faerzress|JBoE}} by the Drow. The word faerzress is composed of {@b {@i faer}} (magic) and {@b {@i Z'ress}} (to hold dominance or to remain in force), which together mean magic that remained.", - "Little is known of this unusual arcane magic , even by the very wizards who strive to master its power. Some legends state that it is an ancient form of elven magic dating to when the Drow were first exiled from the surface world. Others claim it dates from even earlier and is a byproduct of the magic used in the very creation of the Underdark. With strange origins, {@i {@variantrule faerzress|JBoE}} operates in a markedly different fashion to other magic of the weave. It radiates out of the earth, creating dim oases of light in the subterranean caverns and serving as a source of nutrients for the diverse fauna of the Underdark.", - "Wizards come into contact with this ancient form of magic in a variety of ways. The udadrow survey where {@i {@variantrule faerzress|JBoE}} is most abundant to build their cities upon it, since harnessing this magic is a fundamental aspect of udadrow spellcasting. Surface-dwelling wizards may discover this ancient form of magic in a dusty tome and decide to venture below to investigate further. Other wizards naively traveling through the Underdark find that after a night's rest near a patch of {@i {@variantrule faerzress|JBoE}} they become inextricably obsessed with mastering this powerful and possessive energy. This effect is often accompanied by a strange glow from the eyes and quiet, ominous muttering.", - "Time spent studying {@i {@variantrule faerzress|JBoE}} grants a wizard great insight into the inner workings of the weave. As members of the School of Demesne come into increasingly closer contact with this ancient fundamental force, this knowledge comes with a price. In Blingdenstone there is a well-known saying: \"Wherever {@i {@variantrule faerzress|JBoE}} lurks, chaos and madness follow close behind.\"", - { - "type": "refSubclassFeature", - "subclassFeature": "Radiate Faerzress|Wizard||Demesne|JBoE|2" - } - ] - }, - { - "name": "Radiate Faerzress", - "source": "JBoE", - "page": 56, - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Demesne", - "subclassSource": "JBoE", - "level": 2, - "entries": [ - "{@i 2nd-level School of Demesne feature}", - "As a bonus action, you can conjure a patch of faerzress on the ground under your feet and out to a radius of feet equal to 5 times your proficiency bonus for 10 minutes, creating dim light in that area. While standing in this area, you gain the following benefits:", { - "type": "list", - "items": [ - "Once on your turn, when you deal damage with a spell, you can deal extra force damage to one target equal to {@dice 1d6} + your proficiency bonus.", - "You gain a +1 bonus to AC.", - "You gain a +1 bonus to all attack rolls, skill checks, and saving throws." + "type": "section", + "name": "Magical Miscellany", + "page": 92, + "entries": [ + "Magic is everywhere in D&D, especially in the Underdark. Many creatures in the sunless realms exist solely because of the influence of magic and magical radiation. This chapter is all about two things: spells and magic items.", + "The chapter first presents the magical phenomena pervading the Realms Below along with suggestions on using this material in your Underdark game. After that is a section of new spells for player characters and monsters to use. Those spells are followed by a selection of new magic items, including oddities and wonderments unique to the Underdark.", + "The DM decides how the options in this chapter appear in a campaign and may choose to use some, all, or none of them, so make sure to let your DM know which options you'd most like to use in play.", + { + "type": "section", + "name": "Magical Phenomena", + "page": 92, + "entries": [ + { + "type": "quote", + "entries": [ + "Underdark magic is a mix of fortune and misfortune \u2013 and its greatest peril is the face that it takes." + ], + "by": "Jarlaxle" + }, + "Though the surface world is full of mysteries and power to spare, the sheer amount of both originating in the Underdark far surpasses anything that most \"top-dwellers\" ever experience. After all, these deep caverns are home to terrifying creatures and clans such as the udadrow clerics of Lolth, the mind flayers, and lesser known but just as sinister aboleths and deep imaskari. Of course, there are some creatures, such as the slyths, that seem at least marginally amicable. Couple that with the promises of power, particularly that which emanates from the nodes of earth deep in the Underdark, and you have a frightening landscape with tempting possibilities that has lured many an adventurer to their doom.", + { + "type": "entries", + "name": "Faerzress and the Underdark", + "page": 92, + "entries": [ + "The depths of the Underdark are often suffused with powerful magical radiation, called {@i faerzress} by the udadrow. {@i Faerzress} is a remnant of ancient and powerful magics, particularly the spellcraft responsible for the creation of the Underdark itself. This radiation often interferes with newer forms of magic, distorting or empowering spells from a newer age. These effects are typically unknown to surface-dwellers, and are one of the great dangers of the Realms Below. The udadrow often build their cities in areas surrounded by {@i faerzress}, allowing them to hide their presence from divination magic, and assisting them in their efforts to create powerful magical items with additional effects from the {@i faerzress} itself.", + "The unstable nature of the {@i faerzress} causes all areas radiated with to be illuminated with dim light, as well as disrupting and distorting magic with some unpredictable results:", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Casting Spells", + "entries": [ + "Whenever a creature casts a spell within 5 feet of an area of {@i faerzress}, roll a {@dice d20}. If they roll a 1, their magic is distorted by the unpredictable radiation creating a Wild Magic effect. Roll on the {@table Wild Magic Surge|PHB|Wild Magic} table in the {@book Player's Handbook|PHB} to see the results.", + "Whenever a character attempts to cast a spell in the Underdark, the DM may allow them to make a DC 17 Intelligence ({@skill Arcana}) check, successfully becoming aware of the dangers of doing so on a successful roll. If a spell is cast in an area suffused with {@i faerzress}, additional effects may occur, and are detailed below." + ] + }, + { + "type": "entries", + "name": "Teleportation", + "entries": [ + "Spells that involve teleportation do not work reliably over distances greater than 1 mile when either the origin or the destination is within an area affected by {@i faerzress}. A character that casts a teleportation spell or uses an ability or item that has a teleportation effect that moves a creature or creatures more than one mile while in an area of {@i faerzress} must make a DC 20 Intelligence ({@skill Arcana}) check. On a successful save, the spell or ability functions normally. On a failed save, each creature targeted by the spell or ability must roll on the Teleportation table listed under the {@spell teleport} spell in the {@book Player's Handbook|PHB}, using the {@i Viewed once} familiarity level." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Node Magic", + "page": 93, + "entries": [ + "Node magic is a powerful class of spellcasting that draws power from naturally occurring pools of magical energy that collect deep beneath the earth's surface. It is a form of magic that requires intense concentration and magical prowess to unlock, but offers exceptional boons to the caster's power. Those who can use this form of magic seek to find earth nodes, collection points where this power gathers. These nodes can increase the power of spells and other magical effects in their area, and while those that know they have found an earth node guard the discovery jealously, many nodes remain undiscovered or unnoticed by the creatures that live near them.", + { + "type": "entries", + "name": "Detecting Earth Nodes", + "page": 93, + "entries": [ + "The boundaries of an earth node are not visible to the naked eye, but they can be detected. Any creature that comes within 30 feet of the outermost layer of an earth node may make a DC 15 Intelligence ({@skill Arcana}) check, revealing the source and direction of a concentration of nodal power on a successful check. Nodes can exist in any place, and are not limited in their reach or location by solid stone, minerals, open space, or any other form of terrain. Some nodes are in open passageways, while others are entrenched in solid stone. In some cases, the power of these nodes extends far enough upwards that it reaches the surface." + ] + }, + { + "type": "entries", + "name": "Earth Node Class and Size", + "page": 93, + "entries": [ + "An earth node's strength is typically defined on a class scale from 1 to 5, with class five earth nodes being the most powerful. The more powerful an earth node, the less common it is. About half of the nodes in existence are class 1 nodes, about a fourth are class 2, and almost all that remain fall into classes 3 and 4. Finding a class 5 node is so rare that such a discovery often heralds great changes for the discoverers, and often a bitter struggle to maintain control as various factions fight over the powerful node. Entire cities or cultures are often built around powerful nodes. A node with a high class rating is actually a series of nodal shells with strength increasing by 1 class for each layer further in, with the innermost shell having the highest node rating. For instance, a class 3 node is actually a class 1 node, surrounding a class 2 node, which surrounds a class 3 node at the center. Often, the size of a node is an indication of its class, though this isn't always the case." + ] + }, + { + "type": "entries", + "name": "Earth Node Powers", + "page": 93, + "entries": [ + "Earth nodes may be used by spellcasters as they attempt to augment their powers. Those who are more familiar with earth nodes may have some advantages when using these nodes, as determined by the DM.", + { + "type": "entries", + "name": "Enhanced Spellcasting", + "entries": [ + "If you cast a spell of 1st level or higher while within the area of a node, you can make a skill check using your spellcasting modifier against a DC equal to 10 + the spell's level + the node's class value. If you are proficient with the {@skill Arcana} skill, you can make an Intelligence ({@skill Arcana}) check instead of using your spellcasting modifier. On a successful check, you can choose to enhance the spell in one of the following ways:", + { + "type": "list", + "items": [ + "You can add the node value to the attack roll of the spell.", + "You can add the node value to the DC of the spell.", + "You can increase the damage of the spell by a number of damage dice used by the spell equal to the node value." + ] + } + ] + }, + { + "type": "entries", + "name": "Granted Spells", + "entries": [ + "Earth nodes not only contain vast stores of magical energy, but also resonate with particular schools of magic. Over time, certain spells may become stored in nodes, and can be accessed by capable spellcasters.", + "If you have the Spellcasting of Pact Magic feature, and finish a long rest within the area of a node, you can attempt to draw some of the magic of the node into yourself by making a skill check using your spellcasting modifier against a DC equal to 15 + the node's class value. If you are proficient with the {@skill Arcana} skill, you can make an Intelligence ({@skill Arcana}) check instead of using your spellcasting modifier. On a successful check, you gain the ability to cast one spell determined by the DM once, without expending a spell slot or requiring any material components, before you complete your next long rest.", + "To determine the spell you receive, the DM can choose any spell up to two levels higher than the class of the node you rested near, or the spell can be determined randomly by first assigning the node an affinity to a particular school of magic (see the Node Affinity table below) and then rolling on the Node Spells table associated with the school of magic that matches the node's affinity. When rolling on the Node Spells table, the DM adds the value of the node's class as a bonus to the roll.", + { + "type": "table", + "caption": "Node Affinity", + "colLabels": [ + "d8", + "School of Magic" + ], + "colStyles": [ + "col-4 text-center", + "col 8" + ], + "rows": [ + [ + "1", + "{@i Abjuration}" + ], + [ + "2", + "{@i Conjuration}" + ], + [ + "3", + "{@i Divination}" + ], + [ + "4", + "{@i Enchantment}" + ], + [ + "5", + "{@i Evocation}" + ], + [ + "6", + "{@i Illusion}" + ], + [ + "7", + "{@i Necromancy}" + ], + [ + "8", + "{@i Transmutation}" + ] + ] + }, + { + "type": "table", + "caption": "Node Spells - Abjuration", + "colLabels": [ + "d6 + node class", + "Spells" + ], + "colStyles": [ + "col-4 text-center", + "col 8" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "min": 2, + "max": 3 + } + }, + "{@spell Armor of Agathys}" + ], + [ + { + "type": "cell", + "roll": { + "min": 4, + "max": 5 + } + }, + "{@spell Aid}, or {@spell Node Lock|JBoE}*" + ], + [ + { + "type": "cell", + "roll": { + "min": 6, + "max": 7 + } + }, + "{@spell Magic circle}" + ], + [ + { + "type": "cell", + "roll": { + "min": 8, + "max": 9 + } + }, + "{@spell Death ward}" + ], + [ + { + "type": "cell", + "roll": { + "min": 10, + "max": 11 + } + }, + "{@spell Greater Restoration}" + ] + ] + }, + { + "type": "table", + "caption": "Node Spells - Conjuration", + "colLabels": [ + "d6 + node class", + "Spells" + ], + "colStyles": [ + "col-4 text-center", + "col 8" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "min": 2, + "max": 3 + } + }, + "{@spell Find Familiar}" + ], + [ + { + "type": "cell", + "roll": { + "min": 4, + "max": 5 + } + }, + "{@spell Summon Beast|TCE}" + ], + [ + { + "type": "cell", + "roll": { + "min": 6, + "max": 7 + } + }, + "{@spell Summon shadowspawn|TCE}, or {@spell Node Door|JBoE}*" + ], + [ + { + "type": "cell", + "roll": { + "min": 8, + "max": 9 + } + }, + "{@spell Summon aberration|TCE}" + ], + [ + { + "type": "cell", + "roll": { + "min": 10, + "max": 11 + } + }, + "{@spell Summon celestial|TCE}" + ] + ] + }, + { + "type": "table", + "caption": "Node Spells - Divination", + "colLabels": [ + "d6 + node class", + "Spells" + ], + "colStyles": [ + "col-4 text-center", + "col 8" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "min": 2, + "max": 3 + } + }, + "{@spell Detect evil and good}, or {@spell Stone tell|JBoE}*" + ], + [ + { + "type": "cell", + "roll": { + "min": 4, + "max": 5 + } + }, + "{@spell Detect thoughts}" + ], + [ + { + "type": "cell", + "roll": { + "min": 6, + "max": 7 + } + }, + "{@spell Clairvoyance}" + ], + [ + { + "type": "cell", + "roll": { + "min": 8, + "max": 9 + } + }, + "{@spell Locate creature}" + ], + [ + { + "type": "cell", + "roll": { + "min": 10, + "max": 11 + } + }, + "{@spell Scrying}" + ] + ] + }, + { + "type": "table", + "caption": "Node Spells - Enchantment", + "colLabels": [ + "d6 + node class", + "Spells" + ], + "colStyles": [ + "col-4 text-center", + "col 8" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "min": 2, + "max": 3 + } + }, + "{@spell Charm person}, or {@spell Insightful deceiver|JBoE}*" + ], + [ + { + "type": "cell", + "roll": { + "min": 4, + "max": 5 + } + }, + "{@spell Hold person}" + ], + [ + { + "type": "cell", + "roll": { + "min": 6, + "max": 7 + } + }, + "{@spell Enemies abound|XGE}" + ], + [ + { + "type": "cell", + "roll": { + "min": 8, + "max": 9 + } + }, + "{@spell Charm monster|XGE}" + ], + [ + { + "type": "cell", + "roll": { + "min": 10, + "max": 11 + } + }, + "{@spell Hold monster}" + ] + ] + }, + { + "type": "table", + "caption": "Node Spells - Evocation", + "colLabels": [ + "d6 + node class", + "Spells" + ], + "colStyles": [ + "col-4 text-center", + "col 8" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "min": 2, + "max": 3 + } + }, + "{@spell Faerie fire}" + ], + [ + { + "type": "cell", + "roll": { + "min": 4, + "max": 5 + } + }, + "{@spell Darkness}" + ], + [ + { + "type": "cell", + "roll": { + "min": 6, + "max": 7 + } + }, + "{@spell Fireball}" + ], + [ + { + "type": "cell", + "roll": { + "min": 8, + "max": 9 + } + }, + "{@spell Fire shield}" + ], + [ + { + "type": "cell", + "roll": { + "min": 10, + "max": 11 + } + }, + "{@spell Wall of stone}, or {@spell Tidal bolts|JBoE}*" + ] + ] + }, + { + "type": "table", + "caption": "Node Spells - Illusion", + "colLabels": [ + "d6 + node class", + "Spells" + ], + "colStyles": [ + "col-4 text-center", + "col 8" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "min": 2, + "max": 3 + } + }, + "{@spell Silent image}" + ], + [ + { + "type": "cell", + "roll": { + "min": 4, + "max": 5 + } + }, + "{@spell Invisibility}, or {@spell Impostor|JBoE}*" + ], + [ + { + "type": "cell", + "roll": { + "min": 6, + "max": 7 + } + }, + "{@spell Hypnotic pattern}" + ], + [ + { + "type": "cell", + "roll": { + "min": 8, + "max": 9 + } + }, + "{@spell Greater invisibility}" + ], + [ + { + "type": "cell", + "roll": { + "min": 10, + "max": 11 + } + }, + "{@spell Mislead}" + ] + ] + }, + { + "type": "table", + "caption": "Node Spells - Necromancy", + "colLabels": [ + "d6 + node class", + "Spells" + ], + "colStyles": [ + "col-4 text-center", + "col 8" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "min": 2, + "max": 3 + } + }, + "{@spell False life}" + ], + [ + { + "type": "cell", + "roll": { + "min": 4, + "max": 5 + } + }, + "{@spell Blindness/deafness}" + ], + [ + { + "type": "cell", + "roll": { + "min": 6, + "max": 7 + } + }, + "{@spell Revivify}, or {@spell Life from death|JBoE}*" + ], + [ + { + "type": "cell", + "roll": { + "min": 8, + "max": 9 + } + }, + "{@spell Blight}" + ], + [ + { + "type": "cell", + "roll": { + "min": 10, + "max": 11 + } + }, + "{@spell Raise dead}" + ] + ] + }, + { + "type": "table", + "caption": "Node Spells - Transmutation", + "colLabels": [ + "d6 + node class", + "Spells" + ], + "colStyles": [ + "col-4 text-center", + "col 8" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "min": 2, + "max": 3 + } + }, + "{@spell Longstrider}" + ], + [ + { + "type": "cell", + "roll": { + "min": 4, + "max": 5 + } + }, + "{@spell Levitate}" + ], + [ + { + "type": "cell", + "roll": { + "min": 6, + "max": 7 + } + }, + "{@spell Fly}, or {@spell Amorphous form|JBoE}*" + ], + [ + { + "type": "cell", + "roll": { + "min": 8, + "max": 9 + } + }, + "{@spell Polymorph}" + ], + [ + { + "type": "cell", + "roll": { + "min": 10, + "max": 11 + } + }, + "{@spell Passwall}" + ] + ] + } + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Portals", + "page": 95, + "entries": [ + "Portals are an exceptionally common means of travel within, out of, and into the Underdark. Many caravans of experienced Underdark citizens use portals as a means of avoiding treacherous areas, or to bypass obstacles. That said, portals are not always safe. Many portals lead to strange and dangerous planes of existence before connecting to others that lead to its travelers' intended destination. The reason for these detours is known only to the long-passed creators of the portals. Major portals are often marked, but lesser-known portals also exist, often adorned with nothing but cryptic graffiti that provides small clues about the portal's destination and the inhabitants on the other side.", + { + "type": "entries", + "name": "Qualities of Portals", + "page": 95, + "entries": [ + "Hundreds of archmages, high priests, secret circles, monstrous races, and dark cabals have had a hand in creating the multitude of hidden doorways riddling Faerûn. Magic of this sort is unusually durable, and often survives for centuries-or millennia - after its creators have vanished into history or lost any use for their handiwork. Accordingly the workings of portals are often mysterious and unpredictable.", + "Most portals share some common features and qualities.", + { + "type": "entries", + "name": "Accessibility", + "entries": [ + "The many cultures and races of the Underdark have learned to use portals to fulfill their needs. The few lightloving inhabitants of the Underdark craft or live near portals that open to sunny climes on the surface, allowing the sunlight itself to filter through the portal, while protecting the inhabitants from the heat that often accompanies it. Arid areas often have access to a portal to the elemental plane of water, serving as an oasis in the underground desert. Whatever the case, portals very rarely go unnoticed for long, so a portal typically means civilization is somewhere nearby." + ] + }, + { + "type": "entries", + "name": "Detection", + "entries": [ + "An archway or frame of some kind usually marks a portal's location, so it can be found when needed and so that creatures don't blunder into it accidentally. A {@spell detect magic} spell can reveal a portal's magical aura. If a detected portal is currently functioning (ready to transport creatures), it has a strong aura. If a detected portal is not currently able to transport creatures (usually because it has a limited number of uses, which are currently expended), it has a weak aura. Strong or weak, a portal radiates transmutation magic." + ] + }, + { + "type": "entries", + "name": "Fixture", + "entries": [ + "Once created, a portal can't be moved." + ] + }, + { + "type": "entries", + "name": "Keys", + "entries": [ + "Portal builders often restrict access to their creations by setting conditions for their use. Special conditions for triggering a portal can be based on the possession of a portal key, a specific attribute (race, alignment, etc.) of the creature attempting to use the portal, casting a spell that targets the portal, or other conditions (such as the time of day) that the DM determines.", + "When a portal is activated, it remains open for 1 round. Any creature can pass through the portal during that round." + ] + }, + { + "type": "entries", + "name": "Linkage", + "entries": [ + "Portals can be either unidirectional, bidirectional, or multidirectional.", + "A unidirectional portal has a single entrance point and a single exit point. The portal can only be entered through the entrance point. After a creature exits the portal, the exit point vanishes until the next time a creature passes through the portal from the entrance point.", + "A bidirectional portal is like a door. A creature can enter or exit from either end of the portal's destinations.", + "A multi-directional portal is similar to a bidirectional portal, in that when a creature passes through the portal, they exit from a portal that itself can be entered. However, the destination when passing back through the portal will be different than where the creature originally came from. For example, if a creature enters portal A and exits at portal B, portal B will not take the creature back to portal A, like a bidirectional portal, but instead takes the creature to portal C. It is also possible for one of the portals in a multidirectional portal chain to loop back to the first portal or to terminate in a unidirectional" + ] + }, + { + "type": "entries", + "name": "Operations", + "entries": [ + "Creatures who touch or pass through the area of the portal are instantly teleported to the location the portal's builder has specified. It is not possible to poke one's head through a portal to see what's on the other side. A portal can only transport creatures that can fit through the portal's physical dimensions.", + "If a solid object blocks the destination, the portal does not function. A creature that is standing in the space of a portal's exit is shunted to the nearest unoccupied space of the creature's choice when another creature comes through the portal." + ] + }, + { + "type": "entries", + "name": "Sealing", + "entries": [ + "A portal can't be destroyed by physical means or by spell effects that destroy objects (such as a {@spell disintegrate} spell). A successful {@spell dispel magic} spell (DC 20) causes a portal to become non-functional for 1 minute. The spell {@spell gate seal|JBoE}* locks a portal and prevents its operation." + ] + }, + { + "type": "entries", + "name": "Seepage", + "entries": [ + "While newly created portals function exceptionally well, centuries of decay and neglect can lead to portal seepage, the process by which a portal slowly loses some of its magical energy and begins to malfunction. Seepage is typically noticeable as features of the two sides of the portal start to appear at the other end. A portal based in a jungle that leads to a dwarven citadel may be situated on solid, carved stone, while on the other side, ferns adorn the ground inside the fortress. Other effects may occur at the DM's discretion, including the possibility of mishaps occurring when such portals are used, such as those detailed in the {@book Player's Handbook|PHB} under the {@spell teleport} spell." + ] + }, + { + "type": "entries", + "name": "Shape", + "entries": [ + "Portals are two-dimensional areas, usually a circle with a radius of up to 15 feet, bus sometimes square, rectangular, or another shape." + ] + } + ] + }, + { + "type": "entries", + "name": "Unusual Portals", + "page": 96, + "entries": [ + "Things are never certain in the many lands of Faerûn and the Realms Below, and portals are not always entirely reliable. Portal-makers have created, through design or mischance, portals with many insidious and dangerous characteristics.", + { + "type": "entries", + "name": "Creature-Only", + "entries": [ + "These portals transport only the creatures that use them, not the creatures' clothing and equipment. Such portals are often used defensively to render would-be intruders vulnerable after they use the portals. A rare and more difficult variation of this type of portal transports creatures to one area and their equipment to another." + ] + }, + { + "type": "entries", + "name": "Impassable", + "entries": [ + "Impassable portals allow those on either side to see the landscape at the other end of the portal, but do not allow for passage through the portal itself." + ] + }, + { + "type": "entries", + "name": "Malfunctioning", + "entries": [ + "The other types of unusual portals are generally created through careful effort by their makers. Malfunctioning portals, on the other hand, are almost always unintended.", + "Over the centuries, prodigious forces have swept through Toril, profoundly affecting magic. Because of decades, centuries, or millennia of magical wear and tear, rampaging wild magic, or the pervading faerzress to which they have been exposed, many ancient dweomers have gone slowly awry. Portals are no exception.", + "A malfunctioning portal is usually at least a century old, but many are far older. Using one can have many different results. Roll once on the Portal Malfunction table each time a malfunctioning portal is activated. If such a portal functions continuously, the effect lasts {@dice 1d10} rounds and anyone using the portal during that time is subject to the effect.", + { + "type": "table", + "caption": "Portal Malfunction Effects", + "colLabels": [ + "d20", + "Effect" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "The portal does not function, but draws magical power from the user in an attempt to power itself. Any spell on a creature that touches the portal ends." + ], + [ + "2", + "The portal does not function, but draws magical power from the user's items in an attempt to power itself. If a creature touches the portal while carrying any items that contain charges, the creature must roll a {@dice d6} and subtract the rolled number of charges from each of those items." + ], + [ + { + "type": "cell", + "roll": { + "min": 3, + "max": 4 + } + }, + "The portal does not function. The user must succeed on a DC 20 Strength saving throw or be pushed back 15 feet from the portal." + ], + [ + { + "type": "cell", + "roll": { + "min": 5, + "max": 6 + } + }, + "The portal does not function. Instead, a wave of forceful energy pulses from the portal in a 30-foot radius. Each creature within the radius must make a DC 15 Strength saving throw. A creature takes {@damage 3d10} force damage and is knocked {@condition prone} on a failed save. A creature that succeeds on its saving throw takes half the damage and isn't knocked {@condition prone}." + ], + [ + { + "type": "cell", + "roll": { + "min": 7, + "max": 8 + } + }, + "The portal functions, but the user takes {@damage 3d10} force damage and the portal sends them to the wrong destination. To determine where the user ends up, use the table in the teleport spell description as a mishap." + ], + [ + { + "type": "cell", + "roll": { + "min": 9, + "max": 10 + } + }, + "Nothing happens. The portal does not function." + ], + [ + { + "type": "cell", + "roll": { + "min": 11, + "max": 20 + } + }, + "The portal functions normally." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Nonliving-Only", + "entries": [ + "As the name implies, only non-living matter can pass through these types of portals. These portals are particularly useful for mercantile ventures." + ] + }, + { + "type": "entries", + "name": "Random", + "entries": [ + "These portals can only be activated at random times. They may or may not require a key for activation when they are working. A fairly common random pattern is a portal that works until {@dice 1d6 + 6} creatures use it, and then shuts down for {@dice 1d6} days. Other patterns are also possible." + ] + }, + { + "type": "entries", + "name": "Transparent", + "entries": [ + "Transparent portals are very difficult to find, and are exceptional for covert transportation. These portals are only transparent in one direction, so while creatures on one side of the portal can see what is happening at the other side, creatures on the other side find the portal indistinguishable from a normal doorway. These portals are exceptionally difficult and expensive to create." + ] + }, + { + "type": "entries", + "name": "Variable", + "entries": [ + "These portals are hazardous in the extreme for those who are unfamiliar with their quirks. Creatures using these portals are transported to any one of several preset locations. The destination sequence may follow a set pattern or may be random.", + "Some variable portals have keys that allow users to choose a specific destination served by the portal. Others function by transporting users to a default location-an inescapable dungeon, the innards of a volcano, or some particularly hostile plane of existence - unless the user presents the proper key." + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Spells", + "page": 100, + "entries": [ + "This section contains new spells that the DM may add to a campaign, making them available to player character and monster spellcasters alike. The Spells table lists the new spells, ordering them by level. The table also notes the school of magic of a spell, whether it requires {@status concentration}, whether it bears the ritual tag, and which classes have access to it.", + "If you'd like to use any of these spells, talk to your DM, who may allow some, all, or none of them.", + { + "type": "table", + "colLabels": [ + "Level", + "Spell", + "School", + "Class" + ], + "colStyles": [ + "col-2 text-center", + "col-3", + "col-3", + "col-4" + ], + "rows": [ + [ + "0", + "{@spell Minor Telekinesis|JBoE}", + "Transmutation", + "Artificer, Sorcerer, Warlock, Wizard" + ], + [ + "0", + "{@spell Minor Telepathy|JBoE}", + "Evocation", + "Bard, Sorcerer, Warlock, Wizard" + ], + [ + "0", + "{@spell Shatter Captivity|JBoE}", + "Transmutation", + "Bard, Sorcerer, Warlock, Wizard" + ], + [ + "0", + "{@spell Soul Bolts|JBoE}", + "Evocation", + "Artificer, Sorcerer, Warlock, Wizard" + ], + [ + "0", + "{@spell Spectral Dagger|JBoE}", + "Conjuration", + "Ranger, Sorcerer, Warlock, Wizard" + ], + [ + "0", + "{@spell Sudden Swarm|JBoE}", + "Necromancy", + "Artificer, Sorcerer, Warlock, Wizard" + ], + [ + "0", + "{@spell Water Barrier|JBoE}", + "Abjuration", + "Cleric, Sorcerer, Warlock, Wizard" + ], + [ + "0", + "{@spell Wind Slash|JBoE}", + "Evocation", + "Artificer, Sorcerer, Warlock, Wizard" + ], + [ + "1st", + "{@spell Camouflage|JBoE}", + "Transmutation", + "Druid, Ranger" + ], + [ + "1st", + "{@spell Insightful Deceiver|JBoE}", + "Enchantment", + "Bard, Sorcerer, Warlock, Wizard" + ], + [ + "1st", + "{@spell Necrotic Glow|JBoE}", + "Evocation", + "Artificer, Sorcerer, Warlock, Wizard" + ], + [ + "1st", + "{@spell Oozing Wall|JBoE}", + "Conjuration", + "Druid, Ranger, Warlock, Wizard" + ], + [ + "1st", + "{@spell Pickpocketeer|JBoE}", + "Illusion", + "Bard, Sorcerer, Warlock, Wizard" + ], + [ + "1st", + "{@spell Quickening|JBoE}", + "Transmutation", + "Ranger, Wizard" + ], + [ + "1st", + "{@spell Spore Stream|JBoE}", + "Evocation", + "Druid, Ranger" + ], + [ + "1st", + "{@spell Stone Tell|JBoE}", + "Divination", + "Cleric, Druid, Ranger, Wizard" + ], + [ + "1st", + "{@spell Watery Spear|JBoE}", + "Evocation", + "Artificer, Cleric, Wizard" + ], + [ + "2nd", + "{@spell Blindsight|JBoE}", + "Transmutation", + "Druid, Ranger, Warlock, Wizard" + ], + [ + "2nd", + "{@spell Burrow|JBoE}", + "Transmutation", + "Druid, Ranger, Warlock, Wizard" + ], + [ + "2nd", + "{@spell Impostor|JBoE}", + "Illusion", + "Bard, Sorcerer, Warlock, Wizard" + ], + [ + "2nd", + "{@spell Locate Node|JBoE}", + "Divination", + "Cleric, Druid, Warlock, Wizard" + ], + [ + "2nd", + "{@spell Magical Backlash|JBoE}", + "Abjuration", + "Artificer, Bard, Warlock, Wizard" + ], + [ + "2nd", + "{@spell Node Lock|JBoE}", + "Abjuration", + "Sorcerer, Warlock, Wizard" + ], + [ + "2nd", + "{@spell Obsidian Stare|JBoE}", + "Abjuration", + "Cleric, Paladin" + ], + [ + "2nd", + "{@spell Root Wall|JBoE}", + "Conjuration", + "Druid, Ranger" + ], + [ + "2nd", + "{@spell Skillful Servant|JBoE}", + "Conjuration", + "Bard, Sorcerer, Warlock, Wizard" + ], + [ + "3rd", + "{@spell Amorphous Form|JBoE}", + "Transmutation", + "Druid, Sorcerer, Warlock, Wizard" + ], + [ + "3rd", + "{@spell Clarity of Mind|JBoE}", + "Abjuration", + "Cleric, Ranger, Paladin" + ], + [ + "3rd", + "{@spell Conjure Swarm|JBoE}", + "Conjuration", + "Cleric, Druid, Paladin" + ], + [ + "3rd", + "{@spell Death-Strikes|JBoE}", + "Evocation", + "Cleric, Paladin" + ], + [ + "3rd", + "{@spell Life from Death|JBoE}", + "Necromancy", + "Cleric, Sorcerer, Warlock, Wizard" + ], + [ + "3rd", + "{@spell Node Door|JBoE}", + "Conjuration", + "Druid, Sorcerer, Warlock, Wizard" + ], + [ + "3rd", + "{@spell Portal View|JBoE}", + "Divination", + "Bard, Cleric, Warlock, Wizard" + ], + [ + "3rd", + "{@spell Rushing Waters|JBoE}", + "Evocation", + "Cleric, Druid, Wizard" + ], + [ + "3rd", + "{@spell Spiderform|JBoE}", + "Transmutation", + "Cleric, Sorcerer, Warlock, Wizard" + ], + [ + "3rd", + "{@spell Thieving Step|JBoE}", + "Conjuration", + "Bard, Sorcerer, Warlock, Wizard" + ], + [ + "4th", + "{@spell Driderform|JBoE}", + "Transmutation", + "Cleric, Sorcerer, Warlock, Wizard" + ], + [ + "4th", + "{@spell Mark of the Outcast|JBoE}", + "Necromancy", + "Cleric, Druid, Paladin" + ], + [ + "5th", + "{@spell Portal Barricade|JBoE}", + "Transmutation", + "Cleric, Warlock, Wizard" + ], + [ + "5th", + "{@spell Tidal Bolts|JBoE}", + "Evocation", + "Cleric, Druid, Wizard" + ], + [ + "6th", + "{@spell Dehydrate|JBoE}", + "Necromancy", + "Cleric, Sorcerer, Warlock, Wizard" + ], + [ + "6th", + "{@spell Gate Seal|JBoE}", + "Abjuration", + "Warlock, Wizard" + ], + [ + "6th", + "{@spell Portal Redirection|JBoE}", + "Transmutation", + "Cleric, Warlock, Wizard" + ], + [ + "8th", + "{@spell Excavate|JBoE}", + "Transmutation", + "Sorcerer, Warlock, Wizard" + ] + ] + } + ] + }, + { + "type": "section", + "name": "Magic Items", + "page": 111, + "entries": [ + "This section presents magic items that can be introduced into any campaign, but with a particular highlight to Underdark adventures. Here you'll find items of all rarities and forms.", + "The Magic Items table lists all of the magic items in this chapter and notes the rarity of each one. The table also indicates whether an item requires attunement. All of these items use the magic item rules in the {@book Dungeon Master's Guide|DMG}.", + { + "type": "table", + "colLabels": [ + "Rarity", + "Item", + "Attunement" + ], + "colStyles": [ + "col-3", + "col-6", + "col-3 text-center" + ], + "rows": [ + [ + "Uncommon", + "{@item Boots of the Bulette|JBoE}", + "Yes" + ], + [ + "Uncommon", + "{@item Dress of Impression|JBoE}", + "Yes" + ], + [ + "Uncommon", + "{@item Dungeon Weed|JBoE}", + "Yes" + ], + [ + "Uncommon", + "{@item Glowshroom|JBoE}", + "Yes" + ], + [ + "Uncommon", + "{@item Jar of Sealing|JBoE}", + "Yes" + ], + [ + "Uncommon", + "{@item Jarlaxle's Pearl Earring|JBoE}", + "Yes" + ], + [ + "Uncommon", + "{@item Keycoin|JBoE}", + "Yes" + ], + [ + "Uncommon", + "{@item Myconid Spore|JBoE}", + "Yes" + ], + [ + "Uncommon", + "{@item Pickpocket's Bane|JBoE}", + "Yes" + ], + [ + "Uncommon", + "{@item Ring of Treasure Seeking|JBoE}", + "Yes" + ], + [ + "Uncommon", + "{@item Roper Skin Cloak|JBoE}", + "Yes" + ], + [ + "Uncommon", + "{@item Stealth Rock|JBoE}", + "Yes" + ], + [ + "Uncommon", + "{@item Stone of Flumph Summons|JBoE}", + "Yes" + ], + [ + "Rare", + "{@item Barbed Devil Dagger|JBoE}", + "Yes" + ], + [ + "Rare", + "{@item Basilisk Armor|JBoE}", + "Yes" + ], + [ + "Rare", + "{@item Black Pudding Arrow|JBoE}", + "Yes" + ], + [ + "Rare", + "{@item Bloodsucker's Blade|JBoE}", + "Yes" + ], + [ + "Rare", + "{@item Bottled Night|JBoE}", + "Yes" + ], + [ + "Rare", + "{@item Bottled Wave|JBoE}", + "Yes" + ], + [ + "Rare", + "{@item Clockwork Dagger|JBoE}", + "No" + ], + [ + "Rare", + "{@item Conch of Courage|JBoE}", + "Yes" + ], + [ + "Rare", + "{@item Crook of the Sunken Council|JBoE}", + "Yes" + ], + [ + "Rare", + "{@item Darkmantle Cloak|JBoE}", + "Yes" + ], + [ + "Rare", + "{@item Displacer Beast Armor|JBoE}", + "Yes" + ], + [ + "Rare", + "{@item Extending Oil|JBoE}", + "No" + ], + [ + "Rare", + "{@item Flail Snail Shell Shield|JBoE}", + "Yes" + ], + [ + "Rare", + "{@item Heated Armor Modification|JBoE}", + "Yes" + ], + [ + "Rare", + "{@item Helm of the Hells|JBoE}", + "Yes" + ], + [ + "Rare", + "{@item Illithid Earworm|JBoE}", + "No" + ], + [ + "Rare", + "{@item Item Binding Tattoo|JBoE}", + "Yes" + ], + [ + "Rare", + "{@item Illithid Squidling|JBoE}", + "No" + ], + [ + "Rare", + "{@item Roper Shield|JBoE}", + "Yes" + ], + [ + "Rare", + "{@item Scoundrel Map|JBoE}", + "Yes" + ], + [ + "Rare", + "{@item Spider Mask|JBoE}", + "Yes" + ], + [ + "Rare", + "{@item Staff of the Vast Mind|JBoE}", + "Yes" + ], + [ + "Rare", + "{@item Tiara of Spiders|JBoE}", + "Yes" + ], + [ + "Rare", + "{@item Trapmaster Goggles|JBoE}", + "No" + ], + [ + "Rare", + "{@item Underdark Gem|JBoE}", + "No" + ], + [ + "Rare", + "{@item Umberlee's Unyielding Torment|JBoE}", + "No" + ], + [ + "Rare", + "{@item Wand of the Basilisk|JBoE}", + "Yes" + ], + [ + "Rare", + "{@item Whip of Fangs|JBoE}", + "Yes" + ], + [ + "Very Rare", + "{@item Aboleth Eye|JBoE}", + "Yes" + ], + [ + "Very Rare", + "{@item Beholder Eyestalk|JBoE}", + "Yes" + ], + [ + "Very Rare", + "{@item Gelatinous Cube Armor|JBoE}", + "Yes" + ], + [ + "Very Rare", + "{@item Graviturgic Hammer|JBoE}", + "Yes" + ], + [ + "Very Rare", + "{@item Emblem of Blibdoolpoolp|JBoE}", + "Yes" + ], + [ + "Very Rare", + "{@item Phase Spider Breastplate|JBoE}", + "Yes" + ], + [ + "Very Rare", + "{@item Spidercurse Mask|JBoE}", + "Yes" + ], + [ + "Very Rare", + "{@item Manual to the Underdark|JBoE}", + "Yes" + ], + [ + "Very Rare", + "{@item Umber Hulk Plate|JBoE}", + "Yes" + ], + [ + "Legendary", + "{@item Brain Gem|JBoE}", + "Yes" + ], + [ + "Legendary", + "{@item Mechanical Gauth|JBoE}", + "Yes" + ], + [ + "Legendary", + "{@item Mummified Monk Hand|JBoE}", + "No" + ], + [ + "Legendary", + "{@item Purple Worm Collar|JBoE}", + "Yes" + ], + [ + "Varies", + "{@item Enchanted Mushroom|JBoE}", + "No" + ] + ] + }, + { + "type": "entries", + "name": "Magic Item Descriptions", + "page": 111, + "entries": [ + "The following magic items are presented in alphabetical order.", + { + "type": "list", + "columns": 4, + "items": [ + "{@item Aboleth Eye|JBoE}", + "{@item Barbed Devil Dagger|JBoE}", + "{@item Basilisk Armor|JBoE}", + "{@item Beholder Eyestalk|JBoE}", + "{@item Black Pudding Arrow|JBoE}", + "{@item Bloodsucker's Blade|JBoE}", + "{@item Boots of the Bulette|JBoE}", + "{@item Bottled Night|JBoE}", + "{@item Bottled Wave|JBoE}", + "{@item Brain Gem|JBoE}", + "{@item Clockwork Dagger|JBoE}", + "{@item Conch of Courage|JBoE}", + "{@item Crook of the Sunken Council|JBoE}", + "{@item Darkmantle Cloak|JBoE}", + "{@item Displacer Beast Armor|JBoE}", + "{@item Dress of Impression|JBoE}", + "{@item Dungeon Weed|JBoE}", + "{@item Emblem of Blibdoolpoolp|JBoE}", + "{@item Enchanted Mushroom|JBoE}", + "{@item Extending Oil|JBoE}", + "{@item Flail Snail Shell Shield|JBoE}", + "{@item Gelatinous Cube Armor|JBoE}", + "{@item Glowshroom|JBoE}", + "{@item Graviturgic Hammer|JBoE}", + "{@item Heated Armor Modification|JBoE}", + "{@item Helm of the Hells|JBoE}", + "{@item Illithid Earworm|JBoE}", + "{@item Illithid Squidling|JBoE}", + "{@item Item Binding Tattoo|JBoE}", + "{@item Jar of Sealing|JBoE}", + "{@item Jarlaxle's Pearl Earring|JBoE}", + "{@item Keycoin|JBoE}", + "{@item Manual to the Underdark|JBoE}", + "{@item Mechanical Gauth|JBoE}", + "{@item Mummified Monk Hand|JBoE}", + "{@item Myconid Spore|JBoE}", + "{@item Phase Spider Breastplate|JBoE}", + "{@item Pickpocket's Bane|JBoE}", + "{@item Purple Worm Collar|JBoE}", + "{@item Ring of Treasure Seeking|JBoE}", + "{@item Roper Shield|JBoE}", + "{@item Roper Skin Cloak|JBoE}", + "{@item Scoundrel Map|JBoE}", + "{@item Spider Mask|JBoE}", + "{@item Spidercurse Mask|JBoE}", + "{@item Staff of the Vast Mind|JBoE}", + "{@item Stealth Rock|JBoE}", + "{@item Stone of Flumph Summons|JBoE}", + "{@item Tiara of Spiders|JBoE}", + "{@item Trapmaster Goggles|JBoE}", + "{@item Umber Hulk Plate|JBoE}", + "{@item Umberlee's Unyielding Torment|JBoE}", + "{@item Underdark Gem|JBoE}", + "{@item Wand of the Basilisk|JBoE}", + "{@item Whip of Fangs|JBoE}" + ] + } + ] + } + ] + } ] }, - "You can use this feature a number of times equal to your proficiency modifier, and you regain all expended uses when you finish a long rest." - ] - }, - { - "name": "Bed of Faerzress", - "source": "JBoE", - "page": 56, - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Demesne", - "subclassSource": "JBoE", - "level": 6, - "entries": [ - "{@i 6th-level School of Demesne feature}", - "When you begin a long rest, you can spend 10 minutes to expend one use of your Radiate Faerzress feature, which gains additional benefits when used in this way. The patch of faerzress you conjure in this way lasts for the duration of your long rest. You can select a school of magic when you use this feature, and gain the following benefits:", { - "type": "list", - "items": [ - "When you copy a spell from that school of magic into your spellbook, it requires half the time and gold cost.", - "When you copy a spell from that school of magic off of a spell scroll into your spellbook, the spell scroll is not destroyed.", - "If your spellbook is lost or destroyed, you can take 4 hours during the long rest to create a new spellbook containing all of your learned spells.", + "type": "section", + "name": "Dungeon Master's Tools", + "page": 126, + "entries": [ + "The Dungeon Master employs many tools when preparing and running a D&D campaign. As a DM, your tools include your imagination, your ability to discern what entertains your players, your storytelling acumen, your sense of humor, your ability to listen well, your facility with the game's rules, and more. This chapter adds to your toolbox with guidance, optional rules, and pre-made encounters for a variety of situations.", + "The tools herein build on the material in the {@book Dungeon Master's Guide|DMG} and the {@book Monster Manual|MM}. You may use some, all, or none of these tools, and feel free to customize how they work. Your group's enjoyment is paramount, so make these rules your own, aiming to match your group's tastes.", + { + "type": "section", + "name": "Geology & Environments", + "page": 126, + "entries": [ + { + "type": "quote", + "entries": [ + "Exploring the Underdark shields us from the terrors of what the Underdark makes us into." + ], + "by": "Jarlaxele" + }, + "A cave is a natural opening in rock that is large enough for creatures to enter. The Underdark, simply put, consists of a linked network of several titanic cave systems. Large portions of it do fit the definition of \"a natural opening in rock,\" but the Underdark also encompasses areas of deep water that hide coral caves, hollowed-out sections of ice in which creatures live, and places where fungus, bone, or even pure force form \"caves.\"", + "Underdark terrain is dynamic and changeable. A map drawn a few decades ago may show tunnels that have long since collapsed, or lakes that are now dry. Terrain can change gradually over the course of decades, centuries, and millennia, or swiftly as a result of an earthquake or volcanic eruption.", + { + "type": "entries", + "name": "Topography", + "page": 126, + "entries": [ + "The surface world is marked by mighty mountains, high plateaus, and vast plains. The Underdark possesses none of these features, but it does have physical features all its own. Unlike the surface world, the Underdark is uniquely three-dimensional. Knowing the direction of true north is not enough to navigate the Realms Below; a traveler must also know the depth underground of her destination. It is possible to find the correct coordinates but still be several miles too deep or too shallow.", + "Many of the Underdark's features can be explained as nothing more than the results of purely physical forces, albeit sometimes on a grand scale. Other features would be unlikely or even impossible in worlds where magic, elementals, planar interstices, and divine caprice did not help to shape the deep places.", + { + "type": "entries", + "name": "Abysses", + "page": 126, + "entries": [ + "Vast, empty voids of awesome scope, Faerûn's abysses are rare features that can form insuperable barriers to travel. An abyss is simply a great open space, sometimes many dozens of miles in breadth and virtually bottomless. Some Underdark abysses are scores of miles deep. The difference between an abyss and a vault is difficult to define, but as a general rule, a vast space approachable from its higher reaches is an abyss, while the same space approachable from the floor might be better described as a vault. Abysses tend to be larger and deeper than areas that are considered vaults, but this is not always the case.", + "Like the starkest mountains of the Lands Above, abysses are often completely impassable to anything without wings. Underdark civilizations near such features sometimes carve out harrowing ledge-paths to circle the tremendous void of the neighboring abyss, or endless stairs to descend its walls." + ] + }, + { + "type": "entries", + "name": "Caves", + "page": 127, + "entries": [ + "Perhaps the most common topographical feature of the Underdark, a cave system consists of a series of caverns and passages that may stretch for miles. Caves can be formed by several different methods, but the most common is the action of flowing water. Cave systems often twist, turn, climb, and drop in a maddening fashion, forming threedimensional mazes that dishearten even the most determined mapmakers.", + "Caves vary widely in terms of their habitability. Living caves that include streams or rivers are full of life (by Underdark standards) and can often support surprisingly large populations, especially of improbably large and ferocious monsters. Other caves may be barren wastelands, without food or water." + ] + }, + { + "type": "entries", + "name": "Dungeons", + "page": 127, + "entries": [ + "Over the course of a hundred or more centuries, Faerûn's deep caverns and vaults have been expanded tremendously by the delving of various Underdark races. Thus, the term dungeon when applied to the Underdark means a structure excavated from the surrounding rock by intelligent creatures. For example, a great duergar city delved into the wall of a vault might be considered a large dungeon, with halls and passageways extending for miles from its entrance-ways. Dungeon complexes often serve to link two natural features (such as two or more vaults close to each other) with a system of artificial caves that vastly extends the scope of a natural cave system.", + "Dungeons come in two varieties\u2014abandoned and occupied. Since they are not sources of food or water in and of themselves, empty dungeons do not necessarily attract Underdark settlers. However, dungeons are often supremely well suited for defense, and a dungeon that happens to be near a rich area such as a living cave is almost certain to be occupied by something, even if the original builders are long gone." + ] + }, + { + "type": "entries", + "name": "Gorges", + "page": 127, + "entries": [ + "Just as on the surface, water can carve deep canyons and gorges in the Underdark. An Underdark gorge is nothing more than a cave that runs vertically instead of horizontally. Gorges often feature streams (and therefore life and food), although the difficulty of the terrain makes a gorge less desirable as a residence than a living cave with less extreme topography.", + "Since gorges can run for many miles, they often serve as the highways of the Underdark. Travel along the floor of a gorge can be very difficult, but many Underdark races take steps to improve these natural roads for the use of their own merchants and hunters. Gorges also offer good opportunities to change depth and perhaps access another level quickly, through a little climbing." + ] + }, + { + "type": "entries", + "name": "Lakes", + "page": 127, + "entries": [ + "Water is common in the Upperdark, since runoff from the surface frequently drains into cave systems below-ground. In many areas, the water table is close enough to the surface that only the most shallow cave systems can form. However, due to the unusual factors involved in the creation of Faerûn's Underdark, a water table 20 feet below-ground does not necessarily mean that air-filled caves don't exist at greater depths. Planar connections, particularly to the Planes of Earth and Water, make very unlikely hydrology possible.", + "Typically, a body of fresh water is called a lake. Underdark lakes range in size from small pools to inland seas hundreds of miles in extent. Large lakes typically occupy either tremendous vaults or connected networks of partially submerged caves. The Lake of Shadows and the Giant's Chalice are examples of the former type, and the Darklake is an example of the latter. If a lake has both an inlet and an outlet, its water is usually drinkable, but lakes that are not refreshed from time to time may stagnate.", + "Most lakes are found in the Upperdark or Middledark. Bodies of water that collect in the Lowerdark simply can't drain to any lower elevations, so they tend to be seas (brackish water) instead. However, planar connections to the Elemental Plane of Water mean that at least a few of the bodies of water in the Lowerdark hold fresh water.", + "Large lakes can form the best and most accessible highways of the Underdark. In many places, however, the cavern ceiling descends to meet the water, making the lake impassable to all but aquatic creatures." + ] + }, + { + "type": "entries", + "name": "Rifts", + "page": 128, + "entries": [ + "Unlike gorges, rifts are not formed by erosion. Rather, they are the scars of tremendous upheavals deep in the earth. Rifts are places where vast blocks of stone rose, sunk, or slid past one another in long-ago cataclysms, leaving tremendous chasms. Rifts may be dozens or even hundreds of miles in length, and sometimes miles deep, but they are rarely very wide\u2014most are less than a bow-shot across.", + "Rifts sometimes break apart preexisting features such as cave systems, presenting formidable obstacles to creatures traveling through caves. In order to continue when faced with a rift, the traveler must climb or descend to the appropriate level on the far side. Like gorges, rifts often serve as vertical highways in the Underdark, offering travelers the opportunity to change depth quickly." + ] + }, + { + "type": "entries", + "name": "Rivers", + "page": 128, + "entries": [ + "Underdark rivers tend to be swift, violent, and treacherous. It is a rare river indeed that flows level and smooth for more than a few miles at a time before disappearing into a deep gorge or sinkhole in a fuming waterfall. Rivers are the great builders of the Underdark, the natural force that sculpts great caverns and brings life-giving energy and food to sustain the Underdark ecology. Most rivers are surrounded by a halo of living caves, which can be valuable real estate indeed." + ] + }, + { + "type": "entries", + "name": "Seas", + "page": 128, + "entries": [ + "Perhaps the most wondrous of the Underdark's features are the vast, shadowed seas of the deep earth. Seas are saltwater bodies, not fresh, and most of them are found in the Lowerdark, though Underdark seas also occur at higher spots beneath Faerûn's surface oceans. While air-filled cave systems may extend for dozens or even hundreds of miles beneath the oceans above, or form air-locked siphons of extraordinary size, these features are exceptional. Most caves beneath large bodies of saltwater are simply subterranean extensions of surface oceans.", + "Seas tend to form in the largest of vaults, occupying caverns large enough to be miniature worlds in their own right. Like the lakes, seas offer some of the best roads in the Underdark, and many are heavily traveled." + ] + }, + { + "type": "entries", + "name": "Shafts", + "page": 128, + "entries": [ + "Sometimes natural processes form deep pits or wells in the earth. The shaft of such a structure may be carved out by water flowing straight downward in a subterranean waterfall, or created by volcanic activity. Unlike a gorge or a rift, a shaft tends to be a relatively small feature (usually less than a bow shot in diameter), but it may plummet for miles straight down.", + "Because of their relatively small crosssections, shafts often serve to channel air movement between disparate portions of the Underdark. In places where the conditions are extreme (for example, a shaft near a superheated magma chamber), the air movement can also be extreme. Screaming winds might roar up or down a shaft in a scouring blast that would put a hurricane to shame. Sometimes, cave systems \"breathe\" in conjunction with changes in the surface world above, resulting in tremendous rushes of wind in and out through shafts every day." + ] + }, + { + "type": "entries", + "name": "Tunnels", + "page": 128, + "entries": [ + "A tunnel is simply a passage that connects one place with another. Most are cut by creatures, though some are the results of natural movements of the earth and other forces. Underdark races often cut very ambitious tunnels to link multiple cave systems. Though such dreary passageways may be dozens of miles in length, most are only 10 or 20 feet across. Other tunnels are the work of burrowing monsters such as delvers, purple worms, and umber hulks. These \"natural\" tunnels may be twisting, turning mazes of intersecting passages.", + "Tunnels are some of the Underdark's most useful roads, but they severely restrict a traveler's options. If you don't like where a tunnel leads, you really have no choice but to go back the way you came. Tunnels also offer few hiding places for those who can't blend in with stone, so often the only way to escape from a predator is to run\u2014and hope you're faster." + ] + }, + { + "type": "entries", + "name": "Vaults", + "page": 129, + "entries": [ + "The higher reaches of the Underdark consist of immense networks of relatively small caves, but as a traveler descends, the numbers of caves decreases while the size of the individual caves increases. A large cave near the surface may consist of a few dozen linked chambers, each perhaps a few hundred feet long and a few dozen feet wide. But deeper down are openings in the earth that dwarf any surface dweller's conception of a cave.", + "A typical vault may be 2 to 4 miles across and as much as 1 mile high. Some, however, sprawl for 50 miles or more and reach heights of 5 or 6 miles from the floor. Larger vaults often feature immense columns\u2014huge piers of natural rock that help to buttress the soaring ceiling. Some were formed by unthinkably massive pieces of the world grinding past each other in the very dawn of time, others by the influence of the Underdark's native magic, and still others by the confluence of planar characteristics in buried planar connections. However it was formed, a vault is a world in miniature, with its own streams, lakes, hills, and plateaus all contained in a single vast cavern.", + "Vaults are almost always highly desirable territories, since they usually offer enough space and resources to support huge forests of fungus, moss, and other strange growths. By Underdark standards, most vaults teem with life, so it comes as no surprise that they support the most powerful and numerous of Underdark settlements. Some stories even tell of illuminated vaults, places where sun-bright crystals in the ceilings blaze with the intensity of true daylight and support green plants and surface-like fauna in abundance." + ] + }, + { + "type": "entries", + "name": "Volcanoes", + "page": 129, + "entries": [ + "It is not universally true in Faerûn that descending 40 or 50 miles straight down in any spot brings a traveler to magma. Volcanic activity is extremely variable in the Underdark. Isolated pools of magma seep up almost to the surface in all sorts of places without any other volcanic activity, and in other places deep tunnels and vaults support humanoid settlements at depths where magma should be all that's present. Again, planar anomalies, deific intervention, and the powerful magic of the earth itself are likely to blame. Whatever the cause of these surprising conditions, racing rivers of molten rock, caverns full of brimstone and sulfurous reek, and scalding geysers and hot springs can be found at almost any depth in the Underdark. Underdark volcanoes aren't really mountains\u2014they are usually tremendous fissures or magma chambers that can vomit deadly rivers of lava into nearby caverns with little or no warning." + ] + } + ] + }, + { + "type": "entries", + "name": "Rocks & Rock Formations", + "page": 129, + "entries": [ + "All the topographical features of the Underdark share one thing in common: they're surrounded by rock. Rock in its various forms is every bit as relevant to the denizens of the Underdark as weather is to surface folk. Understanding the significance of different sorts of rock often means the difference between life and death for those who live in the Realms Below.", + "Rocks are divided into four categories: sedimentary, igneous, metamorphic, and magimorphic. These labels describe how the rock was formed. These categories of rock vary widely in their armor class (AC), as shown below.", + { + "type": "table", + "caption": "Rock Armor Class", + "colLabels": [ + "AC", + "Rock Type" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "16", + "Soft Sedimentary (sandstone, shale)" + ], + [ + "17", + "Hard Sedimentary (limestone)" + ], + [ + "18", + "Igneous (basalt, rhyolite)" + ], + [ + "19", + "Metamorphic (gneiss, granite, marble)" + ], + [ + "16-19", + "Magimorphic (varies as it is derived from previous rock types)" + ] + ] + }, + { + "type": "entries", + "name": "Sedimentary Features", + "page": 130, + "entries": [ + "Sedimentary rock formed from softer clays and deposits of organic matter long ago. These materials were compacted into discrete layers in the same sort of process that turns snow into glacial ice. Sedimentary rock is soft and easily weathered, which means that flowing water can gouge vast cave systems from it in a relatively short time, geologically speaking.", + "Many of the classic cave features, such as stalagmites and stalactites, are found in caves formed from sedimentary rock. Such features are called solution-based, or dripstone, formations because they form from the slow motion and evaporation of water that contains dissolved minerals.", + "A solution-based rock formation is considered \"living\" if it is still in the process of forming. With enough patience and time, the growth patterns of such formations can be shaped, although it may take dozens of years for such alterations to become evident. Some Underdark races, such as the udadrow and the svirfneblin, occasionally stone shape deposits into particular forms.", + { + "type": "entries", + "name": "Stalactite", + "entries": [ + "Mineral-laden water drips downward, creating a build-up of rock on the ceiling of a cavern." + ] + }, + { + "type": "entries", + "name": "Stalagmite", + "entries": [ + "When mineral-heavy water drips down to the floor, the bits of rock and mineral start to pile up, creating a slowly growing protrusion on the floor." + ] + }, + { + "type": "entries", + "name": "Column", + "entries": [ + "When a stalactite and a stalagmite meet and join, they're no longer referred to by their previous names. The resulting formation is called a column." + ] + }, + { + "type": "entries", + "name": "Cave Pearl", + "entries": [ + "Sometimes mineral-rich water drips too vigorously to form a coherent stalagmite. Where this occurs, a piece of gravel or bone might become coated with mineral deposits and polished to a round and smooth shape by the flowing water. Such an object is called a cave pearl. A well-shaped pearl with good color and texture is worth between 5 gp and 50 gp. Cost: 25 gp (average)." + ] + }, + { + "type": "entries", + "name": "Curtains, Draperies, and Blankets", + "entries": [ + "These terms refer to dripstone in the form of rippled, wavy, or folded sheets. Curtains and draperies are thinner, often translucent, and resonant. Blankets are thicker, so they tend to muffle sound a bit. Often these features have stripes of different colors." + ] + }, + { + "type": "entries", + "name": "Flowstone", + "entries": [ + "A layer of deposited material that follows the shape of the underlying walls or floor is called flowstone. A flowstone formation often has draperies at its lower end." + ] + }, + { + "type": "entries", + "name": "Soda Straws", + "entries": [ + "These thin flutes, each the width of a drop of water, are how stalactites begin." + ] + }, + { + "type": "entries", + "name": "Shield", + "entries": [ + "Water flowing through a cave wall or ceiling sometimes builds up sediment on both sides of its entry point, creating two parallel plates on either side of a thin, sheet-like crack." + ] + }, + { + "type": "entries", + "name": "Popcorn", + "entries": [ + "This knobby, crystalline growth forms in a wide variety of cave conditions and is sometimes called cave coral." + ] + }, + { + "type": "entries", + "name": "Boxwork", + "entries": [ + "Boxwork forms when softer rock wears away, leaving a harder crystalline network of thin blades poking out from a ceiling, floor, or wall." + ] + }, + { + "type": "entries", + "name": "Crystal Flowers", + "entries": [ + "These crystalline formations, also called cave flowers, are valued by several Underdark races for their aesthetic beauty and their commercial value. Crystal flowers are usually made of halite (simple table salt), gypsum, or some other minerals. The petals are fibrous or prismatic crystals that resemble growing seedlings. Halite flowers often grace the table settings of wealthy udadrow on special occasions. Even illithids occasionally carry salt in crystal flower form to add earthy spice to their brain meals. Cost: 25 gp; Weight 1 lb." + ] + }, + { + "type": "entries", + "name": "Spar", + "entries": [ + "This term refers to crystal growths in which the crystal faces and structure are visible to unaided sight. Many-faceted crystals that form underwater are called pool spars." + ] + } + ] + }, + { + "type": "entries", + "name": "Igneous Features and Rocks", + "page": 130, + "entries": [ + "Igneous features are formed or influenced by fire\u2014usually magma chambers and flows, although openings into the Elemental Plane of Fire are not uncommon in many parts of the Underdark.", + { + "type": "entries", + "name": "Magma and Lava", + "entries": [ + "While molten rock is underground, it is called magma. If it erupts to the surface from a volcano, it is called lava." + ] + }, + { + "type": "entries", + "name": "Hot Springs", + "entries": [ + "Water heated by volcanic forces often bubbles up through the ground in hot springs. Some of these springs make it to the surface; others can be found in caverns underground. Often, the water is so laden with sulfur and other minerals that it is undrinkable." + ] + }, + { + "type": "entries", + "name": "Geyser", + "entries": [ + "A geyser consists of a deep fissure or well in which water can accumulate and be heated to high temperatures and sent through a thin shaft that leads from this pool of superheated water to the surface. Periodically, a fountain-like jet of hot water and steam erupts, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking {@damage 6d6} fire damage on a failed save, or half as much damage on a successful one. The intervals of eruption can be regular or irregular." + ] + }, + { + "type": "entries", + "name": "Lava Tubes", + "entries": [ + "These tubes form after lava has flowed from a volcano. The surface of the lava cools and solidifies while the interior is still liquid. This uneven cooling creates a crust that resembles a tube. Lava tubes can branch and fork, following the passage of the lava. Because the cooling can happen over several intervals, it's also possible to have a tube within a tube." + ] + }, + { + "type": "entries", + "name": "Pumice", + "entries": [ + "Rock that has been made liquid and frothy hardens into light, porous stone called pumice." + ] + }, + { + "type": "entries", + "name": "Stalactites", + "entries": [ + "Stalactites formed by lava happen in two main ways. Tubular lava stalactites are usually formed by volcanic gases. Gas flows through lava in which different minerals are solidifying at quicker or slower rates, forming long tubes. The downward drips from such formations may form stalagmites. The second type of lava stalactite is called a shark-tooth stalactite. This formation occurs when flowing lava coats existing protrusions, resulting in a broad shape that narrows to a point." + ] + }, + { + "type": "entries", + "name": "Stalagmites", + "entries": [ + "Drip stalagmites form from material that pours off of or out of tubular lava stalactites. These puddles of lava may mound up in stalagmites." + ] + }, + { + "type": "entries", + "name": "Spiderstone", + "entries": [ + "Udadrow architects use this term to refer to obsidian, which they value for its glossy black appearance. Spiderstone is frequently used in udadrow buildings that feature spider motifs." + ] + }, + { + "type": "entries", + "name": "Geodes", + "entries": [ + "Often found in deserts or volcanic regions, these hollow rocks are lined with crystals. In the Underdark, some geodes are immense, growing to the size of caves. One legend tells of a wizard entombed in a 40-foot geode filled with amethyst crystals." + ] + } + ] + }, + { + "type": "entries", + "name": "Metamorphic Rocks", + "page": 131, + "entries": [ + "Metamorphic rocks occur where intense heat and pressure act to harden rock and alter its consistency. Marble is a good example of a sedimentary rock (limestone) that volcanic activity has transformed into a much harder stone. Metamorphic rock formations are similar to those of the pre-metamorphic rock, though often compressed. Caves formed from metamorphic rock more often take the form of faults, fissures, or similar discontinuities caused by the movement of adjacent slabs of stone.", + "Many metallic ore deposits form in metamorphic settings. Some valuable minerals, such as garnet and tourmaline, also form only in such environments. Hence mining-oriented cultures, such as that of the dwarves, tend to settle in areas that feature metamorphic rocks.", + "Since metamorphic stone is often dense, hard, and beautiful, some varieties are highly regarded as building materials. Many huge quarries can be found in the depths of the Underdark." + ] + }, + { + "type": "entries", + "name": "Magimorphic (Magic-Formed Rocks)", + "page": 131, + "entries": [ + "Magimorphic rocks are stones or rock formations that have been warped and changed by magic. The Underdark of Faerûn includes several very different manifestations of magimorphic rocks.", + { + "type": "entries", + "name": "Clear Black Rock", + "entries": [ + "In its natural state, this rock is found only in the Lowerdark, where it is cut in slave-worked quarries and prepared for export to the Middledark and Upperdark. Clear black rock is not common, but it is certainly available to those willing to pay premium prices. To regular and low-light vision, this rock looks black, shiny, and perfectly opaque, but to creatures with {@sense darkvision}, it is perfectly clear. Creatures without {@sense darkvision} often mistake it for obsidian, but udadrow, mind flayers, and other creatures gifted with {@sense darkvision} find it a challenging yet worthwhile stone to incorporate into their strongholds and encampments." + ] + }, + { + "type": "entries", + "name": "Crumblestone", + "entries": [ + "This rock breaks very easily and is the bane of miners and travelers anywhere. Crumblestone exists in a precarious equilibrium with the other rocks or strata surrounding it. A Small or larger creature that begins to put its weight onto crumblestone must make a DC 15 Dexterity check or fall when the rock beneath them turns to powder. For flying creatures, this situation rarely poses a problem, but for climbers, an encounter with crumblestone is often deadly. If enough crumblestone gives way in a cavern, a cave-in becomes likely." + ] + }, + { + "type": "entries", + "name": "Crysstone", + "entries": [ + "Beautiful, intricate, and very delicate, crysstone is a rock that resembles spun glass. It is very hard but not at all durable (AC 13, 2 hit points per inch of thickness). Crysstone shatters easily, and thunder damage automatically bypasses its hardness. Because it is so susceptible to thunder damage, the potential threat posed by creatures that often deal thunder damage increases in areas where crysstone is prevalent." + ] + }, + { + "type": "entries", + "name": "Darkstone", + "entries": [ + "Darkstone seems to drink in light. In tunnels that cut through this material, light sources dim, shedding a glow only half as strong as usual. In such a space, a bullseye lantern illuminates a cone only 30-feet long and 10-feet wide, while a torch lights only a 10-foot radius. A daylight spell cast in a darkstone area radiates daylight in only a 30- foot radius." + ] + }, + { + "type": "entries", + "name": "Photogenerative Rock", + "entries": [ + "These rocks grow quickly when exposed to light. In each round of exposure, a photogenerative rock doubles in size until it is sixteen times as large as it was when unlit (4 rounds). Eliminating the light halts its growth, and each hour of uninterrupted darkness reverses the effect of 1 round of light. Some Underdark undead use photogenerative rock in their demesnes to stall light-bearing adventurers until the undead can ready their defenses. Photogenerative rock can also be used to seal a doorway and divert light-bearers into more trap-ridden or better-defended areas." + ] + }, + { + "type": "entries", + "name": "Photostatic Rock", + "entries": [ + "Events that happen in the presence of this rock imprint upon it for a short time. One cubic foot of photostatic rock picks up impressions in a 10-foot radius and automatically relays them to anyone who touches it later. The effect is similar to that of a {@spell stone tell|JBoE} spell, except that the photostatic property reveals only what happened within its radius in the past hour. Every additional cubic foot of photostatic rock provides 1 more hour of memory and expands the radius of sensitivity by 10 feet. A photostatic rock records only what it witnesses, so it can't record what goes on beyond a closed door." + ] + }, + { + "type": "entries", + "name": "Quickstone", + "entries": [ + "Quickstone is the Underdark's answer to quicksand. Like many Realms Below features, it's much more terrible than its surface-world equivalent. Quickstone looks like solid stone and blends into the surrounding rocks, but it functions like {@book quicksand|DMG|5|quicksand} as given in the {@book Dungeon Master's Guide|DMG}. The spell {@spell transmute rock|XGE} permanently solidifies quickstone. If a creature becomes caught in quickstone, it can attempt to succeed on a Strength ({@skill Athletics}) check to escape." + ] + }, + { + "type": "entries", + "name": "Rock Gourds", + "entries": [ + "These rocks have been warped by long-term proximity to a portal leading to the Elemental Plane of Water. Rock gourds are rare, naturally occurring stones, not created magic items, though they register a faint signature of conjuration magic under examination with a detect magic spell. Shaking a rock gourd causes water to dribble out. The ability of these stones to produce up to a gallon of water per day apiece makes them highly-valued commodities in the Middledark and Lowerdark regions, where water is scarce. Cost: 500 gp. Weight 10 lb." + ] + }, + { + "type": "entries", + "name": "Sickstone", + "entries": [ + "Sickstone glows with a nauseating, not-quite-green, not-quite-silver light that produces dim light in a 40-foot radius. Each creature that starts its turn within the area of dim light must make a DC 12 Constitution saving throw, taking {@damage 1d6} poison damage on a failed save, or half as much damage on a successful one. A creature in physical contact with sickstone has disadvantage on their saving throw, and becomes {@condition poisoned} for 1 hour if they fail." + ] + }, + { + "type": "entries", + "name": "Slickstone", + "entries": [ + "This rock is very smooth to the touch. A creature that steps onto an area of slickstone or ends its turn there, must succeed on a DC 15 Dexterity saving throw or fall {@condition prone}." + ] + } + ] + }, + { + "type": "entries", + "name": "Non-Rock Tunnels", + "page": 132, + "entries": [ + "Only a newcomer to the Underdark would be naïve enough to think that Toril's deep caverns are formed exclusively of rock. A variety of other materials can form the same sorts of features.", + { + "type": "entries", + "name": "Coral", + "entries": [ + "This \"living rock\" can be found in many saltwater-filled caves. Large clumps of coral often have tunnel-like spaces winding through them, and aquatic creatures such as tritons sometimes use this substance as an architectural medium, building complex structures by forcing it to grow in particular patterns." + ] + }, + { + "type": "entries", + "name": "Ice Cave", + "entries": [ + "This term refers to a cave where either seasonal or permanent ice can be found. Since there's little drinkable water in the Underdark, caves containing ice often attract settlers or predators." + ] + }, + { + "type": "entries", + "name": "Glacial Cave", + "entries": [ + "A glacial cave is one formed entirely of ice. Such a cave provides more potential water than an ice cave, but also more potential danger. Fire and other heat sources (even body heat) might be enough to weaken or fracture the ice and start an cave-in." + ] + }, + { + "type": "entries", + "name": "Bones", + "entries": [ + "Some areas of the Underdark have a surfeit of bones and remains of the dead. Skeletons range in size from tiny mice to huge behemoths. Moving through a section piled with skeletons means creeping or breaking through tunnels made of bones." + ] + }, + { + "type": "entries", + "name": "Force", + "entries": [ + "Permanent walls of force are costly to create. Nevertheless, many of them exist in the Underdark. Some block off the territory of one race from another, others act as bridges across deep chasms, and still others serve no discernible purpose." + ] + }, + { + "type": "entries", + "name": "Fungi", + "entries": [ + "Many caverns in the Underdark are full of fungus, much of it innocuous. Rather than expend the resources to hack away all of these fungi, denizens often just create routes between or through large patches of it. Tunnels cut out of mushroom-like material are not unusual sights in the Realms Below." + ] + } + ] + }, + { + "type": "entries", + "name": "Other Cave Features", + "page": 132, + "entries": [ + "Some caves are formed and shaped by eroding winds and freely flowing water, such as streams or ocean currents. The following features are common in such environments.", + { + "type": "entries", + "name": "Wind", + "entries": [ + "Strong or constant winds gradually shape caves and caverns. Wind effects may be present in caves that are close to the surface world, portals to the Elemental Plane of Air, or the hot gases emitted by volcanic activity. Wind-shaped caves and caverns are sometimes referred to as Aeolian caves." + ] + }, + { + "type": "entries", + "name": "Air Pockets", + "entries": [ + "Subterranean waterways often have air above them, but the amounts vary. A lake might be housed in a vast cavern, but a swiftly moving river might have only one or two places where a swimmer might catch a gulp of air. Even more dangerous are pockets of gases other than air." + ] + }, + { + "type": "entries", + "name": "River Canyons", + "entries": [ + "Regional uplifting of tectonic plates causes rivers to cut deep canyons. Sometimes these gorges provide surface-world entry points to the Underdark. Subterranean rivers also create canyons. Such canyons might or might not have rivers at their bottoms now, since underground rivers often dry up or change course." + ] + }, + { + "type": "entries", + "name": "Swirlhole", + "entries": [ + "A swirlhole is a generally circular hole in the rock of a stream bed, eroded by water eddies and rubbed smooth by pebbles." + ] + }, + { + "type": "entries", + "name": "Halocline", + "entries": [ + "The area where fresh water (such as that from a river) and salty ocean water meet is cloudy and called a halocline. Such a region often marks territorial boundaries between aquatic races." + ] + }, + { + "type": "entries", + "name": "Sea Caves", + "entries": [ + "Seas and oceans are powerful forces that can wear the hardest of rocks down into fine sand. Tides and water flow continuously redistribute this material." + ] + }, + { + "type": "entries", + "name": "Tufa Caves", + "entries": [ + "Springs, rivers, and the sea can deposit a porous limestone called tufa. Finding this rock indicates that water is (or at least was) nearby." + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "The Underdark Environment", + "page": 134, + "entries": [ + { + "type": "quote", + "entries": [ + "The Underdark, as written, with its own manners, in the dark." + ], + "by": "Jarlaxele" + }, + "Walking through wild caves without end is different than stalking monsters in a dungeon near the surface. Travelers venturing into the Underdark enter a world in which nothing can be taken for granted. Vast portions of the Realms Below are wastelands devoid of food, water, and even light.", + { + "type": "entries", + "name": "Light", + "page": 134, + "entries": [ + "Except for any lanterns that characters bring into the caves, the Underdark is absolutely dark. Coupled with the tomblike silence of most passages, absolute darkness can unnerve even the most experienced delver. Thus, extra lights and oil (or magical means of illumination) are important for any cave trip.", + { + "type": "entries", + "name": "Artificial Illumination", + "page": 134, + "entries": [ + "Halflings, humans, and other surface dwellers without {@sense darkvision} must carry some form of light with them in order to navigate the Underdark. While torches or lanterns are feasible for relatively short trips, a journey of more than a few days might require dozens of torches and oil flasks, making nonmagical light impractical for long expeditions.", + "The best and most efficient means of providing light in the Underdark is to use minor alchemical or magical items, such as sunrods or {@spell continual flame} torches. A sunrod is small, light, and long lasting, capable of providing illumination in a 30-foot radius for 6 hours. A party of explorers could easily carry several dozen sunrods, which would provide enough light for many days of travel. At 2 gp apiece, an investment of 100 gp or so is well worth the money.", + "The {@spell continual flame} torch is potentially cheaper, since the material component costs only 50 gp and the item lasts forever if not destroyed. However, such a torch only illuminates a 20-foot radius." + ] + }, + { + "type": "entries", + "name": "Natural Illumination", + "page": 134, + "entries": [ + "While most of the Underdark is lightless, some locales possess sources of natural illumination.", + { + "type": "entries", + "name": "Luminescent Growths", + "entries": [ + "Rare forms of lichen, fungi, and moss are bioluminescent. In sufficient quantities, these growths can illuminate large caverns. Most bioluminescent growths are quite dim, so a cavern illuminated by glowing moss or fungi is typically as dark as starlight, although some particularly bright regions might be equal to moonlight." + ] + }, + { + "type": "entries", + "name": "Molten Rock", + "entries": [ + "Areas with exposed pools or streams of magma are illuminated by the dim, ruddy glow of the molten rock. The glare of molten rock is typically equal to moonlight." + ] + }, + { + "type": "entries", + "name": "Radiant Crystal", + "entries": [ + "Some rare rocks of the Underdark are naturally radiant, ranging in brightness from starlight to full daylight, although daylight equivalence is quite rare. The great vault of Deep Imaskar is roofed with radiant crystal that is as bright as weak surface daylight." + ] + }, + { + "type": "entries", + "name": "Reflective Stone", + "entries": [ + "While not naturally luminescent, caverns made partially of reflective stone can be much more easily illuminated by small light sources than normal. Reflective stone quadruples the radius of illumination of any light source brought inside." + ] + }, + { + "type": "entries", + "name": "Wizard Fire", + "entries": [ + "The rarest and most wondrous of natural illuminations in the Realms Below, wizard fire consists of dancing sheets of dim light, like the northern lights of the surface world. This illumination is created by the combination of various gases in an area, and is most often found in chambers that have vents that draw gases from various locations in the Underdark into one location. Though it is only as bright as starlight, wizard fire is strange and beautiful." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Air", + "page": 135, + "entries": [ + "In general, the Underdark is surprisingly well ventilated. Vast subterranean spaces and the rare planar connection to the Elemental Plane of Air provide plenty of good air for living creatures. However, this is not universally true.", + { + "type": "entries", + "name": "Poor Air", + "page": 135, + "entries": [ + "Sealed chambers, isolated caves, and waterisolated caverns have finite supplies of breathable air. Creatures that don't breathe need not concern themselves with air quality, but other travelers must be wary of such locations.", + "Any enclosed space that is reasonably airtight can quickly become stale or depleted. In general, a medium creature depletes about 1,000 cubic feet of air (a 10-foot cube) every 6 hours. A Small creature requires half as much air, and a large creature requires four times as much. Air becomes stale when it is half of the available are has been depleted.", + { + "type": "entries", + "name": "Stale Air", + "entries": [ + "Regions that are poorly ventilated are not immediately deadly, but stale air can quickly wear out even the hardiest travelers. A breathing creature in an environment of stale air must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of {@condition exhaustion}. Creatures can't recover from {@condition exhaustion} gained in this way until they reach an area of good air." + ] + }, + { + "type": "entries", + "name": "Depleted Air:", + "entries": [ + "Depleted areas can prove deadly in a matter of minutes. A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).", + "When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 Hit Points and is dying, and it can't regain Hit Points or be stabilized until it can breathe again." + ] + } + ] + }, + { + "type": "entries", + "name": "Gases and Fumes", + "page": 135, + "entries": [ + "Some areas of the Underdark are plagued by air that is not just stale, but actively toxic. Often this situation results from geothermal activity in the vicinity of volcanoes. Sometimes the escaping gases emerge with an audible hiss or a putrid smell, but not always.", + "Gases tend to concentrate in areas that are isolated in some way from the nearby passages. For example, a passage that dips down sharply and then climbs up again forms a natural, low-lying pocket where deadly fumes can accumulate. An air-filled passage sealed by water siphons at either end could also concentrate deadly gases.", + { + "type": "entries", + "name": "Irritating Fumes", + "entries": [ + "These gases cause coughing, stinging of the eyes, dizziness, and similar difficulties. A breathing creature exposed to irritating fumes must succeed on a DC 10 Constitution saving throw once per minute or become {@condition poisoned}. Recovery from the {@condition poisoned} condition is not possible until the creature leaves the affected area." + ] + }, + { + "type": "entries", + "name": "Poison Gas", + "entries": [ + "These gases are deadly. A breathing creature that ventures into an area of poison gas must succeed on a DC 12 Constitution saving throw each time they breathe, or take {@damage 1d4} poison damage. A breathing creature usually breathes once a round, unless it is holding its breath. If a creature did not start holding its breath before entering an area of poison gas, it can't hold its breath until it leaves the area.", + "Some poisonous gases also have the characteristics of irritating fumes, so their presence is obvious. Others, however, offer no telltale burning of the throat or stinging in the eyes to warn creatures of the danger. Any creature exposed to poison gas with a passive {@skill Perception} score of 15 or higher will detect the threat before breathing enough to force a saving throw. A creature with keen smell or a similar trait that enhances its sense of smell automatically detects the presence of poison gas when it comes within 10 feet of an area of poison gas." + ] + }, + { + "type": "entries", + "name": "Explosive Gas", + "entries": [ + "Some naturally occurring gases can explode in the presence of open flames. If a burning torch or lit lantern is brought into a pocket of explosive gas, the vapor explodes. All creatures within 10 feet of the explosion must make a DC 12 Dexterity saving throw, taking {@damage 3d6} fire damage on a failed save, or half as much damage on a successful one. A creature with a passive {@skill Perception} score of 15 or higher can notice the danger one round before the explosion occurs, since the open flame often behaves strangely (burning in a different color or exceptionally brightly) right before the explosion. After an explosion, if the open flame is not removed or extinguished immediately, there is a 50% chance on each subsequent round for an additional explosion to occur." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Climate", + "page": 136, + "entries": [ + "The temperature underground varies depending on the depth and the presence of geothermal features, but the vast majority of the Underdark has a moderate temperature throughout the year. It tends to be on the clammy and chilly side, but typical adventuring garb is sufficient to keep characters warm and dry.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Frigid Water", + "entries": [ + "Water is almost always dangerously cold in the Underdark, since it is never warmed by sunlight. A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain one level of {@condition exhaustion}. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw as do creatures that are naturally adapted to living in ice-cold water.", + "When a creature exits water after being fully submerged, it usually takes {@dice 2d4} hours for the creature become dry again naturally, or half as long if the creature remains near a source of fire until dry. If a wet creature changes its clothes, it becomes dry immediately." + ] + }, + { + "type": "entries", + "name": "Geothermal Heat", + "entries": [ + "Caverns heated by geothermal activity can be quite warm; in fact, hot or severe temperatures are common near volcanoes. Any chamber with exposed magma is severely hot, and will usually exhibit the effects of extreme heat as given in the {@book Dungeon Master's Guide|DMG}." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Ecology", + "page": 136, + "entries": [ + "Besides its many predatory races and monsters, the Underdark is also home to a variety of animals that live out their lives normally below the ground. These animals include (but are not limited to) bats, crayfish, eyeless cavefish, crickets, flies, gnats, rats, salamanders, spiders, and springfish. Additionally, it is not unusual for creatures in the Upperdark to encounter the occasional raccoon, frog, stray dog, or even lost dwarf, elf, or other representative of a surface race who has accidentally fallen down a deep shaft or well.", + { + "type": "entries", + "name": "Plants and Fungi", + "page": 136, + "entries": [ + "Plants of one kind or another are the beginning of any food chain. By organizing inorganic minerals and capturing the energy of sunlight, plants create food that animals of all kinds depend on. Since plants in the Realms Below do not have access to sunlight, they must make food by other means. Thus, most take very different forms than the green plants of the surface world.", + "Most of the Underdark's plant life consists of a tremendous variety of fungi. Fungus normally requires some amount of detritus or decaying material to thrive. So where does the fungus find its food? The answer is simple: magic. The natural magical radiation of the Underdark and its various planar connections support many strange fungal growths, as well as lichens, mosses, and other simple plants, whose existence would otherwise be impossible. In effect, {@i {@variantrule faerzress|JBoE}} is the sunlight of the Realms Below, forming the basis of the subterranean food chain. Underdark regions particularly rich in {@i {@variantrule faerzress|JBoE}} or planar energies have been known to support fantastic forests of pale, gnarled trees or crystalline plants. These growths are completely adapted to their lightless, hostile environment.", + "Surprisingly, however, green plants are not entirely absent from the Underdark. Some caverns illuminated by particularly bright radiant crystals can actually support green plants. Caves with this sort of dazzling illumination might be filled with grass, moss, ferns, creepers, or even small trees. Any such place is a treasure beyond price in the Underdark, and it is certain to be guarded by deadly spells, monstrous guardians, or both.", + { + "type": "entries", + "name": "Barrelstalk", + "entries": [ + "Stout as a hogshead of ale, the barrelstalk is a large, cask-shaped fungus that grows up to 8 feet in height and 5 feet in diameter. Its outer layers are tough and woody, but its inner flesh is edible, and its center is filled with a reservoir of water (usually from 20 to 50 gallons) that can be tapped and drained. The inner flesh turns black and poisonous when barrelstalk begins producing spores, which happens after ten years of growth." + ] + }, + { + "type": "entries", + "name": "Bluecap", + "entries": [ + "The grain of the Underdark, bluecap fungus is inedible to humanoids, but its spores can be ground to make a nutritious, if bland, flour. Bread made from bluecap flour is usually known as sporebread. Bluecap seems to do well with or without {@i {@variantrule faerzress|JBoE}}, and most Underdark humanoids cultivate it." + ] + }, + { + "type": "entries", + "name": "Cave Moss", + "entries": [ + "Found only in {@i {@variantrule faerzress|JBoE}}-rich regions, cave moss is inedible to humanoids, but it is a favorite grazing food of some giant vermin, as well as rothé." + ] + }, + { + "type": "entries", + "name": "Darkreeds", + "entries": [ + "These plants can be found in the marshy regions of the Underdark. They hold no nutritional value for humanoids, so are often grazed upon by rothé. Some humanoids do use the plant as a garnish." + ] + }, + { + "type": "entries", + "name": "Fire Lichen", + "entries": [ + "Pale orange-white in color, fire lichen thrives on warmth, so it grows in regions of geothermal heat or near connections to the Elemental Plane of Fire. Fire lichen can be ground and fermented into a hot, spicy paste, which is often spread on sporebread to give it flavor. Duergar ferment fire lichen into a fiercely hot liquor." + ] + }, + { + "type": "entries", + "name": "Hair of Eilistraee", + "entries": [ + "Thin strands of silvery moss that cling to rock walls, Hair of Eilistraee is not uncommon to find throughout the Underdark, but usually only two or three strands may be found in an area. In some very rare and closely guarded locations, the walls of a tunnel or small cavern may be covered with them. Skilled herbalists who diligently collect or cultivate these strands, or claim a rich source for themselves, can grind the strands into a powder and cook them down into a liquid that can be consumed. Hundreds of strands are needed to create a potent enough effect, but the resulting potion has the same properties as a common healing potion." + ] + }, + { + "type": "entries", + "name": "Luurden", + "entries": [ + "Luurden, or bloodfruit, is a rare tree that grows only in areas of strong {@i {@variantrule faerzress|JBoE}}. The barren branches of this pale, gnarled tree seem more dead than alive, but once every 3 to 4 years, it produces a small amount of bitter red fruit that is used to make rare Underdark wines and elixirs." + ] + }, + { + "type": "entries", + "name": "Ripplebark", + "entries": [ + "A shelf-like fungus that resembles nothing so much as a mass of rotting flesh, ripplebark is surprisingly edible without any special preparation, although it tastes much better if cooked properly. Ripplebark grows naturally in living caves." + ] + }, + { + "type": "entries", + "name": "Sussur", + "entries": [ + "Rare and magical, the so-called \"deeproot\" tree is found only in the largest of caverns. It can grow to a height of 60 feet, and its branches are long and gnarled, with banyan-like aerial roots. Few leaves grow on the sussur; it exists almost entirely on {@i {@variantrule faerzress|JBoE}} and is often found in caverns where wizard fire is prevalent. A sussur tree can drink in magic from its environs, creating a natural antimagic field that can extend for hundreds of feet." + ] + }, + { + "type": "entries", + "name": "Waterorb", + "entries": [ + "This bulbous fungus is aquatic. It grows in boulder-like patches underwater wherever the water deposits detritus." + ] + }, + { + "type": "entries", + "name": "Zurkhwood", + "entries": [ + "This giant mushroom can reach a height of 30 to 40 feet. Its large spores are edible with proper preparation, but zurkhwood is important primarily because its stalks are hard and woody. Zurkhwood is one of the very few sources of timber (or anything like it) in the Underdark, and many items that would be crafted from wood on the surface world are fashioned from zurkhwood in the Realms Below." + ] + } + ] + }, + { + "type": "entries", + "name": "Animal Life", + "page": 137, + "entries": [ + "The Realms Below support a surprising variety of animals. A few herbivores exist there, but most creatures are predatory in the extreme.", + "Many mundane hunting animals, including bears, lions, bats, rats, and monsters of all sorts, can be found in cozy underground lairs near the surface. In deeper places, animals must shift from the surface world ecology to the Underdark ecology. Many surface creatures are ill suited for such shifts and therefore can't be found more than a few hundred feet from a cave mouth, except for places where a surface ecology is somehow maintained in the Underdark.", + { + "type": "entries", + "name": "Bats", + "entries": [ + "Better adapted to a life in darkness than most other animals, bats are extremely common in the Upperdark and Middledark. Only the lowest, most inhospitable reaches are free of these creatures, and even then, monstrous varieties such as dire bats and deep bats flourish. Near the surface, these creatures are simply surface-world bats that lair in Underdark caverns. Titanic roosts that house many thousands of such creatures can be found in some spots. Lower down, most Underdark bats are fungivores or insectivores." + ] + }, + { + "type": "entries", + "name": "Fish", + "entries": [ + "Many of the rivers, lakes, and seas of the Underdark are filled with cave fish. For the most part, such fish are small, pale, relatively inoffensive creatures. Most are blind, though some that reside in illuminated caverns may retain their eyes. In the larger bodies of water, subterranean versions of dangerous fish such as sharks may be found. Cave fish need something to eat, of course, so isolated lakes don't support cave fish populations unless they're large enough to support plant life that can survive in absolute darkness." + ] + }, + { + "type": "entries", + "name": "Lizards", + "entries": [ + "The Underdark is home to a variety of lizards, ranging from the poisonous spitting crawler to the wild varieties of pack lizards and riding lizards. Some are fungivores; others are dangerous hunters that can easily make a meal out of a human. Domesticated giant lizards are commonly used as beasts of burden and mounts in udadrow and duergar settlements." + ] + }, + { + "type": "entries", + "name": "Rothé", + "entries": [ + "These grazing, muskox-like creatures are well adapted for life in the depths. Subsisting on fungi, moss, lichen, and almost anything else that grows in the Realms Below, rothé are highly valued by most Underdark races and often kept in large corral-caverns." + ] + }, + { + "type": "entries", + "name": "Vermin", + "entries": [ + "Perhaps the most common of all Underdark creatures are vermin. The versions native to the Realms Below range from mundane creatures the size of a mite to gargantuan spiders and centipedes. Many, such as giant beetles and cave crickets, are fungivores, but varieties of deadly hunting vermin such as spiders and scorpions also infest the depths. The Underdark races keep some of the edible ones (mostly beetles or crickets) as livestock of a sort, but few vermin are palatable, and the giant sort are simply too dangerous to keep." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Underdark Hazards", + "page": 138, + "entries": [ + "Explorers routinely encounter common dungeon hazards such as yellow mold or green slime in the Underdark. In addition, the Realms Below are home to a variety of unique perils and diseases that have laid low more than one heroic adventurer.", + { + "type": "entries", + "name": "Underdark Slimes, Molds, Fungi, and Lichen", + "page": 138, + "entries": [ + "No place in Toril, or perhaps even the multiverse, boasts a greater variety and quantity of fungi than the Underdark. Much of it is innocuous, and some is even cultivated for food (see Plants and Fungi, above), but some of it is exceedingly dangerous.", + { + "type": "entries", + "name": "Cave Creeper", + "entries": [ + "Cave creeper is a gray-and-white fungus that flourishes near water. It is especially common in the Lowerdark where it grows close to most of the water sources. Cave creeper emits spores once a minute that cause cave terrors when inhaled. Every breathing creature within 20 feet of cave creeper when it emits spores must make a DC 12 Wisdom saving throw or suffer the effects of a {@spell confusion} spell. Sunlight, as well as any amount of acid, cold, or fire damage instantly destroys a patch of cave creeper." + ] + }, + { + "type": "entries", + "name": "Fire Fungus", + "entries": [ + "This fungal growth sheds natural warmth, raising the temperature within 30 feet of it by 10 degrees. However, any open flame brought within 10 feet of fire fungus causes it to explode. All creatures within a 30-foot radius of the exploding fire fungus must make a DC 15 Dexterity saving throw or take between {@dice 3d6} to {@damage 7d6} fire damage, depending on the size of the fire fungus patch. Such an explosion kills the fire fungus. Besides making it explode, the only other way to kill a patch fire fungus is by dealing cold damage to it equal to the amount of square feet the patch covers.", + "Some Underdark races use fire fungus for warmth instead of fires, since kindling and firewood are scarce in the Realms Below. Grimlocks and gloamings especially favor it." + ] + }, + { + "type": "entries", + "name": "Fool's Water", + "entries": [ + "This slime looks like a small spring of water, but a DC 15 Intelligence ({@skill Nature}) check can reveal its true nature upon inspection. Any creature that touches fool's water takes {@damage 1d6} acid damage. Thereafter, the substance clings to the victim like slime, dealing the same amount of acid damage each round for the next {@dice 2d6} rounds. On the first round of contact, it can be scraped off easily, but after that it must be frozen, burned, or cut away. (All of these processes apply damage to the victim as well.) Against wood or metal, fool's water deals {@damage 1d6} acid damage but has no continuing effect.", + "Fool's water is extremely reactive with regular water. Trying to wash the slime off with water causes an explosion that deals {@damage 3d6} acid damage to every creature within 10 feet.", + "Extreme cold, extreme heat, or sunlight destroys a patch of fool's water. Casting {@spell purify food and drink} on fool's water turns it into potable water." + ] + }, + { + "type": "entries", + "name": "Wisp Lichen", + "entries": [ + "This white lichen clings to the ceilings of high caverns and poses a threat primarily to flying creatures. A creature that touches the lichen's sticky strands must succeed on a DC 12 Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While the creature is {@condition paralyzed}, the lichen slowly digests its prey, dealing {@damage 1d4} acid damage at the start the creature's turn.", + "Earth-bound predators usually lurk near patches of wisp lichen, waiting for the crash or thud that indicates a tasty morsel of {@condition paralyzed} prey has fallen to earth." + ] + } + ] + }, + { + "type": "entries", + "name": "Diseases", + "page": 139, + "entries": [ + "The Underdark environment also poses a considerable threat in terms of disease. All the diseases described in the {@book Dungeon Master's Guide|DMG} exist in the Realms Below, but a few diseases are unique to this realm.", + "All of these diseases can be cured by magic that removes disease, but the spell slot used must be equal to or greater than the number of days the creature has been infected, up to 9th level.", + { + "type": "entries", + "name": "Lungrot", + "entries": [ + "This disease most often strikes air-breathing creatures that have been sealed inside ancient ruins.", + "A creature that inhales air permeated with lungrot must succeed on a DC 10 Constitution throw or become infected. Within {@dice 1d4} hours after infection the creature's breathing becomes labored and it gains one level of {@condition exhaustion}. Until the disease is cured, levels of {@condition exhaustion} can't be removed by any means, and the creature gains an additional level of {@condition exhaustion} whenever they finish a long rest. A creature that dies from this disease has a 50% chance of reanimating as a zombie within {@dice 1d6} days of expiring. The zombie creature has no memory of its former life, but does feel compelled to return to the origin of its lungrot.", + "After the disease is cured, the creature must still recover from any levels of {@condition exhaustion} they have accumulated." + ] + }, + { + "type": "entries", + "name": "Scaleflake", + "entries": [ + "This disease most often strikes aquatic or reptilian creatures, but anyone swimming, wading, or submerged in tainted water can contract it.", + "When a humanoid creature comes in contact with the disease, the creature must succeed on a DC 15 Constitution saving throw or become infected.", + "It takes 24 hours for scaleflake's symptoms to manifest in an infected creature. Symptoms include swelling, oozing, and smelly pustules coating the surface of the afflicted creature's body. An infected creature's speed is reduced by 10, and it has disadvantage on Charisma checks. Additionally, any non-moving water source within 5 feet of the infected creature becomes tainted with the disease.", + "At the end of each long rest, an infected creature must make a DC 15 Constitution saving throw. On a successful save, the creature recovers from the disease. Once recovered, the creature is immune to scaleflake for 1 month." + ] + }, + { + "type": "entries", + "name": "Softpox", + "entries": [ + "This disease is endemic among the vermin populations of the Underdark. When a creature comes in contact with softpox, it must make a DC 20 Constitution saving throw. On a success, the creature is immune to softpox for life. Otherwise, the creature is infected.", + "Within 24 hours, the disease makes the skin soft, swollen, and tender. This effect reduces the creature's natural AC by 1 point each time the creature finishes a long rest. Once the creature's natural AC reaches 10 (whether by reduction or because the creature had no natural armor bonus in the first place), the creature also takes {@damage 2d10} necrotic damage each time it finishes a long rest. If this disease reduces the creature's natural AC to 0, the creature dies and their body disintegrates." + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Spelunking", + "page": 140, + "entries": [ + { + "type": "quote", + "entries": [ + "Ways change" + ], + "by": "Jarlaxele" + }, + "When traveling in cramped natural tunnels and through narrow, low corridors that vary widely in diameter, it is difficult to move as quickly or fight as efficiently as normal.", + { + "type": "entries", + "name": "Cramped Spaces", + "page": 140, + "entries": [ + "Many natural caves are extremely difficult to navigate. Narrow fissures, corkscrew passages, and low ceilings are common obstacles in the limestone caves of the Underdark. Any creature fighting in a cramped space suffers a -2 penalty to AC. Beyond that, the following adjustments apply, depending upon which weapons and movement a creature uses in combat.", + { + "type": "entries", + "name": "Attacking in Cramped Spaces", + "page": 140, + "entries": [ + "In tight spaces, creatures will almost always benefit from half or three-quarters cover, even if they are adjacent to each other. However, weapons that deal piercing damage are treated normally out to a range of 10 feet from the attacker." + ] + }, + { + "type": "entries", + "name": "Terrain in Cramped Spaces", + "page": 140, + "entries": [ + "Simply moving through wild caves and unworked tunnels can often be a challenge. To account for this, cramped spaces are considered difficult terrain to all non-native creatures traveling through the Underdark." + ] + }, + { + "type": "entries", + "name": "Movement in Cramped Spaces", + "page": 140, + "entries": [ + "Movement through the dangerous caves and tunnels of the Underdark often involves more than simply walking. Creatures might have to climb, crawl, swim, or jump to get where they need to go.", + { + "type": "entries", + "name": "Climbing, Swimming, and Crawling.", + "entries": [ + "While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the DM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength ({@skill Athletics}) check. Similarly, gaining any distance in rough water might require a successful Strength ({@skill Athletics}) check." + ] + }, + { + "type": "entries", + "name": "Long Jump", + "entries": [ + "When a creature attempts a long jump, it covers a number of feet up to its Strength score if it moves at least 10 feet on foot immediately before the jump. When the creature makes a standing long jump, it can leap only half that distance. Either way, each foot it clears on the jump costs a foot of movement.", + "This rule assumes that the height of the jump doesn't matter, such as a jump across a stream or chasm. At the DM's option, the creature must succeed on a DC 10 Strength ({@skill Athletics}) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, the creature hits it.", + "When the creature lands in difficult terrain. it must succeed on a DC 10 Dexterity ({@skill Acrobatics}) check to land on its feet. Otherwise, it lands {@condition prone}." + ] + }, + { + "type": "entries", + "name": "High Jump", + "entries": [ + "When it attempts a high jump, a creature can leap into the air a number of feet equal to 3 + its Strength modifier if it moves at least 10 feet on foot immediately before the jump. When it makes a standing high jump, it can jump only half that distance. Either way, each foot it clears on the jump costs a foot of movement. In some circumstances, the DM might allow a creature to make a Strength ({@skill Athletics}) check to jump higher than it normally can.", + "A creature can extend its arms half its height above its body during the jump. Thus, it can reach above a distance equal to the height of the jump plus 1½ times its height." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Getting Lost", + "page": 141, + "entries": [ + "It's not possible to get lost in a miles-long tunnel that has no branches, but sailing across a subterranean sea, or clambering through a twisting, turning maze-like cave offers plenty of opportunities for becoming lost.", + "The Realms Below combine both poor visibility and treacherous terrain, so any time would-be explorers venture away from clearly marked trails, they may become lost. When such a possibility exists, the party chooses one member that must succeed on a Wisdom ({@skill Survival}) check once per hour or becomes lost (see the Orientation DCs chart). Characters that are native to the Underdark or possess a reliable map have advantage on this check.", + { + "type": "table", + "caption": "Oriention DCs", + "colLabels": [ + "Area Type", + "DC" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Lake or Sea", + "10" + ], + [ + "Gorge or Rift", + "10" + ], + [ + "Cave or Vault", + "15" + ], + [ + "Abyss", + "20" + ], + [ + "Maze cave", + "25" + ] + ] + }, + "After each Wisdom ({@skill Survival}) check, the DM can consult the Orientation Results table to determine an outcome to the hour's travel.", + { + "type": "table", + "caption": "Oriention Results", + "colLabels": [ + "Check Result", + "Outcome" + ], + "colStyles": [ + "col-4 text-center", + "col-8" + ], + "rows": [ + [ + "Natural 20", + "Distance covered in half the time, unhindered" + ], + [ + "10+ over DC", + "Distance covered, unhindered, and the party discovers a random treasure or beneficial location" + ], + [ + "5-9 over DC", + "Distance covered, unhindered" + ], + [ + "0-4 over DC", + "Distance covered, with random encounter ({@chance 50|50%||Party has Suprise|Party does not have Suprise} chance party has surprise)" + ], + [ + "1-4 under DC", + "Lost for 1 hour, no distance covered" + ], + [ + "5-9 under DC", + "Lost for 1d4+1 hours, no distance covered" + ], + [ + "10+ under DC", + "Random Encounter ({@chance 50|50%||Party is not ambushed|Party is ambushed} chance party is ambushed), no distance covered" + ], + [ + "Natural 1", + "Crisis (gear is lost, map is fake, dangerous threat in the area), no distance covered" + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Navigation", + "page": 141, + "entries": [ + "When your party declares that they are traveling 12 hours or more to a specific location, set a Navigation DC based on the guidance the party has and the concealment of the location, whichever is higher. The party chooses one member that must make a Wisdom ({@skill Survival}) skill check against the Navigation DC (see the Navigation DCs table). Apply modifiers for {@quickref travel pace|PHB|4} listed in the {@book Player's Handbook}. Depending on the distance to the location, the DM determines how many successful checks will be necessary to arrive at the destination.", + { + "type": "table", + "caption": "Oriention DCs", + "colLabels": [ + "Guidance", + "Concealment", + "DC" + ], + "colStyles": [ + "col-5 text-center", + "col-5 text-left", + "col-2 text-center" + ], + "rows": [ + [ + "Guide", + "None", + "5" + ], + [ + "Gorge or Rift", + "None", + "10" + ], + [ + "Cave or Vault", + "None", + "15" + ], + [ + "Signs", + "Mundane", + "20" + ], + [ + "Directions", + "Illusory Magic", + "25" + ], + [ + "None", + "Regional Magic", + "30" + ] + ] + }, + "After each Wisdom ({@skill Survival}) check, the DM can consult the Orientation Results table above to determine an outcome to that period of travel. When traveling longer distances, the amount of time lost on a failure can be increased from a number of hours to a number of days. It is also possible that a lack of forward progress leads to heading in the wrong direction, adding additional time to the journey." + ] + }, + { + "type": "entries", + "name": "Foraging", + "page": 142, + "entries": [ + "Characters can gather food and water as the party travels at a normal or slow pace. When a party forages together, they choose one character to a make a Wisdom ({@skill Survival}) check with advantage against the DC determined by the abundance of food and water in the region.", + { + "type": "table", + "caption": "Foraging DCs", + "colLabels": [ + "Area Type", + "DC" + ], + "colStyles": [ + "col-6 text-center", + "col-6 text-center" + ], + "rows": [ + [ + "Lake or Sea", + "5" + ], + [ + "Gorge or Rift", + "10" + ], + [ + "Cave or Vault", + "15" + ], + [ + "Abyss or Maze cave", + "20" + ] + ] + }, + "After the Wisdom ({@skill Survival}) check, the DM can consult the Foraging Results table to determine the outcome.", + { + "type": "table", + "caption": "Foraging Results", + "colLabels": [ + "Check Result", + "Outcome" + ], + "colStyles": [ + "col-4 text-center", + "col-8" + ], + "rows": [ + [ + "Natural 20", + "The party finds enough Hair of Eilistraee to make 1d4 {@item potion of healing||potions of healing}, and enough food and water for 1 day." + ], + [ + "10+ over DC", + "The party finds enough food and water for 3 days." + ], + [ + "5-9 over DC", + "The party finds enough food and water for 2 days." + ], + [ + "0-4 over DC", + "The party finds enough food and water for 1 days." + ], + [ + "1-4 under DC", + "The party finds no food or water." + ], + [ + "5-9 under DC", + "The party exhausts themselves in the search, needing to use up an additional day's worth of food and water." + ], + [ + "10+ under DC", + "The party finds a patch of {@hazard Cave Creeper|JBoE}, {@hazard Fire Fungus|JBoE}, {@hazard Fool's Water|JBoE}, or has a random encounter." + ], + [ + "Natural 1", + "One of the party members gets separated from the group and lost." + ] + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Underdark Regions", + "page": 142, + "entries": [ + { + "type": "quote", + "entries": [ + "People always want it mapped, to make sense. Here, in the Underdark, it is always one step beyond." + ], + "by": "Jarlaxele" + }, + "While many surface dwellers regard the Underdark as all the same (one big cave, infested with hungry monsters), the wise adventurer prepares by studying what surface dwellers know about the Realms Below before venturing underground. Knowing what sorts of creatures and dangers lurk at what depths might mean the difference between life and death.", + "The Underdark is divided into three general levels: The Upperdark, the Middledark, and the Lowerdark.", + { + "type": "entries", + "name": "The Upperdark", + "page": 142, + "entries": [ + "The Upperdark extends from the surface to a depth of about 3 miles. Varied races inhabit this region, including chitines, udadrow, dwarves, giants, all manner of goblinoids, orcs, svirfneblin, and wererats. Scouts from deeper races often venture into the Upperdark in order to trade with (or prey on) the races native to this area.", + "The Upperdark's main import from the surface is slaves. Slavers from evil-aligned cities in the Upperdark make frequent forays into the light to capture new slaves for use as either labor or food. They also trade for textiles, grains, fruit, and weapons. Their exports include raw ore, refined metals, gems, and native Underdark plants.", + "Travel in the Upperdark is relatively easy. Multiple paths to a single point usually exist, thanks to millennia of natural processes, volcanic activity, burrowing creatures, and various races cutting trails through the rock. In most places the surrounding earth is composed of rock, but near the surface, tunnels can be hewn out of tightly packed dirt, allowing creatures with burrow speeds that can't cut through rock to blaze their own trails in a pinch.", + { + "type": "entries", + "name": "Surviving in the Upperdark", + "page": 143, + "entries": [ + "{@skill Survival} checks made to hunt, forage, and avoid natural hazards in the Upperdark use the same DCs as normal surface conditions. Basic amenities such as light, air, food, and water are less available in the Upperdark than on the surface, but they are common enough. Luminescent flora and {@i {@variantrule faerzress|JBoE}} provide occasional light, though not consistently enough to allow a creature without {@sense darkvision} to travel without an independent light source. Vents from the surface keep air fresh and moving in the passages, so air quality is rarely an issue. Enormous underground lakes spread across hundreds of miles in some regions, and water trickles down from the surface in many others. Many water sources are guarded or fouled, but quite a few are both clean and open for anyone to use. Many different types of wild fungi are edible, and the Underdark equivalent of small game (rats, dire rats, lizards, and giant vermin) can easily be found in the tunnels. Domesticated animals, such as deep rothé, can also be found near most major population centers." + ] + }, + { + "type": "entries", + "name": "Denizens of the Upperdark", + "page": 143, + "entries": [ + "Most Upperdark inhabitants traffic with the surface world in some way, either trading with or raiding their upstairs neighbors for things they can't get in their native habitat. They also trade with (and raid) each other. No Underdark community is ever really friendly with another, but Upperdark settlements often observe wary truces with their neighbors.", + { + "type": "entries", + "name": "Chitines", + "entries": [ + "Though they are sometimes considered too small, weak, or fearful to matter, chitines are quite capable of killing those who underestimate them. They are far more clever and malicious than they seem to be\u2014clever enough to avoid fights they're not sure they can win, at the very least. Chitine nests can be found in web-filled caverns throughout the Upperdark, but the largest concentration of these spiderfolk is the realm of Yathchol in the northern Underdark." + ] + }, + { + "type": "entries", + "name": "Dwarves", + "entries": [ + "For thousands of years, the great dwarven realms of the surface world have expanded downward instead of outward. Neither gold dwarves nor shield dwarves harbor any fear of the Underdark, and their cities are often buried in the upper reaches of the Realms Below. The kingdom of Iltkazar is the strongest shield dwarf realm remaining in the Underdark, and the gold dwarves there retain extensive Underdark holdings in the vicinity of the Great Rift. Unlike the duergar, who prefer the deeper portions of the Underdark, gold and shield dwarves keep fields and livestock on the surface and trade extensively with surface folk. These dwarves are gifted engineers and industrious workers, and they have built many roads and bridges in the Underdark." + ] + }, + { + "type": "entries", + "name": "Goblins", + "entries": [ + "Bugbears, goblins, and hobgoblins often establish outposts and settlements in the Upperdark, from which they can easily raid nearby surface lands. Goblinoids may in fact be the most numerous of the Underdark's races, but they have raised no great cities and delved no great caverns. Most goblinoid tribes exist in a state of barbaric squalor. Goblins in particular are commonly found as slaves in the cities of crueler and more sophisticated races, such as the udadrow and the duergar." + ] + }, + { + "type": "entries", + "name": "Quaggoths", + "entries": [ + "These so-called deepbears frequently band together to raid and forage throughout the Underdark. They once had a kingdom, Ursadunthar, deep beneath the Spine of the World, but it fell to the duergar of Gracklstugh in-1350 DR. Most quaggoth bands now survive by roaming the deeps as nomadic hunter-gatherers and supplementing their diets with anything (or anyone) that falls into their bloody claws. Like goblins, quaggoths are frequently encountered as slaves in the cities of more civilized Underdark denizens, such as udadrow." + ] + }, + { + "type": "entries", + "name": "Minotaurs", + "entries": [ + "Hulking and fierce minotaurs dwell in the Upperdark, usually favoring the most confusing and complex cave systems for their lairs. Minotaurs generally live by raiding and plunder, although more than a few sell their services to other folk who offer gold and food in exchange for a chance to fight. Minotaurs are kept as slaves by Upperdark dwellers such as udadrow and mind flayers, but such slaves are not numerous. The vast delve known as the Labyrinth was once a minotaur empire of sorts. While no signs of the former minotaur civilization remain, thousands of the creatures still infest the area." + ] + }, + { + "type": "entries", + "name": "Orcs", + "entries": [ + "Like goblins, orcs often settle in the upper caverns of the Underdark. Caverns close to the surface offer shelter from the hated sun and easy defensibility with a minimum of work, and most orcs are only too happy to take advantage of that combination. Orcs are often enslaved by deeper-dwelling races, so they can be found almost anywhere in the Underdark." + ] + }, + { + "type": "entries", + "name": "Svirfneblin", + "entries": [ + "The deep gnomes live in hidden caves and secretive strongholds throughout all three layers of the Underdark, but most of them dwell in the Upperdark and Middledark. Deep gnomes avoid trouble by simply staying well clear of it, and few strangers ever blunder across svirfneblin towns. The svirfneblin city of Blingdenstone fell recently to a demonspawned udadrow assault." + ] + }, + { + "type": "entries", + "name": "Stone Giants", + "entries": [ + "Powerful and ponderous in action and thought, stone giants are strong enough to keep all but the most magically powerful of foes at bay. These creatures delve enormous quarries for their homes, and they can work wonders with their chosen medium. Few in number, stone giants leave other folk alone and expect the same courtesy from anyone passing through their lands. The most powerful stone giant realm is the kingdom of Cairnheim, beneath the Giant's Run Mountains." + ] + }, + { + "type": "entries", + "name": "Troglodytes", + "entries": [ + "Perhaps no other race is as universally detested as the troglodytes. These bloodthirsty savages descend on the realms of other Underdark folk like a plague of locusts and immediately set about raiding, pillaging, and killing anyone unfortunate enough to be nearby. They occasionally serve as slaves to more powerful races, but only in those places where more tractable (and less vile) slaves aren't widely available. Troglodytes were once much more widespread in the Underdark than they are now, but they have been rooted out and exterminated in many places. Most troglodytes now live in the southern portions of the Underdark, particularly beneath the Mhair and Black Jungles." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "The Middledark", + "page": 144, + "entries": [ + "The Middledark lies between 3 and 10 miles beneath the surface of Faerûn. Larger cities of udadrow and duergar are in the Middledark. Other inhabitants include lone aboleths, cloakers, derro, grimlocks, and kuo-toas. A few mind flayer outposts are scattered throughout this level as well.", + "Settled communities in the Middledark commonly send trade caravans and raiding parties to the surface, or at least up to Upperdark trading centers such as Menzoberranzan and Ooltul. Visitors from the surface are rare and tend to be viewed as potential slaves or food. Caravan travel brings mostly luxuries; staples must be grown locally.", + "Travel in the Middledark can be difficult. In many cases, it's simply not possible to go from one place to another because no caves or tunnels lead in the right direction. To overcome this drawback, many of the races that dwell at this depth are prolific portal builders and tunnelers.", + { + "type": "entries", + "name": "Surviving in the Middledark", + "page": 144, + "entries": [ + "The Middledark is, at its best, worse than the harshest surface deserts. The DC for any Wisdom ({@skill Survival}) check made in the Middledark automatically increases by 5, even for natives. Wild resources are hard to find, and most of those that do exist have already been placed under guard by someone else.", + "Glowing fungi and lichens are less common at this depth than they are in the Upperdark. They can be easily cultivated, but most concentrations of them appear in cities, not in the wild. Air tends to be stale, but breathable, though poisonous fumes choke out normal air in a few areas. In many places, water is scarce, and any large supply is well guarded. Creatures living at this depth get most or all of their water from the fluids in other creatures they eat. Food is the most plentiful of the necessities at this depth, but even that becomes an issue at the lower end of the depth range." + ] + }, + { + "type": "entries", + "name": "Denizens of the Middledark", + "page": 145, + "entries": [ + "No alliance is permanent in the Middledark.", + "Some communities maintain wary trading partnerships with others, but it is understood that if one party ever grows stronger than the other, the terms of the partnership will change\u2014perhaps drastically. Even in the most open of Middledark cities, newcomers can expect to be challenged (physically or otherwise) unless they make a pointed display of power upon entry.", + { + "type": "entries", + "name": "Udadrow", + "entries": [ + "Most udadrow cities occupy large vaults or caverns in the Middledark. At these depths, {@i {@variantrule faerzress|JBoE}} is common and powerful, and the dark elves have developed many potent spells and defenses that harness the Underdark's magical radiation for their own purposes. The Middledark also offers the defense of distance\u2014a udadrow outpost near the surface is vulnerable to the attacks of adventurers and surface elves, but moving a large army into the Middledark can't be done with ease.", + "Taken as a whole, udadrow probably have the most significant presence in the Middledark. Their cities and strongholds are numerous, wealthy, and well situated for defense, and the udadrow themselves are cruel and strong. Only the endless feuding of the great Houses constrains udadrow power. Menzoberranzan is the most famous of udadrow cities." + ] + }, + { + "type": "entries", + "name": "Duergar", + "entries": [ + "The Middledark is also home to the largest and most powerful gray dwarf realms. The duergar have no particular use for {@i {@variantrule faerzress|JBoE}} and do not worry about agesold vendettas against the surface world; they came down to the Middledark because the lower one descends into the earth, the more rare and wondrous the minerals that one can find. If the Lowerdark were not so completely inhospitable, the gray dwarves would pursue their veins of ore and gemstones all the way to the roots of the world, but lower reaches of the Middledark represent the deepest depth at which large cities can be easily sustained. Duergar cities are less numerous than those of the udadrow, but any given gray dwarf city is likely to be a strong, wealthy, and martially inclined realm quite powerful enough to deter the attacks of its hostile neighbors. The cities of Dunspeirrin and Gracklstugh are good examples of duergar realms." + ] + }, + { + "type": "entries", + "name": "Fomorians", + "entries": [ + "The most hideous and wicked of giantkind, the terrible fomorians dwell throughout the Underdark, but mostly in the middle section. They are thankfully scarce, and no one knows of any true fomorian cities of holdings in the Realms Below. However, a few dozen fomorians gathered in a keep or clanhold represent a formidable threat to their neighbors." + ] + }, + { + "type": "entries", + "name": "Grells", + "entries": [ + "Monstrous and alien, grells are usually thought of as solitary predators, but in the Underdark they have been known to gather in nests or hives numbering dozens of individuals. In settlements of this size, grells divide themselves into distinct castes, including a philosopher caste whose members boast potent abilities as psions or sorcerers. Grells make poor neighbors, since they regard all other creatures only as potential prey." + ] + }, + { + "type": "entries", + "name": "Grimlocks", + "entries": [ + "Well suited for a life in the lightless depths, grimlocks gather in large, savage tribes that are fully capable of overwhelming the cities and strongholds of more sophisticated races. Grimlocks are tireless hunters and raiders, and they often range dozens of miles from their lairs in search of food and plunder. Like the goblins and orcs of the higher levels, grimlocks are frequently enslaved by other races (particularly mind flayers) and can be found almost anywhere. The grimlocks long ago laid claim to the cavern complex called Fingerhome. Within it, the village of Reeshov is a good example of a community of free grimlocks, as is the Cavern of Cloven Heads, which is home to the twisted descendants of the Golden Eagle and Red Pony Uthgardt tribes." + ] + }, + { + "type": "entries", + "name": "Hook Horrors", + "entries": [ + "These vile abominations plague many of the Middledark's lonely and deserted passages, waylaying any travelers who come along. Hook horrors seem barely sentient, but they have been known to gather in large and dangerous bands to stake out a good source of water or a cavern of edible fungus as their own." + ] + }, + { + "type": "entries", + "name": "Kuo-Toas", + "entries": [ + "Kuo-toas are found throughout the seas of the Middledark. This once great race has dwindled over time, and many of kuotoan cities lie in ruins. The worship of the Sea Mother is all-important in kuo-toan society, and kuo-toa clerics and monks wield virtually unchallenged power over the rest of the race. Kuo-toas get along reasonably well with most other Underdark races (except aboleths), and they travel widely as traders, pilgrims, and guides.", + "The strongest kuo-toan city remaining in Faerûn's Underdark is Sloopdilmonpolop, which lies in Old Shanatar. Kuo-toas generally keep to the saltwater seas of the Underdark, leaving the freshwater lakes to the aboleths." + ] + }, + { + "type": "entries", + "name": "Maurs", + "entries": [ + "Like the stone giants or fomorians, maurs are not common, but where they walk, lesser folk get out of the way. Descendants of storm giants that were imprisoned deep in the earth long ago for some forgotten crime, maurs are unusual among Middledark races in that they are not malicious, predatory slaveholders. Some maurs are as wicked as any fomorian, of course, but for the most part, these ruined giants want nothing more than to be left alone by their neighbors." + ] + }, + { + "type": "entries", + "name": "Mind Flayers", + "entries": [ + "After the udadrow, the mind flayers are probably the most powerful, notorious, and sinister of the Underdark's peoples. Illithid cities tend to be quite small by the standards of other races\u2014few of them number more than 500 mind flayers. However, since illithids are uniquely well suited to hold great numbers of slaves and thralls, mind flayer cities may have ten times as many slaves as illithids. Unlike the slaves of the udadrow or duergar, illithid thralls are compelled to absolute loyalty and zeal in the service of their horrid masters. The mind flayers can field entire armies of thralls whenever they wish and hurl them into battle without concern for their loyalty or fighting spirit. The mind flayers prefer the lower reaches of the Middledark, but they also have numerous communities in the Lowerdark. The mighty city of Oryndoll is the most famous of their realms." + ] + }, + { + "type": "entries", + "name": "Orogs", + "entries": [ + "Stronger, smarter, and more advanced than their surface kin, the deep orcs are well suited for the fierce competition of the Underdark. Orog cities are not numerous, but they can be found throughout the northerly reaches of the Underdark, from the Spine of the World all the way to the Icerim Mountains. Orogs favor volcanic regions, so they tend to found their cities in torrid caverns too hostile for creatures without fire resistance to endure." + ] + }, + { + "type": "entries", + "name": "Umber Hulks", + "entries": [ + "Although umber hulks are sentient, they are nomadic hunters that build no cities and manufacture no tools. Their claws and mandibles are more than sufficient for their purposes. Among the most common of the Underdark's monsters, umber hulks fearlessly attack almost anything they meet, relying on their confusing gaze to scatter or paralyze most of their foes." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "The Lowerdark", + "page": 146, + "entries": [ + "No place on Toril is as strange and dangerous as the Lowerdark. This level of the Underdark extends from 10 miles below the surface to unfathomable depths and features a degree of strangeness that would drive some surface dwellers insane. Few upper-worlders ever descend to the Lowerdark, and few of the Lowerdark's denizens want anything to do with the surface world. Some of the creatures in the Lowerdark\u2014intelligent or otherwise\u2014aren't even aware of a surface world; others have heard of it but consider it a mythical place.", + "Interspecies and intraspecies strife is the rule in the Underdark. Resources are minimal, and weakness invites extermination. Most of the Lowerdark's denizens are chaotic, evil, or both. Even the vermin and animals encountered in this area are rarely ordinary\u2014many have been transfigured by crossbreeding or magical interference. Nothing here is normal or simple.", + "Travel in the Lowerdark is arduous at best. The term Lower Underdark actually refers to many places, since the great domains of Faerûn's Underdark possess fewer and fewer interconnections the deeper one delves. Only about a third of the lowest sections of the Underdark actually connect to each other. The rest of the Lowerdark consists of isolated pockets of space reachable only from the Middledark, by water, or by transportation magic.", + "Typically only one route exists to any given point, and that is what must be used unless the traveler plans to dig one. Though time consuming and cumbersome, many adventurers find it expedient to do just that, so they keep the necessary magic items and spells handy to make their own tunnels as needed. Fortunately, {@i {@variantrule faerzress|JBoE}} is rare at this depth, so teleportation can be used to travel the Lowerdark with a reasonable hope of success, assuming that the traveler has a good sense of the destination.", + { + "type": "entries", + "name": "Surviving in the Lowerdark", + "page": 147, + "entries": [ + "The Lowerdark is a strange realm warped by severe environmental and magical forces. The problems that pervade the rest of the Underdark intensify here. Resources are scarce, and control of them is continually contested. Air does filter down this far, but it is frequently stale and occasionally toxic because of geothermal fumes. Water is virtually nonexistent, and the little that is present is well guarded. Food cannot be found in the wild, unless the hunter has no aversion to cannibalism. (Many creatures at this depth survive by this means.) The Wisdom ({@skill Survival}) check DCs for most tasks increase by 10. Exacerbating these problems still further are numerous areas of wild magic and dead magic. Though {@i {@variantrule faerzress|JBoE}} is rare here, the Weave in the Lowerdark is a snarled, tangled mess. Yet another magic-complicating feature is a high degree of portal seepage (see Magical Phenomena).", + "The darkness at this depth is so deep that it seems to actively dislike light. Natural light sources fail with unnerving frequency, and magical light sources draw attackers like flies to rotten fruit. In some places, the shadows cast in areas of light are unnatural\u2014too large or too small for the light source, or cast in contradictory angles. Even beings with {@sense darkvision} see a flickering of dark around the edges of their vision, as if the darkness were trying to smother out any sight at all." + ] + }, + { + "type": "entries", + "name": "Denizens of the Lowerdark", + "page": 147, + "entries": [ + "Why would any creature with intelligence or common sense live in such a terrible environment? Some races have lived here for generation upon generation, and the Lowerdark is simply their home. Other creatures settle here to take advantage of the Lowerdark's unique magical properties, rare ores, or shelter from the hated sun. Still others view a sojourn in the Lowerdark as a temporary solution, since the dead magic areas and hostile territory may be a wanted criminal's most expedient means of avoiding capture.", + "Of course, not everyone is in the Lowerdark by choice. Some unfortunates are here because they neglected to research the destinations of the portals through which they ventured. Others have been exiled here from communities in the Middledark, the Upperdark, or even the surface world. Some udadrow matrons get rid of potentially problematic subordinates by sending them on exploratory or expansionistic raiding parties into the Lowerdark. A triumphant scout returning from the mission into the depths might find her unexpected survival fatally inconvenient to the matron who dispatched her.", + "Several Middledark races make frequent forays into the Lowerdark. Some do so because of expansionistic desires, others because they need the resources, and a scant few because they have something to prove. Grimlocks and orogs often set a coming-ofage trial for their young warriors to mark the passage between adolescence and adulthood. In a typical version of such a trial, the youth is sent into the Lowerdark, sometimes armed only with a dagger, and told to return with a trophy demonstrating his competence and ability to contribute to the community.", + { + "type": "entries", + "name": "Aboleths", + "entries": [ + "These horrible aberrations lurk in the deepest, blackest waters of the Underdark, surrounded by legions of thralls. Gifted with extraordinary intelligence and powerful magical abilities, the aboleths are the unquestioned masters of most Lowerdark lakes and seas. While some aboleth cities are quite large, small outposts (or \"broodholds\") of a dozen or so outposts are much more common." + ] + }, + { + "type": "entries", + "name": "Avolakias", + "entries": [ + "Thankfully few in number, the avolokias are master necromancers and shapechangers. In its true form, an avolakia is a 10-foot monstrosity combining insectile, octopoid, and wormlike features. Devoted to the elevation of deities of decay and undeath (including Ghaunadaur and Velsharoon, among others), an avolokia nest is surrounded by a shambling army of undead under the monsters' control. Avolakias occasionally ally with aboleths or mind flayers, but they regard humanoids of any sort as nothing more than fodder for creating more undead." + ] + }, + { + "type": "entries", + "name": "Beholders", + "entries": [ + "The Lowerdark is home to numerous beholder hives. Each of these bizarre cities can house hundreds of eye tyrants and thousands of slaves. Like mind flayers, beholders can magically compel loyalty from their thralls, and they believe that their natural role in the scheme of things is tyranny over lesser beings. Some beholder hives experiment with breeding strange servitor beholders to fill specific roles, but all eye tyrants believe that the beholder form is perfect, and that any deviation from it is monstrous. This attitude means that beholder hives make implacable enemies when they decide to go to war.", + "The city of Xonox, beneath the Lake of Steam, is an excellent example of a beholder realm." + ] + }, + { + "type": "entries", + "name": "Cloakers", + "entries": [ + "Often encountered as small bands in higher portions of the Underdark, cloakers gather into great convocations in a few places in the Middle and Lower Underdark. These strange and sinister creatures seem universally hostile to all other beings, and their teeming cities are no place for travelers to visit." + ] + }, + { + "type": "entries", + "name": "Deepspawn", + "entries": [ + "These horrible creatures give birth to monstrosities of all sorts, surrounding themselves with armies of their spawned minions. Deepspawn are found in all portions of the Underdark, but the largest, most wicked, and most fecund of the species seem to hail from the Lowerdark." + ] + }, + { + "type": "entries", + "name": "Derro", + "entries": [ + "Murderous and cruel, the derro are found at all depths of the Underdark. At the upper levels, they tend to live in small bands within the cities of other races, such as the duergar, fomorians, or kuo-toas. The true cities and strongholds of the derro are buried deep in the Lowerdark. From time to time, the derro muster their strength to fight great wars against all other creatures in the Underdark, swarming up from their hidden realms to plunder any realm unfortunate enough to lie in their path." + ] + }, + { + "type": "entries", + "name": "Desmodus", + "entries": [ + "The desmodus are perhaps the only denizens of the Lowerdark that are actually good in alignment. The desmodus do not gather in great cities or strongholds; instead they live in small families and clans scattered throughout the Lowerdark. Even with their generally benevolent outlook, however, the desmodus do not take kindly to strangers raiding their food stores or water supplies." + ] + }, + { + "type": "entries", + "name": "Destrachans", + "entries": [ + "These eyeless terrors roam the Lowerdark in hungry packs. Destrachans are the perfect Underdark predators. With their phenomenal sense of hearing and their sonic attacks, they are more than capable of stalking and slaying even well-armed parties of udadrow or surface adventurers." + ] + }, + { + "type": "entries", + "name": "Elementals", + "entries": [ + "Elemental creatures and creatures with elemental heritage (such as genasi) generally do well in the Lowerdark. In particular, earth elementals and dust, earth, and salt mephitis find the deep underground to be an ideal environment. Fire elementals, thoqqua, azer, salamanders and fire, magma, and steam mephitis love Lowerdark regions with active volcanoes. Water elementals and water mephitis occupy some of the sunless lakes and seas, while ooze mephits lurk at their fringes. Air elementals and air mephits are scarcer than the other varieties, but some can be found near portals to the Elemental Plane of Air." + ] + }, + { + "type": "entries", + "name": "Extraplanar Creatures", + "entries": [ + "Portals in the Lowerdark open into almost every plane of existence. Often these portals are not marked or maintained, but just because the Faerûn side of the portal has fallen out of use does not mean that these doorways go unremarked at their destinations. Lone fiends such as bebiliths or hellcats often find the hunting better on the Material Plane than in their home realms, and some wind up staying.", + "Others outsiders sometimes use these portals to raid Toril. Demons, devils, and other types of outsiders use Lowerdark portals of varying ages to facilitate their travels." + ] + }, + { + "type": "entries", + "name": "Psurlons", + "entries": [ + "Wormlike monsters with powerful psionic abilities, psurlons in the deep Underdark gather into communities known as clusters. Like beholders and mind flayers, they often dominate hundreds of useful thralls and set these unfortunate slaves to whatever tasks the psurlons deem needful at the time." + ] + }, + { + "type": "entries", + "name": "Tomb Tappers", + "entries": [ + "Also known as thaalud, tomb tappers are huge constructs forged as weapons of war long ago. Intelligent and free-willed, these creatures hunger for magic and pursue magic items (and those who carry them) tirelessly." + ] + }, + { + "type": "entries", + "name": "Undead", + "entries": [ + "Because undead creatures need no water, food, or air to survive, many of them find the Lowerdark almost hospitable. Liches are particularly common here, since they have no need to prey on the living and find that the Underdark offers blessed solitude for their sinister studies. Some of the mightiest liches eventually found small realms or kingdoms here. Such a kingdom could consist of hundreds or even thousands of mindless undead laborers and soldiers, led by creatures such as mummies, vampires, and wraiths." + ] + } + ] + } + ] + } + ] + }, { - "type": "entries", + "type": "section", + "name": "Underdark Encounters", + "page": 150, "entries": [ - "You can choose one spell in your spellbook from that school of magic of 2nd level or lower.", - "The next time you cast that spell at its lowest level within 24 hours, it does not expend a spell slot. When you reach 10th level in this class, you can select a spell of 3rd level or lower." - ] - } - ] - } - ] - }, - { - "name": "Spell Dampening", - "source": "JBoE", - "page": 56, - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Demesne", - "subclassSource": "JBoE", - "level": 10, - "entries": [ - "{@i 10th-level School of Demesne feature}", - "You are permanently under the effects of the {@spell nondetection} spell.", - "You have advantage against spells and other magical effects that are cast or produced by a creature or object within the radius of a patch of faezress created by your Radiate Faezress feature.", - "When you succeed on a saving throw against a spell that was cast by another creature at you alone, you can use your reaction to force that creature to roll a Constitution saving throw against your spell save DC. On a failed save, the creature takes force damage equal to your wizard level." - ] - }, - { - "name": "Faerzress Instability", - "source": "JBoE", - "page": 57, - "className": "Wizard", - "classSource": "PHB", - "subclassShortName": "Demesne", - "subclassSource": "JBoE", - "level": 14, - "entries": [ - "{@i 14th-level School of Demesne feature}", - "The influence of your constant exposure to faerzress energy has begun to effect you in strange an unpredictable ways. Whenever you cast a spell using a spell slot of 5th level or lower on your turn, and the first time you take damage from a hostile creature before your next turn, roll on the Demesne Surge table below.", - { - "type": "table", - "caption": "Demesne Surge", - "colLabels": [ - "{@dice d20}", - "Effect" - ], - "colStyles": [ - "col-4 text-center", - "col-8 text-left" - ], - "rows": [ - [ - { - "type": "cell", - "roll": { - "exact": 1 - } - }, - "Each creature, including yourself, within 30 feet of you that isn't behind total cover must make a Dexterity saving throw against your spell save DC or take damage equal to your wizard level." - ], - [ - { - "type": "cell", - "roll": { - "exact": 2 - } - }, - "The target of the next spell you cast before the end of your next turn will be determined randomly by the DM after you choose what to cast." - ], - [ - { - "type": "cell", - "roll": { - "exact": 3 - } - }, - "A burst of faerzress energy blinds you until the end of your next turn." - ], - [ - { - "type": "cell", - "roll": { - "exact": 4 - } - }, - "On your next turn, you can't cast any spells that require a spell slot." - ], - [ - { - "type": "cell", - "roll": { - "exact": 5 - } - }, - "You must spend all of your movement on your next turn moving as far away from all other creatures as possible." - ], - [ - { - "type": "cell", - "roll": { - "exact": 6 - } - }, - "You suddenly feel extremely itchy and must immediately make a Constitution saving throw to maintain your {@status concentration} if you are {@status concentration||concentrating} on a spell." - ], - [ - { - "type": "cell", - "roll": { - "exact": 7 - } - }, - "You become intensely paranoid until the end of your next turn and can't take any actions that would directly aid an ally." - ], - [ - { - "type": "cell", - "roll": { - "exact": 8 - } - }, - "You lose your balance and fall {@condition prone}." - ], - [ - { - "type": "cell", - "roll": { - "exact": 9 - } - }, - "You accidentally drop your spellbook." - ], - [ - { - "type": "cell", - "roll": { - "exact": 10 - } - }, - "You sneeze loudly." - ], - [ - { - "type": "cell", - "roll": { - "exact": 11 - } - }, - "Your fingers tingle." - ], - [ - { - "type": "cell", - "roll": { - "exact": 12 - } - }, - "You speed is increased by 10 feet on your next turn." - ], - [ - { - "type": "cell", - "roll": { - "exact": 13 - } - }, - "You gain advantage on your next attack roll until the end of your next turn." - ], - [ - { - "type": "cell", - "roll": { - "exact": 14 - } - }, - "You gain advantage on the next saving throw you make until the end of your next turn." - ], - [ - { - "type": "cell", - "roll": { - "exact": 15 - } - }, - "You force one creature you target with a spell that requires a saving throw before the end of your next turn to make their saving throw with disadvantage." - ], - [ - { - "type": "cell", - "roll": { - "exact": 16 - } - }, - "You instantly cast the misty step spell without expending a spell slot or using your bonus action." - ], - [ - { - "type": "cell", - "roll": { - "exact": 17 - } - }, - "You instantly regain hit points equal to half your wizard level (rounded down)." - ], - [ - { - "type": "cell", - "roll": { - "exact": 18 - } - }, - "You instantly cast the shield spell without expending a spell slot or using your reaction." - ], - [ - { - "type": "cell", - "roll": { - "exact": 19 - } - }, - "Double the amount of damage you deal to one target with the next damaging spell you cast before the end of your next turn." - ], - [ - { - "type": "cell", - "roll": { - "exact": 20 + "Thirty Underdark encounters are presented here for groups that use them and are suggested for parties of characters level 1-5.", + { + "type": "entries", + "name": "1. A Friend in Need", + "page": 150, + "entries": [ + { + "type": "inset", + "entries": [ + "A soft, blue glow emanates from the clearing ahead. It appears to be coming from the tentacles of several small, stalk-eyed saucers floating above an injured friend. One of these creatures notices you and glides over curiously while its tentacles turn from blue to green." + ] + }, + "This cloister of {@dice 2d6} {@creature flumph||flumphs} grieves over their friend who was gored by a minotaur. They are not aggressive but defend themselves if necessary. The curious {@creature flumph} telepathically asks the party for help.", + "The injured {@creature flumph} dies in 10 minutes unless saved with a DC 14 Wisdom ({@skill Medicine}) check or 5 points of healing. If saved, it recovers and rises off the ground. The grateful {@creature flumph} undulates a spectrum of color and accompanies the party on their travels. {@creature flumph||Flumphs} are susceptible to the evil thoughts of others, turning red when such thoughts are detected within 60 feet." + ] + }, + { + "type": "entries", + "name": "2. Back from the Hunt", + "page": 150, + "entries": [ + { + "type": "inset", + "entries": [ + "You hear deep voices arguing in Giant under a rocky ledge ahead." + ] + }, + "{@dice 1d2 + 1} {@creature ogre||orges} stand around the corpse of a {@creature giant lizard}. They took the wrong way home and are now faced with the task of getting themselves and their feast over the ledge.", + "The {@creature ogre||orges} fight to the death if approached unless the party offers to help them, in which case the {@creature ogre||orges} cautiously comply. If helped, the {@creature ogre||orges} offer some words of \"wisdom\" before going on their way-a gift of food is the surest way to an ogre's heart." + ] + }, + { + "type": "entries", + "name": "3. Belgos' Cabin", + "page": 151, + "entries": [ + { + "type": "inset", + "entries": [ + "Embedded in the wall of the cavern to the right is a wooden door engraved with a large, green rune. There doesn't appear to be any sort of knob or handle on the door, but there is a clear set of footprints leading up to it." + ] + }, + "The rune on the door can be identified as the symbol of abjuration magic with a successful DC 12 Intelligence ({@skill Arcana}) check and opens the door when touched. An enterprising drow {@creature mage} named Belgos makes his home in this magical private sanctum, styled like a log cabin on the inside. He's smoking a pipe by the fireplace when the players enter.", + "Belgos considers the pursuit of knowledge to be paramount, preferring to not waste time fighting everything and everyone that stumbles upon his cabin, but does so if significantly disrespected. Currently, he is studying aberrations, monstrosities and the undead, and rewards the party for monstrous remains or where to find them. The reward is a choice of a {@item ring of evasion} or a {@item ring of feather falling}. A player can relay directions to where they last encountered such creatures with a successful DC 16 Wisdom ({@skill Survival}) check." + ] + }, + { + "type": "entries", + "name": "4. Chattering Nook", + "page": 151, + "entries": [ + { + "type": "inset", + "entries": [ + "You stumble upon a freshly deserted campfire in an alcove off the path. It looks like whoever it was left in a hurry, as there are still embers in the fire and several barrels of supplies. You can hear strange pattering sounds in the area, as if there's a downpour of rain." + ] + }, + "{@dice 2d4 + 2} {@creature giant centipede||giant centipedes} make their home in the nook are what made the previous inhabitants of the camp flee in horror without any of their supplies.", + "There are three barrels in the camp: one with half-eaten rations, one with clean water, and one with a small amount of grease. The barrel with rations contains two of the giant centipedes who get the attention of their allies above if disturbed." + ] + }, + { + "type": "entries", + "name": "5. Corrupted Ancestry", + "page": 152, + "entries": [ + { + "type": "inset", + "entries": [ + "A tall limestone monolith with a carved female face rises all the way to the ceiling of the cave. At its base, deformed, eye-less humanoids dance while swinging around spiked clubs made of bone." + ] + }, + "{@dice 2d6} {@creature grimlock||grimlocks} worship this monolith devoted to Shar, the Dark Lady. Grimlocks are believed to be the descendants of the first surface dwellers to live in the Underdark, and as such bear a resemblance to various surface races. They're in a good mood, reluctant to attack unless provoked.", + "Players choosing to pray at the monolith can make a DC 15 Intelligence ({@skill Religion}) check and on a pass, gain advantage on saves against enchantment, illusion and necromancy spells for 3 days." + ] + }, + { + "type": "entries", + "name": "6. Deification", + "page": 152, + "entries": [ + { + "type": "inset", + "entries": [ + "A group of fish-men stand chanting in a circle around a bound drow prisoner atop a large, flat boulder. The one leading the chant wears a black silk robe and holds a two-pronged staff." + ] + }, + "{@dice 2d6} {@creature kuo-toa} led by a {@creature kuo-toa whip} are performing a ritual sacrifice to their goddess, Blibdoolpoolp, represented by a black pearl worth 500gp hanging around the whip's neck.", + "The black pearl has become sentient as a result of the kuo-toas' worship and has Wisdom, Intelligence and Charisma scores of 7 along with telepathic ability. It has a particular disdain for illithids and udadrow for their aggressions against kuo-toa." + ] + }, + { + "type": "entries", + "name": "7. Exhausted Mine", + "page": 153, + "entries": [ + { + "type": "inset", + "entries": [ + "The sides of this cavern are dotted with entrances to old mineshafts, the largest of which stands before you. Floating over piles of corpses inside the heavily mined shaft is what looks like several huge eyeballs with stalks branching out from them in every direction. They all stare blankly at you standing at the mine's entrance." + ] + }, + "The eyes that look like beholders are actually {@dice 2d6} {@creature gas spore||gas spores}. The mine has been tapped and abandoned; the only signs of previous civilized use are rusted rail tracks and scattered pickaxes.", + "Players wishing to pass through the gas spores crowding the narrow mineshaft must succeed on a DC 11 Dexterity ({@skill Acrobatics}) check or bump into one and be hit by its Touch action." + ] + }, + { + "type": "entries", + "name": "8. Eyes in the Dark", + "page": 153, + "entries": [ + { + "type": "inset", + "entries": [ + "A patchy cloud of black smoke fills the grotto ahead. From the smoke, you can make out a large green eye casting its gaze upon you. The longer you look into it, the brighter it appears." + ] + }, + "This grotto is lightly obscured as a result of the patchy smoke cloud, imposing disadvantage on {@skill Perception} (Wisdom) Checks that rely on sight. {@dice 1d2} {@creature nothic||nothics} stalk the party from the darkness, using their weird insight to discover the party's weaknesses before attacking." + ] + }, + { + "type": "entries", + "name": "9. Face-Huggers", + "page": 154, + "entries": [ + { + "type": "inset", + "entries": [ + "You carefully follow a winding path down the side of a cavern. A sea of stalactites loom overhead and headless bodies lie under feet, but nothing can be seen over the ledge but darkness." + ] + }, + "{@dice 1d6 + 1} {@creature darkmantle||darkmantles} are camouflaged as stalactites, waiting for prey to wander into the range of their {@sense blindsight}. If a {@creature darkmantle} fails its pounce on a target, it flies back up for another try." + ] + }, + { + "type": "entries", + "name": "10. Fungal Forest", + "page": 154, + "entries": [ + { + "type": "inset", + "entries": [ + "A humid smell-both sweet and rotten - fills your lungs as you approach the cave. Dozens of species of fungi, some several stories tall, have overgrown in this cavern and turned it into a thick forest. While the cavern is mostly grey, some brightly colored fungi can be found along the walls." + ] + }, + "{@dice 2d6} {@creature violet fungi} are mixed in with {@dice 1d4} bright red mushrooms along the walls. The red mushrooms can be made into {@item potion of healing|DMG|potions of healing} using an herbalism kit. A DC 14 Intelligence ({@skill Nature}) check can be made to identify either of the species of fungi." + ] + }, + { + "type": "entries", + "name": "11. Guano-Filled Cave", + "page": 155, + "entries": [ + { + "type": "inset", + "entries": [ + "The ground of the cavern ahead is covered in a layer of guano several inches thick. Several giant bats hang sleeping from the high ceilings." + ] + }, + "The guano blankets scraps from fallen adventurers on the floor, making it difficult terrain. Characters can sneak through undetected with a successful DC 12 Dexterity ({@skill Stealth}) check. On a fail, glass breaks underfoot through the guano, waking {@dice 2d4} {@creature giant bat||giant bats}." + ] + }, + { + "type": "entries", + "name": "12. Hunting Party", + "page": 155, + "entries": [ + { + "type": "inset", + "entries": [ + "You climb over a rock-fall on the path when you spot a group of udadrow camped around a fire nearby. One of them pulls giant bats and beetles out of a linen sack and skewers them with a spit to be roasted over the fire." + ] + }, + "This camp of {@dice 2d4} {@creature drow||udadrow}\u2014who are resting after a successful hunting trip\\u2014blocks the path ahead. They've grown tired of hunting the same dumb creatures and long for some more interesting game.", + "The sacks around the camp are packed with 50 feet of {@item hempen rope (50 feet)|PHB}, 15 feet of iron chains, and 2 {@item spell scroll (2nd level)|DMG|scrolls} of {@spell lesser restoration}." + ] + }, + { + "type": "entries", + "name": "13. Lights in the Tunnel", + "page": 156, + "entries": [ + { + "type": "inset", + "entries": [ + "The cavern narrows into a long, straight tunnel. At the end, bright orange lights dance back and forth as if a torch-bearing mob is approaching." + ] + }, + "The lights are from the glands of {@dice 2d6} {@creature giant fire beetle||giant fire beetles} who are seeking new shelter in the party's direction. These glands continue to shed light for {@dice 1d6} days after a beetle's death." + ] + }, + { + "type": "entries", + "name": "14. Little Escapees", + "page": 156, + "entries": [ + { + "type": "inset", + "entries": [ + "You walk across a wide, polished, stone bridge leading to a gatehouse guarded by drow. Beyond the gate you see glimpses of a city in this enormous cavern. As you draw near, the gatehouse shakes from an explosive blast in the walls extending from it. Several grey-skinned gnomes in tattered rags stumble out from the hole and sprint past. A hail of arrows falls all around you as the drow guardsmen attempt to stop the deep gnome slaves' escape." + ] + }, + "Have the gnomes and players make a DC 12 Dexterity saving throw and take {@damage 1d10} piercing damage from the hail of arrows, or half as much on a success.", + "{@dice 2d4} {@creature deep gnome||deep gnomes} attempt to escape from their servitude in the drow city beyond the wall. The {@dice 2d4} {@creature drow||udadrow} guards turn the players away unless they bring at least one slave back alive. If chased down, the {@creature deep gnome||deep gnomes} fight to the death." + ] + }, + { + "type": "entries", + "name": "15. Lizard Den", + "page": 157, + "entries": [ + { + "type": "inset", + "entries": [ + "The surrounding area is alive with colorful fungi and the sounds of buzzing insects. Standing under the cap of a giant 12-foot-tall mushroom, you can hear slurping and hissing sounds coming from above." + ] + }, + "{@dice 2d4} {@creature giant lizard||giant lizards} lounge atop the giant mushroom, feasting on the multitude of insects here." + ] + }, + { + "type": "entries", + "name": "16. Minotaur Bridge Sentry", + "page": 157, + "entries": [ + { + "type": "inset", + "entries": [ + "You hear deep, strained breathing from up ahead. A hulking, black-furred minotaur is tightening the rope supports of a rickety wooden bridge spanning the 15-foot-wide chasm behind it. Three gold rings rise-up two sharp, curved horns on its bull head, on its back, a tarnished great-axe." + ] + }, + "Upon discovering the party, the {@creature minotaur} runs to the other side of the bridge, cuts the supporting ropes (two ropes; AC 11, HP 5), and then runs to alert his fellow raiders. The splintered boards of the bridge break if more than one Medium or larger creature attempts to cross at once. If anyone crosses to the other side before the minotaur escapes, it fights to the death.", + "Anyone on the bridge when the ropes are cut or the bridge breaks must make a DC 13 Dexterity saving throw or take {@damage 2d6} bludgeoning damage from the 20 foot fall, half as much on a pass. A creature can attempt a long jump to cross the chasm." + ] + }, + { + "type": "entries", + "name": "17. Oily Platform", + "page": 158, + "entries": [ + { + "type": "inset", + "entries": [ + "The path you've been travelling cuts short at a cliff overlooking a lava lake. A stone platform engraved with glowing runes floats slowly and aimlessly over the lake. You can just make out a continuation of the path through the heat haze on a ledge nearly 100ft across the 40ft wide divide. Shallow pools of oil slosh on the surface of the platform as it comes to a brief halt before you." + ] + }, + "This 20-foot square platform was created by a powerful wizard whose magic has remained in the runic etchings. Characters can step onto the platform without a check if they don't hesitate.", + "The oily pools on the platform are {@dice 1d3} {@creature gray ooze||gray oozes}, whose weight distribution on the platform allows them to move. The platform moves up to 20 feet in the direction that most of its load is on. If the platform hits the side of the cavern, anyone on it must succeed a DC 13 Dexterity saving throw or be knocked {@condition prone}." + ] + }, + { + "type": "entries", + "name": "18. Putrid Mineshaft", + "page": 158, + "entries": [ + { + "type": "inset", + "entries": [ + "A rusted mine cart sits idly on a track outside of a narrow tunnel that slopes deeper down underground. A foul stench wafts up from down the dark, dusty mineshaft." + ] + }, + "This 10-foot wide abandoned silver mineshaft is the new home of {@dice 2d6} {@creature troglodyte||troglodytes}, who wait just around the bend at the bottom of the slope.", + "The mine cart can be pushed on the warped tracks with a DC 13 Strength check and can hold 3 small, or 2 medium, or 1 large creature(s). When pushed, the cart crashes through up to two creatures on the tracks, knocking them {@condition prone}, before coming to a halt 10 feet behind the rest of the pack." + ] + }, + { + "type": "entries", + "name": "19. Rotting River", + "page": 159, + "entries": [ + { + "type": "inset", + "entries": [ + "A wide, murky river cuts through the path ahead. Dead fish line the edge of the water and fill the cavern with their rotting smell. A long tongue pierces through the surface of the water and wraps around one of the dead fish. Then, a pale figure with decaying skin tight against its face emerges, devouring the fish and smiling at you with sharp teeth." + ] + }, + "{@dice 1d2} {@creature ghast||ghasts} hunt for scraps of food along this 10ft deep and 20-foot wide river. Players entering the river must make a DC 10 Constitution saving throw as if affected by a {@creature ghast||ghast's} Stench feature." + ] + }, + { + "type": "entries", + "name": "20. Screeching Shaft", + "page": 159, + "entries": [ + { + "type": "inset", + "entries": [ + "The cave ends abruptly in an alcove ahead. You spot a wooden ladder extending up into a tall, vertical shaft. The ground and ladder are covered in dubious droppings." + ] + }, + "{@dice 1d2} {@creature swarm of bats||swarms of bats} rest at the top of the shaft. Players climbing the ladder must succeed on a DC 11 Dexterity saving throw or slip on the guano-slicked ladder, taking {@damage 1d6} bludgeoning damage from the fall, and alerting the bats." + ] + }, + { + "type": "entries", + "name": "21. Skittering Shadows", + "page": 160, + "entries": [ + { + "type": "inset", + "entries": [ + "You stumble upon the ruins of a two-story watchtower blocking your path. The spectral form of a spider blinks in and out of sight as it crawls around the collapsing, webwrapped tower." + ] + }, + "The tower and its surrounding area is covered in thick webs, making it difficult terrain. {@dice 1d2} {@creature phase spider||phase spiders} lurk through the ruins in search of prey. A {@item +1 weapon|DMG|+1 steel buckler} can be found under the rubble of the tower with a successful DC 16 Wisdom ({@skill Perception}) check." + ] + }, + { + "type": "entries", + "name": "22. Slave Shipment", + "page": 160, + "entries": [ + { + "type": "inset", + "entries": [ + "A wagon full of duergar travels by the side of a lava stream at the bottom of the slope ahead. A heavy wrought-iron cage on the back of the wagon holds human slaves. The captives groan in agony from the heat of the nearby lava." + ] + }, + "{@dice 1d4 + 1} {@creature duergar} slavers transport {@dice 1d4} human {@creature commoner||commoners} to an auction in Gracklstugh. The slavers are extremely cruel and would rather see their merchandise burn in a lava pool than be freed.", + "Each duergar holds a key for the cage. A spare set of {@item Mithral Chain Mail|DMG|mithral chainmail} lies in the bed of the wagon. Anyone touching the lava stream takes {@damage 6d10} fire damage. Also, any nonmagical items or gear that touches the lava is destroyed." + ] + }, + { + "type": "entries", + "name": "23. Stalactite Cavern", + "page": 161, + "entries": [ + { + "type": "inset", + "entries": [ + "The ceiling of this silent cavernous passage is covered in hundreds of cracked stalactites. As you pass through, one of them falls at your feet with an unusually wet sound. You look down at the rocky spike, and to your dismay, find it looking right back with a large red eye set above three sharp pincers." + ] + }, + "The stalactite creature is a {@creature piercer}, with {@dice 1d6} more {@creature piercer||piercers} wait on the ceiling in a 20- foot radius for unsuspecting prey to pass beneath them. Each {@creature piercer} targets a different character, ending its turn within the radius. More than one {@creature piercer} cannot fall in the same space, so characters' remaining stationary prevents more from dropping directly onto the party" + ] + }, + { + "type": "entries", + "name": "24. Stirge Feeding-Ground", + "page": 161, + "entries": [ + { + "type": "inset", + "entries": [ + "Pale, drained bodies of various underground creatures are scattered across the rocky floor of the cavern before you. Deformed, bat-like creatures extend long proboscises into the flesh of the corpses, siphoning any remaining blood. They turn their narrow heads and beady eyes to you before letting out deafening screeches." + ] + }, + "The party is attacked by {@dice 2d4 + 2} {@creature stirge||stirges}. One of the scattered bodies wears a full {@item explorer's pack|PHB}. A DC 14 Intelligence ({@skill Investigation}) check reveals a {@item potion of healing|DMG} in a hidden pouch of the pack." + ] + }, + { + "type": "entries", + "name": "25. The Eternal Battlefield", + "page": 162, + "entries": [ + { + "type": "inset", + "entries": [ + "The floor of this cavern is littered with hundreds of skeletons of drow, duergar, deep gnomes and quaggoths. Rusted weapons protrude from the ground like a field of tall grass. The eerie silence is periodically broken by the faint sound of swords clashing around you, but it must just be your imagination." + ] + }, + "This is the site of an ancient battleground, still haunted by these warriors of old. The cavern is difficult terrain as a result of the piles of bones and old weaponry. {@dice 1d2} {@creature ghost||ghosts} feverishly search for a living body to possess since they've been denied a proper afterlife." + ] + }, + { + "type": "entries", + "name": "26. The Restless", + "page": 162, + "entries": [ + { + "type": "inset", + "entries": [ + "You're awoken from your slumber by the nearby sounds of airy groans. Dark elves with torn skin and protruding ribs hobble up the path towards your camp." + ] + }, + "{@dice 2d4} udadrow {@creature zombie||zombies} attack the party during a rest. In total, they carry 45gp worth of coins minted with the symbol of House Baenre, the first house of Menzoberranzan.", + "One of the zombies also carries two {@item vial of acid|PHB|vials of acid}. As an action, one can splash the contents of this vial onto a creature within 5 feet or throw the vial up to 20 feet, shattering it on impact. In either case, one must make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes {@damage 2d6} acid damage." + ] + }, + { + "type": "entries", + "name": "27. Toadpool", + "page": 163, + "entries": [ + { + "type": "inset", + "entries": [ + "A large, glowing pond illuminates the cavern ahead with a neon yellow tinge. Small bubbles occasionally rise to the surface and make a popping sound that echoes through the silent cavern. It seems the only way forward is to swim over 100 feet to the other side of the pond." + ] + }, + "{@dice 1d4} {@creature giant toad||giant toads} swim under the surface of the pond. The bioluminescent water can be bottled and used as a light source with twice the range of a {@item torch|PHB}." + ] + }, + { + "type": "entries", + "name": "28. Underbears", + "page": 163, + "entries": [ + { + "type": "inset", + "entries": [ + "Up ahead under a high cliff you see what looks like hunch-backed humanoid bears with white fur in a scuffle. One of them, wearing leather straps around its limbs, picks up another and slams it against the cliff-side until it stops moving." + ] + }, + "{@dice 1d3} {@creature quaggoth||quaggoths} are resolving a quarrel within their tribe, the leader being the leatherstrapped {@creature quaggoth}. They are completely fearless, charging without hesitation if they encounter adventurers.", + "The cliff-side houses a vein of pure silver, some of which was chipped from the relentless smashing earlier. Players with sufficient tools can mine out one pound of silver ore worth 5gp every half hour." + ] + }, + { + "type": "entries", + "name": "29. Walking on Eggshells", + "page": 164, + "entries": [ + { + "type": "inset", + "entries": [ + "The cavern floor is covered in nearly a foot of rocky rubble. After traversing this terrain for a few minutes, you step on a rock that makes a distinct cracking and squishing sound You look down in horror at the crushed, stone-like eggs at your feet as guttural roars reverberate through the cavern." + ] + }, + "{@dice 1d4} {@creature hook horror||hook horrors} make their lair here and spring to the defense of their egg clutches. The rubble and eggs make this area difficult terrain." + ] + }, + { + "type": "entries", + "name": "30. Writhing Pit", + "page": 164, + "entries": [ + { + "type": "inset", + "entries": [ + "A 15-foot-wide chasm spanning a dark, rocky pit lies ahead. The end of a long wooden plank protrudes from the pit." + ] + }, + "{@dice 1d3} {@creature grick||gricks} are coiled up together and camouflaged at the bottom of the hole, waiting for unsuspecting prey. If the plank is touched or if a player falls in, the gricks float up and attack.", + "Players walking the plank, using rope, or those with at least 15 Strength can clear the gap without trouble. Otherwise, players wishing to jump across must make a DC 15 Strength ({@skill Athletics}) check or fall into the pit, taking {@damage 2d6} bludgeoning damage." + ] } - }, - "Each creature of your choice within 30 feet of you that isn't behind total cover must make a Dexterity saving throw against your spell save DC or take damage equal to your wizard level. If the creature is on a patch of faerzress created by your Radiate Faerzress feature, it takes damage equal to twice your wizard level." - ] - ] - } - ] - } - ], - "table": [ - { - "name": "Aevendrow Starsongs", - "source": "JBoE", - "page": 77, - "colLabels": [ - "d10", - "Starsong" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "1", - "The Song of the Hidden ({@skill Stealth})" - ], - [ - "2", - "The Song of the Muse ({@skill Performance})" - ], - [ - "3", - "The Song of the Vigilant ({@skill Perception})" - ], - [ - "4", - "The Song of the Hero ({@skill Athletics})" - ], - [ - "5", - "The Song of the Lover ({@skill Persuasion})" - ], - [ - "6", - "The Song of the Mage ({@skill Arcana})" - ], - [ - "7", - "The Song of the Scholar ({@skill Investigation})" - ], - [ - "8", - "The Song of the Mediator ({@skill Insight})" - ], - [ - "9", - "The Song of the Graceful ({@skill Acrobatics})" - ], - [ - "10", - "The Song of the Priestess ({@skill Religion})" - ] - ] - } - ], - "variantrule": [ - { - "name": "Faerzress", - "source": "JBoE", - "page": 92, - "ruleType": "O", - "entries": [ - "The depths of the Underdark are often suffused with powerful magical radiation, called {@i faerzress} by the udadrow. {@i Faerzress} is a remnant of ancient and powerful magics, particularly the spellcraft responsible for the creation of the Underdark itself. This radiation often interferes with newer forms of magic, distorting or empowering spells from a newer age. These effects are typically unknown to surface-dwellers, and are one of the great dangers of the Realms Below. The udadrow often build their cities in areas surrounded by {@i faerzress}, allowing them to hide their presence from divination magic, and assisting them in their efforts to create powerful magical items with additional effects from the {@i faerzress} itself.", - "The unstable nature of the {@i faerzress} causes all areas radiated with to be illuminated with dim light, as well as disrupting and distorting magic with some unpredictable results:", - { - "type": "entries", - "entries": [ - { - "type": "entries", - "name": "Casting Spells", - "entries": [ - "Whenever a creature casts a spell within 5 feet of an area of {@i faerzress}, roll a {@dice d20}. If they roll a 1, their magic is distorted by the unpredictable radiation creating a Wild Magic effect. Roll on the {@table Wild Magic Surge|PHB|Wild Magic} table in the {@book Player's Handbook|PHB} to see the results.", - "Whenever a character attempts to cast a spell in the Underdark, the DM may allow them to make a DC 17 Intelligence ({@skill Arcana}) check, successfully becoming aware of the dangers of doing so on a successful roll. If a spell is cast in an area suffused with {@i faerzress}, additional effects may occur, and are detailed below." - ] - }, - { - "type": "entries", - "name": "Teleportation", - "entries": [ - "Spells that involve teleportation do not work reliably over distances greater than 1 mile when either the origin or the destination is within an area affected by {@i faerzress}. A character that casts a teleportation spell or uses an ability or item that has a teleportation effect that moves a creature or creatures more than one mile while in an area of {@i faerzress} must make a DC 20 Intelligence ({@skill Arcana}) check. On a successful save, the spell or ability functions normally. On a failed save, each creature targeted by the spell or ability must roll on the Teleportation table listed under the {@spell teleport} spell in the {@book Player's Handbook|PHB}, using the {@i Viewed once} familiarity level." ] } ] @@ -30618,4 +31660,4 @@ ] } ] -} \ No newline at end of file +}